Reputation: 2395
I am trying to paint a WPF control's background based on a palette where each color has been assigned with values (e.g. Red = 0, DarkGreen = 10, Green = 20,LightGreen =30) and a user-selected value (e.g. 25) that would give the resulting color. I would like the resulting color to be an interpolation between the 2 nearest color values (e.g. for a value of 25 it should give a color between Green and LightGreen)
For that I'm thinking of using the existing LinearGradientBrush in WPF; set the GradientStops, offsets and get the color at a specified value . Is there a way to do this or should I implement my own color interpolation function?
Thanks.
Upvotes: 2
Views: 4282
Reputation: 3312
The proper way is if you work with hue, saturation and brilliance of a color. You can convert and RGB color to their HSB values using a method like this:
public static (int Hue, double Saturation, double Brightness)GetHSB(this Color color) {
int max = Math.Max(color.R, Math.Max(color.G, color.B));
int min = Math.Min(color.R, Math.Min(color.G, color.B));
int hue = 0;//for black, gray or white, hue could be actually any number, but usually 0 is
//assign, which means red
if (max-min!=0) {
//not black, gray or white
int maxMinDif = max-min;
if (max==color.R) {
#pragma warning disable IDE0045 // Convert to conditional expression
if (color.G>=color.B) {
#pragma warning restore IDE0045
hue = 60 * (color.G-color.B)/maxMinDif;
} else {
hue = 60 * (color.G-color.B)/maxMinDif + 360;
}
} else if (max==color.G) {
hue = 60 * (color.B-color.R)/maxMinDif + 120;
} else if(max == color.B) {
hue = 60 * (color.R-color.G)/maxMinDif + 240;
}
}
double saturation = (max == 0) ? 0.0 : (1.0-((double)min/(double)max));
return (hue, saturation, (double)max/0xFF);
}
The hue defines the color, like red or blue from 0 to 360 degrees. If you want a gradient between blue (240 degrees) and red (360 degrees), you divide the 120 degrees by the number of steps and convert it back to RGB. But this is a bit complicated. Easier is just to mix the 2 colors using different weights:
/// <summary>
/// Mixes factor*color1 with (1-factor)*color2.
/// </summary>
public static Color Mix(this Color color1, double factor, Color color2) {
if (factor<0) throw new Exception($"Factor {factor} must be greater equal 0.");
if (factor>1) throw new Exception($"Factor {factor} must be smaller equal 1.");
if (factor==0) return color2;
if (factor==1) return color1;
var factor1 = 1 - factor;
return Color.FromArgb(
(byte)((color1.A * factor + color2.A * factor1)),
(byte)((color1.R * factor + color2.R * factor1)),
(byte)((color1.G * factor + color2.G * factor1)),
(byte)((color1.B * factor + color2.B * factor1)));
}
I wrote a long article on CodeProject about precisely this topic: Definitive Guide to WPF Colors, Color Spaces, Color Pickers and Creating Your Own Colors for Mere Mortals
Upvotes: 0
Reputation: 824
I'm not sure if this was the case back then but in .NET 4.0 getting a color from a LinearGradientBrush can be done.
