esphome/esphome/components/light/light_color_values.h

310 lines
15 KiB
C++

#pragma once
#include "esphome/core/helpers.h"
#include "color_mode.h"
#include <cmath>
namespace esphome {
namespace light {
inline static uint8_t to_uint8_scale(float x) { return static_cast<uint8_t>(roundf(x * 255.0f)); }
/** This class represents the color state for a light object.
*
* The representation of the color state is dependent on the active color mode. A color mode consists of multiple
* color capabilities, and each color capability has its own representation in this class. The fields available are as
* follows:
*
* Always:
* - color_mode: The currently active color mode.
*
* For ON_OFF capability:
* - state: Whether the light should be on/off. Represented as a float for transitions.
*
* For BRIGHTNESS capability:
* - brightness: The master brightness of the light, should be applied to all channels.
*
* For RGB capability:
* - color_brightness: The brightness of the color channels of the light.
* - red, green, blue: The RGB values of the current color. They are normalized, so at least one of them is always 1.0.
*
* For WHITE capability:
* - white: The brightness of the white channel of the light.
*
* For COLOR_TEMPERATURE capability:
* - color_temperature: The color temperature of the white channel in mireds. Note that it is not clamped to the valid
* range as set in the traits, so the output needs to do this.
*
* For COLD_WARM_WHITE capability:
* - cold_white, warm_white: The brightness of the cald and warm white channels of the light.
*
* All values (except color temperature) are represented using floats in the range 0.0 (off) to 1.0 (on), and are
* automatically clamped to this range. Properties not used in the current color mode can still have (invalid) values
* and must not be accessed by the light output.
*/
class LightColorValues {
public:
/// Construct the LightColorValues with all attributes enabled, but state set to off.
LightColorValues()
: color_mode_(ColorMode::UNKNOWN),
state_(0.0f),
brightness_(1.0f),
color_brightness_(1.0f),
red_(1.0f),
green_(1.0f),
blue_(1.0f),
white_(1.0f),
color_temperature_{0.0f},
cold_white_{1.0f},
warm_white_{1.0f} {}
LightColorValues(ColorMode color_mode, float state, float brightness, float color_brightness, float red, float green,
float blue, float white, float color_temperature, float cold_white, float warm_white) {
this->set_color_mode(color_mode);
this->set_state(state);
this->set_brightness(brightness);
this->set_color_brightness(color_brightness);
this->set_red(red);
this->set_green(green);
this->set_blue(blue);
this->set_white(white);
this->set_color_temperature(color_temperature);
this->set_cold_white(cold_white);
this->set_warm_white(warm_white);
}
/** Linearly interpolate between the values in start to the values in end.
*
* This function linearly interpolates the color value by just interpolating every attribute
* independently.
*
* @param start The interpolation start values.
* @param end The interpolation end values.
* @param completion The completion value. 0 -> start, 1 -> end.
* @return The linearly interpolated LightColorValues.
*/
static LightColorValues lerp(const LightColorValues &start, const LightColorValues &end, float completion) {
LightColorValues v;
v.set_color_mode(end.color_mode_);
v.set_state(esphome::lerp(completion, start.get_state(), end.get_state()));
v.set_brightness(esphome::lerp(completion, start.get_brightness(), end.get_brightness()));
v.set_color_brightness(esphome::lerp(completion, start.get_color_brightness(), end.get_color_brightness()));
v.set_red(esphome::lerp(completion, start.get_red(), end.get_red()));
v.set_green(esphome::lerp(completion, start.get_green(), end.get_green()));
v.set_blue(esphome::lerp(completion, start.get_blue(), end.get_blue()));
v.set_white(esphome::lerp(completion, start.get_white(), end.get_white()));
v.set_color_temperature(esphome::lerp(completion, start.get_color_temperature(), end.get_color_temperature()));
v.set_cold_white(esphome::lerp(completion, start.get_cold_white(), end.get_cold_white()));
v.set_warm_white(esphome::lerp(completion, start.get_warm_white(), end.get_warm_white()));
return v;
}
/** Normalize the color (RGB/W) component.
*
* Divides all color attributes by the maximum attribute, so effectively set at least one attribute to 1.
* For example: r=0.3, g=0.5, b=0.4 => r=0.6, g=1.0, b=0.8.
*
* Note that this does NOT retain the brightness information from the color attributes.
*
* @param traits Used for determining which attributes to consider.
