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GDI+ FAQ: RGB and HSL Colour Space Conversions.

 

The classic RGB colour space used in GDI+ is excellent for choosing or defining a specific colour as a mixture of  primary colour and intensity values but what happens if you want to take a particular colour and make it a bit lighter or a bit darker or change its saturation. For this you need to be able to use the HSL (Hue, Saturation and Luminance) colour space.

 

Note: HSB ( Hue Saturation and Brightness) is synonymous with HSL.

 

The .NET framework actually provides RGB-HSL conversion but for some reason, the conversion of HSL to RGB is not provided as a public method. The Color class has three methods, GetHue, GetSaturation and GetBrightness that provide the basic components of the HSL (or HSB) colour space. The conversion of HSL to RGB is a well known algorithm that you can find in numerous places on the web. Oddly enough, down in the bowels of the ControlPaint class, RGB to HSL is employed when you use the ControlPaint.Light(…) or ControlPaint.DarkDark(…) methods but also unfortunately the scaling of the Light, Dark and DarkDark settings are, to say the least, brutal and offer no finesse.

 

A specific use for RGB-HSL conversions I have used in the past, is to provide colours that enhance objects drawn in a psuedo-3D or isometric style. In such a drawing, a cube having a specific colour, say red, may be shown with a lighter red on top to simulate a shine on the object and a darker colour on one side to simulate a shadow. Figure1 shows two such cubes with and without shading yet still using red as the basic colour.

 

Figure 1

 

In addition to making a chosen colour lighter or darker, you may wish to choose a range of  colour values that all have a similar brightness. Not an easy task where RGB is concerned but trivial using the HSL colour space. Similarly, you may wish to choose random colours but ensure that they have a uniform level of saturation to ensure bright, non-pastel colours for ease of visibility. Once again, a task eminently possible if using HSL colour definitions.

 

If you're interested in further reading on the differences between colour spaces, this link will take you to an excellent article on the Apple site which explains them nicely.

 

To accompany this FAQ entry I have provided the source code shown in listing 1. It provides an RGB-HSL and HSL-RGB conversion plus a few methods that assist in setting or modifying a brightness.

 

Listing 1:

 

/* This tool is part of the xRay Toolkit and is provided free of charge by Bob Powell.

 * This code is not guaranteed to be free from defects or fit for merchantability in any way.

 * By using this tool in your own programs you agree to hold Robert W. Powell free from all

 * damages direct or incidental that arise from such use.

 * You may use this code free of charge in your own projects on condition that you place the

 * following paragraph (enclosed in quotes below) in your applications help or about dialog.

 * "Portions of this code provided by Bob Powell. http://www.bobpowell.net"

 * If you found this code useful and would like to make a donation towards the upkeep of the

 * GDI+ FAQ you can send a sum of your choice via PayPal to bob@bobpowell.net.

 */

 

using System;

using System.Drawing;

 

namespace xRay.Toolkit.Utilities

{

   public class RGBHSL

   {

 

      public class HSL

      {

         public HSL()

         {

            _h=0;

            _s=0;

            _l=0;

         }

 

         double _h;

         double _s;

         double _l;

 

         public double H

         {

            get{return _h;}

            set

            {

               _h=value;

               _h=_h>1 ? 1 : _h<0 ? 0 : _h;

            }

         }

 

         public double S

         {

            get{return _s;}

            set

            {

               _s=value;

               _s=_s>1 ? 1 : _s<0 ? 0 : _s;

            }

         }

 

         public double L

         {

            get{return _l;}

            set

            {

               _l=value;

               _l=_l>1 ? 1 : _l<0 ? 0 : _l;

            }

         }

      }

 

      public RGBHSL()

      {

      }

 

      /// <summary>

      /// Sets the absolute brightness of a colour

      /// </summary>

      /// <param name="c">Original colour</param>

      /// <param name="brightness">The luminance level to impose</param>

      /// <returns>an adjusted colour</returns>

      public static  Color SetBrightness(Color c, double brightness)

      {

         HSL hsl = RGB_to_HSL(c);

         hsl.L=brightness;

         return HSL_to_RGB(hsl);

      }

      

      /// <summary>

      /// Modifies an existing brightness level

      /// </summary>

      /// <remarks>

      /// To reduce brightness use a number smaller than 1. To increase brightness use a number larger tnan 1