private Color GetColor(double ratio)
{
if (ratio < 0) ratio = 0;
else if (ratio > 1) ratio = 1;
//Find gradient stops that surround the input value
GradientStop gs0 = ColorScale.GradientStops.Where(n => n.Offset <= ratio).OrderBy(n => n.Offset).Last();
GradientStop gs1 = ColorScale.GradientStops.Where(n => n.Offset >= ratio).OrderBy(n => n.Offset).First();
float y = 0f;
if (gs0.Offset != gs1.Offset)
{
y = (float)((ratio - gs0.Offset) / (gs1.Offset - gs0.Offset));
}
//Interpolate color channels
Color cx = new Color();
if (ColorScale.ColorInterpolationMode == ColorInterpolationMode.ScRgbLinearInterpolation)
{
float aVal = (gs1.Color.ScA - gs0.Color.ScA) * y + gs0.Color.ScA;
float rVal = (gs1.Color.ScR - gs0.Color.ScR) * y + gs0.Color.ScR;
float gVal = (gs1.Color.ScG - gs0.Color.ScG) * y + gs0.Color.ScG;
float bVal = (gs1.Color.ScB - gs0.Color.ScB) * y + gs0.Color.ScB;
cx = Color.FromScRgb(aVal, rVal, gVal, bVal);
}
else
{
byte aVal = (byte)((gs1.Color.A - gs0.Color.A) * y + gs0.Color.A);
byte rVal = (byte)((gs1.Color.R - gs0.Color.R) * y + gs0.Color.R);
byte gVal = (byte)((gs1.Color.G - gs0.Color.G) * y + gs0.Color.G);
byte bVal = (byte)((gs1.Color.B - gs0.Color.B) * y + gs0.Color.B);
cx = Color.FromArgb(aVal, rVal, gVal, bVal);
}
return cx;
}
This would work with a brush configured as follows (for example):
var brush = new LinearGradientBrush();
brush.StartPoint = new Point(0, 0);
brush.EndPoint = new Point(1, 0);
//Set brush colors
brush.GradientStops.Add(new GradientStop() { Color = Color.FromRgb(102, 40, 0), Offset = 0 });
brush.GradientStops.Add(new GradientStop() { Color = Color.FromRgb(254, 167, 80), Offset = 0.25 });
brush.GradientStops.Add(new GradientStop() { Color = Color.FromRgb(0, 153, 51), Offset = 0.5 });
brush.GradientStops.Add(new GradientStop() { Color = Color.FromRgb(232, 165, 255), Offset = 0.75 });
brush.GradientStops.Add(new GradientStop() { Color = Color.FromRgb(66, 0, 89), Offset = 1 });
Source: http://dotupdate.wordpress.com/2008/01/28/find-the-color-of-a-point-in-a-lineargradientbrush/
Upvotes: 2
Reputation: 2395
Thanks for all the replies guys. It seems there is no way to get the "value" of a GradientBrush at a specified point. I hope this is corrected at some later version of the framework. So I guess the only option for now is to implement an interpolation algorithm as Mikko suggested.
Upvotes: 1
Reputation: 29594
I think you'll be better of using a value converter, just take one of the interpolation functions suggested in the other answers and put in in a value converter, use this converter to bind the background property to the value and you're done.
Upvotes: 1
Reputation: 8084
Using the LinearGradientBrush sounds like it would have a bit of an overhead. No knowledge though. A color interpolation function isn't that hard to write though.
I'm assuming your palettes have values that are divisible by 10 for simplicity.
public static Color GetColor(int value)
{
int startIndex = (value/10)*10;
int endIndex = startIndex + 10;
Color startColor = Palette[startIndex];
Color endColor = Palette[endIndex];
float weight = (value - startIndex)/(float)(endIndex - startIndex);
return Color.FromArgb(
(int)Math.Round(startColor.R * (1 - weight) + endColor.R * weight),
(int)Math.Round(startColor.G * (1 - weight) + endColor.G * weight),
(int)Math.Round(startColor.B * (1 - weight) + endColor.B * weight));
}
If the defined colors are not divisible by 10 the logic to find the start and end colors will be a bit more complex.
Upvotes: 5
Reputation: 44268
Where did you come up with the Values 10/20/30 for your DarkGreen/Green/Lightgreen colors.
You'll need some sort of correlation table between your assigned palette values & the real numeric representations of the colors... e.g.
Color Pal-Code RGB HSL
Red 0 255,0,0 0,240,120
Dark Green 10 0,128,0 80,240,60
Green 20 0,255,0 80,240,120
Light Green 30 128,255,128 80,240,180
From that correlation table, you could take any user "palette code", find the closed matching pair of palette codes from the table above and do a best-match range find on it. e.g. if some entered 25
(let's use HSL for convenience) then the formula would be...
Green 20 0,255,0 80,240,120
Light Green 30 128,255,128 80,240,180
25 is halfway between both codes so
Palette Code Hue Sat Luminence
20 80 240 120
30 80 240 180
-------------------------------------------------
25 80 240 150
If they had selected 6
, you'd need to find .6 of the range of colors between each value.
Red 0 255,0,0 0,240,120
Dark Green 10 0,128,0 80,240,60
Palette Code Hue Sat Luminence
0 0 240 120
10 80 240 60
-------------------------------------------------
6 48 240 84
0->80 = +80 * 60% = +48 So 0+48 = 48
240->240 = 0 * 60% = 0 So 240+0 = 240
120->60 = -60 * 60% = -36 So 120-36 = 84
Upvotes: 1