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I'm creating a Color Picker tool and for the HSL slider, I need to be able to convert RGB to HSL. When I searched SO for a way to do the conversion, I found this question HSL to RGB color conversion.

While it provides a function to do conversion from RGB to HSL, I see no explanation to what's really going on in the calculation. To understand it better, I've read the HSL and HSV on Wikipedia.

Later, I've rewritten the function from the "HSL to RGB color conversion" using the calculations from the "HSL and HSV" page.

I'm stuck at the calculation of hue if the R is the max value. See the calculation from the "HSL and HSV" page:

enter image description here

This is from another wiki page that's in Dutch:

enter image description here

and this is from the answers to "HSL to RGB color conversion":

case r: h = (g - b) / d + (g < b ? 6 : 0); break; // d = max-min = c

I've tested all three with a few RGB values and they seem to produce similar (if not exact) results. What I'm wondering is are they performing the same thing? Will get I different results for some specific RGB values? Which one should I be using?

hue = (g - b) / c;                   // dutch wiki
hue = ((g - b) / c) % 6;             // eng wiki
hue = (g - b) / c + (g < b ? 6 : 0); // SO answer

function rgb2hsl(r, g, b) {
    // see https://en.wikipedia.org/wiki/HSL_and_HSV#Formal_derivation
    // convert r,g,b [0,255] range to [0,1]
    r = r / 255,
    g = g / 255,
    b = b / 255;
    // get the min and max of r,g,b
    var max = Math.max(r, g, b);
    var min = Math.min(r, g, b);
    // lightness is the average of the largest and smallest color components
    var lum = (max + min) / 2;
    var hue;
    var sat;
    if (max == min) { // no saturation
        hue = 0;
        sat = 0;
    } else {
        var c = max - min; // chroma
        // saturation is simply the chroma scaled to fill
        // the interval [0, 1] for every combination of hue and lightness
        sat = c / (1 - Math.abs(2 * lum - 1));
        switch(max) {
            case r:
                // hue = (g - b) / c;
                // hue = ((g - b) / c) % 6;
                // hue = (g - b) / c + (g < b ? 6 : 0);
                break;
            case g:
                hue = (b - r) / c + 2;
                break;
            case b:
                hue = (r - g) / c + 4;
                break;
        }
    }
    hue = Math.round(hue * 60); // °
    sat = Math.round(sat * 100); // %
    lum = Math.round(lum * 100); // %
    return [hue, sat, lum];
}
akinuri
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  • The English one looks correct to me, the Dutch one I don't recognise and I don't understand what it says on the wiki page. :) – Xotic750 Aug 24 '16 at 09:51
  • Here's the octave implementation of hsv2rgb: http://hg.savannah.gnu.org/hgweb/octave/file/549f8625a61b/scripts/image/hsv2rgb.m – knb Sep 18 '16 at 18:12

4 Answers4

157

I've been reading several wiki pages and checking different calculations, and creating visualizations of RGB cube projection onto a hexagon. And I'd like to post my understanding of this conversion. Since I find this conversion (representations of color models using geometric shapes) interesting, I'll try to be as thorough as I can be. First, let's start with RGB.

RGB

Well, this doesn't really need much explanation. In its simplest form, you have 3 values, R, G, and B in the range of [0,255]. For example, 51,153,204. We can represent it using a bar graph:

RGB Bar Graph

RGB Cube

We can also represent a color in a 3D space. We have three values R, G, B that corresponds to X, Y, and Z. All three values are in the [0,255] range, which results in a cube. But before creating the RGB cube, let's work on 2D space first. Two combinations of R,G,B gives us: RG, RB, GB. If we were to graph these on a plane, we'd get the following:

RGB 2D Graphs

These are the first three sides of the RGB cube. If we place them on a 3D space, it results in a half cube:

RGB Cube Sides

If you check the above graph, by mixing two colors, we get a new color at (255,255), and these are Yellow, Magenta, and Cyan. Again, two combinations of these gives us: YM, YC, and MC. These are the missing sides of the cube. Once we add them, we get a complete cube:

RGB Cube

And the position of 51,153,204 in this cube:

RGB Cube Color Position

Projection of RGB Cube onto a hexagon

Now that we have the RGB Cube, let's project it onto a hexagon. First, we tilt the cube by 45° on the x, and then 35.264° on the y. After the second tilt, black corner is at the bottom and the white corner is at the top, and they both pass through the z axis.

