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WPF Color Picker Construction Kit

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26 Dec 2010CPOL9 min read 116.2K   7.7K   76  
A WPF color picker (like Adobe's) constructed in a modular fashion for easy modification.
using System;
using System.Windows;
using System.Windows.Media;

namespace ColorPicker.ColorModels.Lab
{
 public  sealed class A : NormalComponent 
    {
        private const double D65X = 0.9505;
        private const double D65Y = 1.0;
        private const double D65Z = 1.0890;

        private static LabModel sModel = new LabModel();
        public override bool IsNormalIndependantOfColor
        {
            get { return false; }
        }

        public override void UpdateNormalBitmap(System.Windows.Media.Imaging.WriteableBitmap bitmap, Color color)
        {
            unsafe
            {
                bitmap.Lock();
                int currentPixel = -1;
                byte* pStart = (byte*)(void*)bitmap.BackBuffer;
                double iRowUnit = (double) (MaxValue - MinValue )/bitmap.PixelHeight ;
                double iRowCurrent = 100;
                double l = sModel.LComponent(color);
                double b = sModel.BComponent(color);
                for (int iRow = 0; iRow < bitmap.PixelHeight; iRow++)
                {

                    Color lightness = sModel.Color(l, iRowCurrent, b);
                    for (int iCol = 0; iCol < bitmap.PixelWidth; iCol++)
                    {
                        currentPixel++;
                        *(pStart + currentPixel * 3 + 0) = lightness.B; //Blue
                        *(pStart + currentPixel * 3 + 1) = lightness.G; //Green 
                        *(pStart + currentPixel * 3 + 2) = lightness.R; //red
                    }

                    iRowCurrent -= iRowUnit;

                }

                bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
                bitmap.Unlock();
            }
        }

        public override void UpdateColorPlaneBitmap(System.Windows.Media.Imaging.WriteableBitmap bitmap, int normalComponentValue)
        {
            unsafe
            {
                bitmap.Lock();
                byte* pStart = (byte*)(void*)bitmap.BackBuffer;
                int currentPixel = -1;
                double iRowUnit = (double)100/bitmap.PixelHeight ;
                var iColUnit = (double)1;
                double iRowCurrent = 100;


                var a = (double)normalComponentValue;
                for (int iRow = 0; iRow < bitmap.PixelHeight; iRow++)
                {
                    double l = iRowCurrent;
                    double iColCurrent = -128;
                    for (int iCol = 0; iCol < bitmap.PixelWidth; iCol++)
                    {
                        double theta = 6.0 / 29.0;
                        double b = iColCurrent;
                        double fy = (l + 16) / 116.0;
                        double fx = fy + (a / 500.0);
                        double fz = fy - (b / 200.0);

                        var x = (fx > theta) ? D65X * (fx * fx * fx) : (fx - 16.0 / 116.0) * 3 * (theta * theta) * D65X;
                        var y = (fy > theta) ? D65Y * (fy * fy * fy) : (fy - 16.0 / 116.0) * 3 * (theta * theta) * D65Y;
                        var z = (fz > theta) ? D65Z * (fz * fz * fz) : (fz - 16.0 / 116.0) * 3 * (theta * theta) * D65Z;

                        x = (x > 0.9505) ? 0.9505 : ((x < 0) ? 0 : x);
                        y = (y > 1.0) ? 1.0 : ((y < 0) ? 0 : y);
                        z = (z > 1.089) ? 1.089 : ((z < 0) ? 0 : z);

                        double[] Clinear = new double[3];
                        Clinear[0] = x * 3.2410 - y * 1.5374 - z * 0.4986; // red
                        Clinear[1] = -x * 0.9692 + y * 1.8760 - z * 0.0416; // green
                        Clinear[2] = x * 0.0556 - y * 0.2040 + z * 1.0570; // blue

                        for (int i = 0; i < 3; i++)
                        {
                            Clinear[i] = (Clinear[i] <= 0.0031308) ? 12.92 * Clinear[i] : (1 + 0.055) * Math.Pow(Clinear[i], (1.0 / 2.4)) - 0.055;
                            Clinear[i] = Math.Min(Clinear[i], 1);
                            Clinear[i] = Math.Max(Clinear[i], 0);

                        }


                        currentPixel++;
                        *(pStart + currentPixel * 3 + 0) = Convert.ToByte(Clinear[2] * 255); //Blue
                        *(pStart + currentPixel * 3 + 1) = Convert.ToByte(Clinear[1] * 255); //Green 
                        *(pStart + currentPixel * 3 + 2) = Convert.ToByte(Clinear[0] * 255); //red
                        iColCurrent += iColUnit;
                    }
                    iRowCurrent -= iRowUnit;
                }
                bitmap.AddDirtyRect(new Int32Rect(0, 0, bitmap.PixelWidth, bitmap.PixelHeight));
                bitmap.Unlock();
            }
        }

        public override Color ColorAtPoint(Point selectionPoint, int colorComponentValue)
        {
            var l = (100 - selectionPoint.Y*100/256);
             var a =  colorComponentValue;
            var b =selectionPoint.X - 128;
           
            return sModel.Color(l, a, b);
        }

        public override Point PointFromColor(Color color)
        {
            int x = 128 + Convert.ToInt32(sModel.BComponent(color));
            int y = 100 - Convert.ToInt32(sModel.LComponent(color));
            return new Point(x, y);
        }

        public override int MinValue
        {
            get { return -128; }
        }

        public override int MaxValue
        {
            get { return 127; }
        }

        public override int Value(Color color)
        {
           return Convert.ToInt32( sModel.AComponent( color ));
        }

        public override string Name
        {
            get {return "LAB_A"; }
        }
    }
}

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Software Developer (Senior)
United States United States
Written software for what seems like forever. I'm currenly infatuated with WPF. Hopefully my affections are returned.

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