While I played with HSV pie and color wheel before, usually I just use the excellent Qt graphics stack to try out various things. This days, I lean towards using web technologies and for that purpose, HTML Canvas suits me just fine. With PhantomJS, I even got the result rendered as PNG image.
The new example I added to PhantomJS is colorwheel.js which produces the above screenshot. The entire script code is as follows (if some parts look cryptic, read about HSL and HSV color space):
if (phantom.state.length === 0) { phantom.state = 1; phantom.viewportSize = { width: 400, height : 400 }; phantom.content = '<html><body><canvas id="surface">' + '</canvas></body></html>'; } else { var el = document.getElementById('surface'), context = el.getContext('2d'), width = window.innerWidth, height = window.innerHeight, cx = width / 2, cy = height / 2, radius = width / 2.3, imageData, pixels, hue, sat, value, i = 0, x, y, rx, ry, d, f, g, p, u, v, w, rgb; el.width = width; el.height = height; imageData = context.createImageData(width, height); pixels = imageData.data; for (y = 0; y < height; y = y + 1) { for (x = 0; x < width; x = x + 1, i = i + 4) { rx = x - cx; ry = y - cy; d = rx * rx + ry * ry; if (d < radius * radius) { hue = 6 * (Math.atan2(ry, rx) + Math.PI) / (2 * Math.PI); sat = Math.sqrt(d) / radius; g = Math.floor(hue); f = hue - g; u = 255 * (1 - sat); v = 255 * (1 - sat * f); w = 255 * (1 - sat * (1 - f)); pixels[i] = [255, v, u, u, w, 255, 255][g]; pixels[i + 1] = [w, 255, 255, v, u, u, w][g]; pixels[i + 2] = [u, u, w, 255, 255, v, u][g]; pixels[i + 3] = 255; } } } context.putImageData(imageData, 0, 0); document.body.style.backgroundColor = 'white'; document.body.style.margin = '0px'; phantom.render('colorwheel.png'); phantom.exit(); }
Beside the above example, there are few other things which you'll get in the upcoming PhantomJS 1.1 release, among others support for Unix shebang, file upload for form submission, disable/enable images loading and plugins, as well as support for QUnit integration.
1 comment:
It should be much faster to render it using a six-range conical gradient overlayed by a radial gradient with a white center point.
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