RGB Cube Tilt

As you can see, we get the hexagon look we want with the correct hue order when we look at the cube from the top. But we need to project this onto a real hexagon. What we do is draw a hexagon that is in the same size with the cube top view. All the corners of the hexagon corresponds to the corners of the cube and the colors, and the top corner of the cube that is white, is projected onto the center of the hexagon. Black is omitted. And if we map every color onto the hexagon, we get the look at right.

Cube to Hexagon Projection

And the position of 51,153,204 on the hexagon would be:

Hue Color Position

Calculating the Hue

Before we make the calculation, let's define what hue is.

Hue is roughly the angle of the vector to a point in the projection, with red at 0°.

... hue is how far around that hexagon’s edge the point lies.

This is the calculation from the HSL and HSV wiki page. We'll be using it in this explanation.

Wiki calc

Examine the hexagon and the position of 51,153,204 on it.

Hexagon basics

First, we scale the R, G, B values to fill the [0,1] interval.

R = R / 255    R =  51 / 255 = 0.2
G = G / 255    G = 153 / 255 = 0.6
B = B / 255    B = 204 / 255 = 0.8

Next, find the max and min values of R, G, B

M = max(R, G, B)    M = max(0.2, 0.6, 0.8) = 0.8
m = min(R, G, B)    m = min(0.2, 0.6, 0.8) = 0.2

Then, calculate C (chroma). Chroma is defined as:

... chroma is roughly the distance of the point from the origin.

Chroma is the relative size of the hexagon passing through a point ...

C = OP / OP'
C = M - m
C = 0.8- 0.2 = 0.6

Now, we have the R, G, B, and C values. If we check the conditions, if M = B returns true for 51,153,204. So, we'll be using H'= (R - G) / C + 4.

Let's check the hexagon again. (R - G) / C gives us the length of BP segment.

segment = (R - G) / C = (0.2 - 0.6) / 0.6 = -0.6666666666666666

We'll place this segment on the inner hexagon. Starting point of the hexagon is R (red) at 0°. If the segment length is positive, it should be on RY, if negative, it should be on RM. In this case, it is negative -0.6666666666666666, and is on the RM edge.

Segment position & shift

Next, we need to shift the position of the segment, or rather P₁ towars the B (because M = B). Blue is at 240°. Hexagon has 6 sides. Each side corresponds to 60°. 240 / 60 = 4. We need to shift (increment) the P₁ by 4 (which is 240°). After the shift, P₁ will be at P and we'll get the length of RYGCP.

segment = (R - G) / C = (0.2 - 0.6) / 0.6 = -0.6666666666666666
RYGCP   = segment + 4 = 3.3333333333333335

Circumference of the hexagon is 6 which corresponds to 360°. 53,151,204's distance to is 3.3333333333333335. If we multiply 3.3333333333333335 by 60, we'll get its position in degrees.

H' = 3.3333333333333335
H  = H' * 60 = 200°

In the case of if M = R, since we place one end of the segment at R (0°), we don't need to shift the segment to R if the segment length is positive. The position of P₁ will be positive. But if the segment length is negative, we need to shift it by 6, because negative value means that the angular position is greater than 180° and we need to do a full rotation.

So, neither the Dutch wiki solution hue = (g - b) / c; nor the Eng wiki solution hue = ((g - b) / c) % 6; will work for negative segment length. Only the SO answer hue = (g - b) / c + (g < b ? 6 : 0); works for both negative and positive values.