      /// </remarks>

      /// <param name="c">The original colour</param>

      /// <param name="brightness">The luminance delta</param>

      /// <returns>An adjusted colour</returns>

      public static  Color ModifyBrightness(Color c, double brightness)

      {

         HSL hsl = RGB_to_HSL(c);

         hsl.L*=brightness;

         return HSL_to_RGB(hsl);

      }

 

      /// <summary>

      /// Sets the absolute saturation level

      /// </summary>

      /// <remarks>Accepted values 0-1</remarks>

      /// <param name="c">An original colour</param>

      /// <param name="Saturation">The saturation value to impose</param>

      /// <returns>An adjusted colour</returns>

      public static  Color SetSaturation(Color c, double Saturation)

      {

         HSL hsl = RGB_to_HSL(c);

         hsl.S=Saturation;

         return HSL_to_RGB(hsl);

      }

      

      /// <summary>

      /// Modifies an existing Saturation level

      /// </summary>

      /// <remarks>

      /// To reduce Saturation use a number smaller than 1. To increase Saturation use a number larger tnan 1

      /// </remarks>

      /// <param name="c">The original colour</param>

      /// <param name="Saturation">The saturation delta</param>

      /// <returns>An adjusted colour</returns>

      public static  Color ModifySaturation(Color c, double Saturation)

      {

         HSL hsl = RGB_to_HSL(c);

         hsl.S*=Saturation;

         return HSL_to_RGB(hsl);

      }

 

      /// <summary>

      /// Sets the absolute Hue level

      /// </summary>

      /// <remarks>Accepted values 0-1</remarks>

      /// <param name="c">An original colour</param>

      /// <param name="Hue">The Hue value to impose</param>

      /// <returns>An adjusted colour</returns>

      public static  Color SetHue(Color c, double Hue)

      {

         HSL hsl = RGB_to_HSL(c);

         hsl.H=Hue;

         return HSL_to_RGB(hsl);

      }

      

      /// <summary>

      /// Modifies an existing Hue level

      /// </summary>

      /// <remarks>

      /// To reduce Hue use a number smaller than 1. To increase Hue use a number larger tnan 1

      /// </remarks>

      /// <param name="c">The original colour</param>

      /// <param name="Hue">The Hue delta</param>

      /// <returns>An adjusted colour</returns>

      public static  Color ModifyHue(Color c, double Hue)

      {

         HSL hsl = RGB_to_HSL(c);

         hsl.H*=Hue;

         return HSL_to_RGB(hsl);

      }

 

      /// <summary>

      /// Converts a colour from HSL to RGB

      /// </summary>

      /// <remarks>Adapted from the algoritm in Foley and Van-Dam</remarks>

      /// <param name="hsl">The HSL value</param>

      /// <returns>A Color structure containing the equivalent RGB values</returns>

      public static Color HSL_to_RGB(HSL hsl)

      {

         double r=0,g=0,b=0;

         double temp1,temp2;

 

         if(hsl.L==0)

         {

            r=g=b=0;

         }

         else

         {

            if(hsl.S==0)

            {

               r=g=b=hsl.L;

            }

            else

            {

               temp2 = ((hsl.L<=0.5) ? hsl.L*(1.0+hsl.S) : hsl.L+hsl.S-(hsl.L*hsl.S));

               temp1 = 2.0*hsl.L-temp2;

            

               double[] t3=new double[]{hsl.H+1.0/3.0,hsl.H,hsl.H-1.0/3.0};

               double[] clr=new double[]{0,0,0};

               for(int i=0;i<3;i++)

               {

                  if(t3[i]<0)

                     t3[i]+=1.0;

                  if(t3[i]>1)

                     t3[i]-=1.0;

 

                  if(6.0*t3[i] < 1.0)

                     clr[i]=temp1+(temp2-temp1)*t3[i]*6.0;

                  else if(2.0*t3[i] < 1.0)

                     clr[i]=temp2;

                  else if(3.0*t3[i] < 2.0)

                     clr[i]=(temp1+(temp2-temp1)*((2.0/3.0)-t3[i])*6.0);

                  else

                     clr[i]=temp1;

               }

               r=clr[0];

               g=clr[1];

               b=clr[2];

            }

         }

 

         return Color.FromArgb((int)(255*r),(int)(255*g),(int)(255*b));

 

      }

 

 

      //

      /// <summary>

      /// Converts RGB to HSL

      /// </summary>

      /// <remarks>Takes advantage of whats already built in to

                   .NET by using the Color.GetHue, Color.GetSaturation and Color.GetBrightness methods</remarks>