*/
void normalize_color() {
if (this->color_mode_ & ColorCapability::RGB) {
float max_value = fmaxf(this->get_red(), fmaxf(this->get_green(), this->get_blue()));
if (max_value == 0.0f) {
this->set_red(1.0f);
this->set_green(1.0f);
this->set_blue(1.0f);
} else {
this->set_red(this->get_red() / max_value);
this->set_green(this->get_green() / max_value);
this->set_blue(this->get_blue() / max_value);
}
}
}
// Note that method signature of as_* methods is kept as-is for compatibility reasons, so not all parameters
// are always used or necessary. Methods will be deprecated later.
/// Convert these light color values to a binary representation and write them to binary.
void as_binary(bool *binary) const { *binary = this->state_ == 1.0f; }
/// Convert these light color values to a brightness-only representation and write them to brightness.
void as_brightness(float *brightness, float gamma = 0) const {
*brightness = gamma_correct(this->state_ * this->brightness_, gamma);
}
/// Convert these light color values to an RGB representation and write them to red, green, blue.
void as_rgb(float *red, float *green, float *blue, float gamma = 0, bool color_interlock = false) const {
if (this->color_mode_ & ColorCapability::RGB) {
float brightness = this->state_ * this->brightness_ * this->color_brightness_;
*red = gamma_correct(brightness * this->red_, gamma);
*green = gamma_correct(brightness * this->green_, gamma);
*blue = gamma_correct(brightness * this->blue_, gamma);
} else {
*red = *green = *blue = 0;
}
}
/// Convert these light color values to an RGBW representation and write them to red, green, blue, white.
void as_rgbw(float *red, float *green, float *blue, float *white, float gamma = 0,
bool color_interlock = false) const {
this->as_rgb(red, green, blue, gamma);
if (this->color_mode_ & ColorCapability::WHITE) {
*white = gamma_correct(this->state_ * this->brightness_ * this->white_, gamma);
} else {
*white = 0;
}
}
/// Convert these light color values to an RGBWW representation with the given parameters.
void as_rgbww(float *red, float *green, float *blue, float *cold_white, float *warm_white, float gamma = 0,
bool constant_brightness = false) const {
this->as_rgb(red, green, blue, gamma);
this->as_cwww(cold_white, warm_white, gamma, constant_brightness);
}
/// Convert these light color values to an RGB+CT+BR representation with the given parameters.
void as_rgbct(float color_temperature_cw, float color_temperature_ww, float *red, float *green, float *blue,
float *color_temperature, float *white_brightness, float gamma = 0) const {
this->as_rgb(red, green, blue, gamma);
this->as_ct(color_temperature_cw, color_temperature_ww, color_temperature, white_brightness, gamma);
}
/// Convert these light color values to an CWWW representation with the given parameters.
void as_cwww(float *cold_white, float *warm_white, float gamma = 0, bool constant_brightness = false) const {
if (this->color_mode_ & ColorCapability::COLD_WARM_WHITE) {
const float cw_level = gamma_correct(this->cold_white_, gamma);
const float ww_level = gamma_correct(this->warm_white_, gamma);
const float white_level = gamma_correct(this->state_ * this->brightness_, gamma);
if (!constant_brightness) {
*cold_white = white_level * cw_level;
*warm_white = white_level * ww_level;
} else {
// Just multiplying by cw_level / (cw_level + ww_level) would divide out the brightness information from the
// cold_white and warm_white settings (i.e. cw=0.8, ww=0.4 would be identical to cw=0.4, ww=0.2), which breaks
// transitions. Use the highest value as the brightness for the white channels (the alternative, using cw+ww/2,
// reduces to cw/2 and ww/2, which would still limit brightness to 100% of a single channel, but isn't very
// useful in all other aspects -- that behaviour can also be achieved by limiting the output power).
const float sum = cw_level > 0 || ww_level > 0 ? cw_level + ww_level : 1; // Don't divide by zero.
*cold_white = white_level * std::max(cw_level, ww_level) * cw_level / sum;
*warm_white = white_level * std::max(cw_level, ww_level) * ww_level / sum;
}
} else {
*cold_white = *warm_white = 0;
}
}
/// Convert these light color values to a CT+BR representation with the given parameters.
void as_ct(float color_temperature_cw, float color_temperature_ww, float *color_temperature, float *white_brightness,
float gamma = 0) const {
const float white_level = this->color_mode_ & ColorCapability::RGB ? this->white_ : 1;
if (this->color_mode_ & ColorCapability::COLOR_TEMPERATURE) {
*color_temperature =
(this->color_temperature_ - color_temperature_cw) / (color_temperature_ww - color_temperature_cw);
*white_brightness = gamma_correct(this->state_ * this->brightness_ * white_level, gamma);
} else { // Probably won't get here but put this here anyway.