JSFiddle: Test all three methods for rgb(255,71,99)


JSFiddle: Find a color's position in RGB Cube and hue hexagon visually

Working hue calculation:

console.log(rgb2hue(51,153,204));
console.log(rgb2hue(255,71,99));
console.log(rgb2hue(255,0,0));
console.log(rgb2hue(255,128,0));
console.log(rgb2hue(124,252,0));

function rgb2hue(r, g, b) {
  r /= 255;
  g /= 255;
  b /= 255;
  var max = Math.max(r, g, b);
  var min = Math.min(r, g, b);
  var c   = max - min;
  var hue;
  if (c == 0) {
    hue = 0;
  } else {
    switch(max) {
      case r:
        var segment = (g - b) / c;
        var shift   = 0 / 60;       // R° / (360° / hex sides)
        if (segment < 0) {          // hue > 180, full rotation
          shift = 360 / 60;         // R° / (360° / hex sides)
        }
        hue = segment + shift;
        break;
      case g:
        var segment = (b - r) / c;
        var shift   = 120 / 60;     // G° / (360° / hex sides)
        hue = segment + shift;
        break;
      case b:
        var segment = (r - g) / c;
        var shift   = 240 / 60;     // B° / (360° / hex sides)
        hue = segment + shift;
        break;
    }
  }
  return hue * 60; // hue is in [0,6], scale it up
}
akinuri
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3

This page provides a function for conversion between color spaces, including RGB to HSL.

function RGBToHSL(r,g,b) {
  // Make r, g, and b fractions of 1
  r /= 255;
  g /= 255;
  b /= 255;

  // Find greatest and smallest channel values
  let cmin = Math.min(r,g,b),
      cmax = Math.max(r,g,b),
      delta = cmax - cmin,
      h = 0,
      s = 0,
      l = 0;

  // Calculate hue
  // No difference
  if (delta == 0)
    h = 0;
  // Red is max
  else if (cmax == r)
    h = ((g - b) / delta) % 6;
  // Green is max
  else if (cmax == g)
    h = (b - r) / delta + 2;
  // Blue is max
  else
    h = (r - g) / delta + 4;

  h = Math.round(h * 60);

  // Make negative hues positive behind 360°
  if (h < 0)
      h += 360;

  // Calculate lightness
  l = (cmax + cmin) / 2;

  // Calculate saturation
  s = delta == 0 ? 0 : delta / (1 - Math.abs(2 * l - 1));

  // Multiply l and s by 100
  s = +(s * 100).toFixed(1);
  l = +(l * 100).toFixed(1);

  return "hsl(" + h + "," + s + "%," + l + "%)";
}
Crashalot
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2

Continuing from my comment, the English version looks correct, but I'm not sure what's happening in the Dutch version as I don't understand the WIKI page.

Here is an ES6 version that I made from the English WIKI page, along with some sample data that appear to match the WIKI examples (give or take Javascript's numeric accuracy). Hopefully it may be of use while creating your own function.

// see: https://en.wikipedia.org/wiki/RGB_color_model
// see: https://en.wikipedia.org/wiki/HSL_and_HSV

// expects R, G, B, Cmax and chroma to be in number interval [0, 1]
// returns undefined if chroma is 0, or a number interval [0, 360] degrees
function hue(R, G, B, Cmax, chroma) {
  let H;
  if (chroma === 0) {
    return H;
  }
  if (Cmax === R) {
    H = ((G - B) / chroma) % 6;
  } else if (Cmax === G) {
    H = ((B - R) / chroma) + 2;
  } else if (Cmax === B) {
    H = ((R - G) / chroma) + 4;
  }
  H *= 60;
  return H < 0 ? H + 360 : H;
}

// returns the average of the supplied number arguments
function average(...theArgs) {
  return theArgs.length ? theArgs.reduce((p, c) => p + c, 0) / theArgs.length : 0;
}