      /// <param name="c">A Color to convert</param>

      /// <returns>An HSL value</returns>

      public static HSL RGB_to_HSL (Color c)

      {

         HSL hsl =  new HSL();

         

         hsl.H=c.GetHue()/360.0; // we store hue as 0-1 as opposed to 0-360

         hsl.L=c.GetBrightness();

         hsl.S=c.GetSaturation();

 

         return hsl;

      }

   }

}

 

Example using the RGBHSL class to modify brightness

 

This example shows how colours may be modified for brightness by simply setting their luminance levels. The application below uses the RGBHSL class to display a palette of colours taken from the seven classic colours of the rainbow. Figure 2 shows the program in action.

 

 

Figure 2

 

Listing 2 is the complete listing for this test application.

 

Listing 2.

 

using System;

using System.Drawing;

using System.Collections;

using System.ComponentModel;

using System.Windows.Forms;

using System.Data;

using xRay.Toolkit.Utilities;

 

namespace rgbhsltest

{

   /// <summary>

   /// Summary description for Form1.

   /// </summary>

   public class Form1 : System.Windows.Forms.Form

   {

      /// <summary>

      /// Required designer variable.

      /// </summary>

      private System.ComponentModel.Container components = null;

 

      public Form1()

      {

         //

         // Required for Windows Form Designer support

         //

         InitializeComponent();

         

         SetStyle(ControlStyles.ResizeRedraw,true);

      }

 

      /// <summary>

      /// Clean up any resources being used.

      /// </summary>

      protected override void Dispose( bool disposing )

      {

         if( disposing )

         {

            if (components != null)

            {

               components.Dispose();

            }

         }

         base.Dispose( disposing );

      }

 

      #region Windows Form Designer generated code

      /// <summary>

      /// Required method for Designer support - do not modify

      /// the contents of this method with the code editor.

      /// </summary>

      private void InitializeComponent()

      {

         //

         // Form1

         //

         this.AutoScaleBaseSize = new System.Drawing.Size(5, 13);

         this.BackColor = System.Drawing.Color.White;

         this.ClientSize = new System.Drawing.Size(600, 349);

         this.Name = "Form1";

         this.Text = "Form1";

         this.Paint += new System.Windows.Forms.PaintEventHandler(this.Form1_Paint);

 

      }

      #endregion

 

      /// <summary>

      /// The main entry point for the application.

      /// </summary>

      [STAThread]

      static void Main()

      {

         Application.Run(new Form1());

      }

 

      private void Form1_Paint(object sender, System.Windows.Forms.PaintEventArgs e)

      {

         Color[] rainbow=new Color[]{Color.Red,

                      Color.Orange,Color.Yellow,Color.Green,Color.Blue,Color.Indigo,Color.Violet};

         int n=0;

         foreach(Color c in rainbow)

         {

            for(double b=0;b<=1;b+=0.1)

            {

               SolidBrush br=new SolidBrush(RGBHSL.SetBrightness(c,b));

               e.Graphics.FillRectangle(br, (float)(this.ClientSize.Width*b),

(float)(this.ClientSize.Height/7*n), (float)(this.ClientSize.Width/10), (float)(this.ClientSize.Height/6));

               br.Dispose();

            }

            n++;

         }      

      }

   }

}

   

Example using the RGBHSL class to force brightness and saturation

This example creates a set of random colours and then enforces a particular saturation and brightness. This tends to maintain the visual strength of colours so that when juxtaposed, one colour does not dominate the others and draw the eye to a particular shade. This is particularly useful in graphing applications where you want the visual representation of the data to be evenly balanced. Figure 3 shows 100 randomly coloured tiles that have all been forced to a brightness of 0.6 (60%) and saturation of 1 (100%).

Figure 3.

Listing 3 shows the application that produced the effect.

 

using System;

using System.Drawing;

using System.Collections;

using System.ComponentModel;

using System.Windows.Forms;

using System.Data;

using xRay.Toolkit.Utilities;

 

namespace rgbhlstest2

{

   /// <summary>

   /// Summary description for Form1.

   /// </summary>

   public class Form1 : System.Windows.Forms.Form

   {

      /// <summary>

      /// Required designer variable.

      /// </summary>

      private System.ComponentModel.Container components = null;

 

      public Form1()

      {

         //

         // Required for Windows Form Designer support

         //

         InitializeComponent();