*white_brightness = 0;
}
}
/// Compare this LightColorValues to rhs, return true if and only if all attributes match.
bool operator==(const LightColorValues &rhs) const {
return color_mode_ == rhs.color_mode_ && state_ == rhs.state_ && brightness_ == rhs.brightness_ &&
color_brightness_ == rhs.color_brightness_ && red_ == rhs.red_ && green_ == rhs.green_ &&
blue_ == rhs.blue_ && white_ == rhs.white_ && color_temperature_ == rhs.color_temperature_ &&
cold_white_ == rhs.cold_white_ && warm_white_ == rhs.warm_white_;
}
bool operator!=(const LightColorValues &rhs) const { return !(rhs == *this); }
/// Get the color mode of these light color values.
ColorMode get_color_mode() const { return this->color_mode_; }
/// Set the color mode of these light color values.
void set_color_mode(ColorMode color_mode) { this->color_mode_ = color_mode; }
/// Get the state of these light color values. In range from 0.0 (off) to 1.0 (on)
float get_state() const { return this->state_; }
/// Get the binary true/false state of these light color values.
bool is_on() const { return this->get_state() != 0.0f; }
/// Set the state of these light color values. In range from 0.0 (off) to 1.0 (on)
void set_state(float state) { this->state_ = clamp(state, 0.0f, 1.0f); }
/// Set the state of these light color values as a binary true/false.
void set_state(bool state) { this->state_ = state ? 1.0f : 0.0f; }
/// Get the brightness property of these light color values. In range 0.0 to 1.0
float get_brightness() const { return this->brightness_; }
/// Set the brightness property of these light color values. In range 0.0 to 1.0
void set_brightness(float brightness) { this->brightness_ = clamp(brightness, 0.0f, 1.0f); }
/// Get the color brightness property of these light color values. In range 0.0 to 1.0
float get_color_brightness() const { return this->color_brightness_; }
/// Set the color brightness property of these light color values. In range 0.0 to 1.0
void set_color_brightness(float brightness) { this->color_brightness_ = clamp(brightness, 0.0f, 1.0f); }
/// Get the red property of these light color values. In range 0.0 to 1.0
float get_red() const { return this->red_; }
/// Set the red property of these light color values. In range 0.0 to 1.0
void set_red(float red) { this->red_ = clamp(red, 0.0f, 1.0f); }
/// Get the green property of these light color values. In range 0.0 to 1.0
float get_green() const { return this->green_; }
/// Set the green property of these light color values. In range 0.0 to 1.0
void set_green(float green) { this->green_ = clamp(green, 0.0f, 1.0f); }
/// Get the blue property of these light color values. In range 0.0 to 1.0
float get_blue() const { return this->blue_; }
/// Set the blue property of these light color values. In range 0.0 to 1.0
void set_blue(float blue) { this->blue_ = clamp(blue, 0.0f, 1.0f); }
/// Get the white property of these light color values. In range 0.0 to 1.0
float get_white() const { return white_; }
/// Set the white property of these light color values. In range 0.0 to 1.0
void set_white(float white) { this->white_ = clamp(white, 0.0f, 1.0f); }
/// Get the color temperature property of these light color values in mired.
float get_color_temperature() const { return this->color_temperature_; }
/// Set the color temperature property of these light color values in mired.
void set_color_temperature(float color_temperature) { this->color_temperature_ = color_temperature; }
/// Get the color temperature property of these light color values in kelvin.
float get_color_temperature_kelvin() const {
if (this->color_temperature_ <= 0) {
return this->color_temperature_;
}
return 1000000.0 / this->color_temperature_;
}
/// Set the color temperature property of these light color values in kelvin.
void set_color_temperature_kelvin(float color_temperature) {
if (color_temperature <= 0) {
return;
}
this->color_temperature_ = 1000000.0 / color_temperature;
}
/// Get the cold white property of these light color values. In range 0.0 to 1.0.
float get_cold_white() const { return this->cold_white_; }
/// Set the cold white property of these light color values. In range 0.0 to 1.0.
void set_cold_white(float cold_white) { this->cold_white_ = clamp(cold_white, 0.0f, 1.0f); }
/// Get the warm white property of these light color values. In range 0.0 to 1.0.
float get_warm_white() const { return this->warm_white_; }
/// Set the warm white property of these light color values. In range 0.0 to 1.0.
void set_warm_white(float warm_white) { this->warm_white_ = clamp(warm_white, 0.0f, 1.0f); }
protected:
ColorMode color_mode_;
float state_; ///< ON / OFF, float for transition
float brightness_;
float color_brightness_;
float red_;
float green_;
float blue_;
float white_;
float color_temperature_; ///< Color Temperature in Mired
float cold_white_;
float warm_white_;
};
} // namespace light
} // namespace esphome