// expects R, G, B, Cmin, Cmax and chroma to be in number interval [0, 1]
// type is by default 'bi-hexcone' equation
// set 'luma601' or 'luma709' for alternatives
// see: https://en.wikipedia.org/wiki/Luma_(video)
// returns a number interval [0, 1]
function lightness(R, G, B, Cmin, Cmax, type = 'bi-hexcone') {
  if (type === 'luma601') {
    return (0.299 * R) + (0.587 * G) + (0.114 * B);
  }
  if (type === 'luma709') {
    return (0.2126 * R) + (0.7152 * G) + (0.0772 * B);
  }
  return average(Cmin, Cmax);
}

// expects L and chroma to be in number interval [0, 1]
// returns a number interval [0, 1]
function saturation(L, chroma) {
  return chroma === 0 ? 0 : chroma / (1 - Math.abs(2 * L - 1));
}

// returns the value to a fixed number of digits
function toFixed(value, digits) {
  return Number.isFinite(value) && Number.isFinite(digits) ? value.toFixed(digits) : value;
}

// expects R, G, and B to be in number interval [0, 1]
// returns a Map of H, S and L in the appropriate interval and digits
function RGB2HSL(R, G, B, fixed = true) {
  const Cmin = Math.min(R, G, B);
  const Cmax = Math.max(R, G, B);
  const chroma = Cmax - Cmin;
  // default 'bi-hexcone' equation
  const L = lightness(R, G, B, Cmin, Cmax);
  // H in degrees interval [0, 360]
  // L and S in interval [0, 1]
  return new Map([
    ['H', toFixed(hue(R, G, B, Cmax, chroma), fixed && 1)],
    ['S', toFixed(saturation(L, chroma), fixed && 3)],
    ['L', toFixed(L, fixed && 3)]
  ]);
}

// expects value to be number in interval [0, 255]
// returns normalised value as a number interval [0, 1]
function colourRange(value) {
  return value / 255;
};

// expects R, G, and B to be in number interval [0, 255]
function RGBdec2HSL(R, G, B) {
  return RGB2HSL(colourRange(R), colourRange(G), colourRange(B));
}

// converts a hexidecimal string into a decimal number
function hex2dec(value) {
  return parseInt(value, 16);
}

// slices a string into an array of paired characters
function pairSlicer(value) {
  return value.match(/../g);
}

// prepend '0's to the start of a string and make specific length
function prePad(value, count) {
  return ('0'.repeat(count) + value).slice(-count);
}

// format hex pair string from value
function hexPair(value) {
  return hex2dec(prePad(value, 2));
}

// expects R, G, and B to be hex string in interval ['00', 'FF']
// without a leading '#' character
function RGBhex2HSL(R, G, B) {
  return RGBdec2HSL(hexPair(R), hexPair(G), hexPair(B));
}

// expects RGB to be a hex string in interval ['000000', 'FFFFFF']
// with or without a leading '#' character
function RGBstr2HSL(RGB) {
  const hex = prePad(RGB.charAt(0) === '#' ? RGB.slice(1) : RGB, 6);
  return RGBhex2HSL(...pairSlicer(hex).slice(0, 3));
}

// expects value to be a Map object
function logIt(value) {
  console.log(value);
  document.getElementById('out').textContent += JSON.stringify([...value]) + '\n';
};

logIt(RGBstr2HSL('000000'));
logIt(RGBstr2HSL('#808080'));
logIt(RGB2HSL(0, 0, 0));
logIt(RGB2HSL(1, 1, 1));
logIt(RGBdec2HSL(0, 0, 0));
logIt(RGBdec2HSL(255, 255, 254));
logIt(RGBhex2HSL('BF', 'BF', '00'));
logIt(RGBstr2HSL('008000'));
logIt(RGBstr2HSL('80FFFF'));
logIt(RGBstr2HSL('8080FF'));
logIt(RGBstr2HSL('BF40BF'));
logIt(RGBstr2HSL('A0A424'));
logIt(RGBstr2HSL('411BEA'));
logIt(RGBstr2HSL('1EAC41'));
logIt(RGBstr2HSL('F0C80E'));
logIt(RGBstr2HSL('B430E5'));
logIt(RGBstr2HSL('ED7651'));
logIt(RGBstr2HSL('FEF888'));
logIt(RGBstr2HSL('19CB97'));
logIt(RGBstr2HSL('362698'));
logIt(RGBstr2HSL('7E7EB8'));
<pre id="out"></pre>
Xotic750
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  • I really appreciate the effort, but this seems much more complicated than the one I've already written :) I've been reading the wiki pages over and over again, and creating the rgb cube-to-hexagon projection in a 3d software. I'm really close to understanding *everything* in the calculation. I'll post my understanding sometime soon. (Sorry for the late reply :) – akinuri Aug 24 '16 at 21:37
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    I don't know about much more complicated (sure, in all it can do a few more things than your example), but basically it's the same but broken down into smaller testable and reusable functions rather than a single function. I could probably do it in a single line of code, but that wouldn't be very readable, reusable or maintainable. Oh and I used ES6 rather than just ES3, I know you didn't ask for any code but I needed to dust off some rust and I thought that I may as well share my tinkering with you in an answer rather than just the comment. :) – Xotic750 Aug 24 '16 at 21:53
  • I've posted my answer (if you haven't seen it already). It's incomplete right now. Updated it once. Gonna update it again. I'd like your feedback (I might be doing it wrong, idk :) – akinuri Aug 26 '16 at 14:29
  • It's a very pretty description of what needs to be calculated, but so far doesn't answer the actual question that you posted. I'm kind of thinking that perhaps your questions and answer were better suited to http://mathoverflow.net/ as it doesn't really seem to have much to do with the programming aspect, but a great deal to do with mathematics. – Xotic750 Aug 27 '16 at 09:37
  • It's still not done yet. I'll add the last part where I'll talk about the calculation. I liked this conversion thing so much that I wanted to be thorough with it. I'm sure it'll be useful for future visitors. – akinuri Aug 27 '16 at 17:47
  • I just finished updating my answer and noticed that `hue = ((g - b) / c) % 6;` results in incorrect values. It doesn't handle negative values. Also I don't see any scenario where `(g - b) / c)` is greater than 6. It should always be <= 1. So why do mod? See this [fiddle](https://jsfiddle.net/f15dbw06/) test. – akinuri Aug 29 '16 at 18:04
  • In my answer you will see a check for the negative, and add 360. I haven't looked so close at the theory or the math, I have just assumed that it is correct as I have seen it in several sources and the numbers come out as expected. – Xotic750 Aug 29 '16 at 18:26
2

Hue in HSL is like an angle in a circle. Relevant values for such angle reside in the 0..360 interval. However, negative values might come out of the calculation. And that's why those three formulas are different. They do the same in the end, they just handle differently the values outside the 0..360 interval. Or, to be precise, the 0..6 interval which is then eventually multiplied by 60 to 0..360

hue = (g - b) / c; // dutch wiki does nothing with negative values and presumes the subsequent code can handle negative H values.

hue = ((g - b) / c) % 6; // eng wiki uses the % operator to fit the values inside the 0..6 interval

hue = (g - b) / c + (g < b ? 6 : 0); // SO answer takes care of negative values by adding +6 to make them positive

You see that these are just cosmetic differences. Either the second or the third formula will work fine for you.

Matey
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  • I don't think the second will work for both positive and negative values. I don't see any scenario where `(g - b) / c)` is greater than 6. It should always be <= 1. So mod seems redundant. Only the third formula works as expected. See my updated answer. – akinuri Aug 29 '16 at 19:09
  • @akinuri : `mod` for negative values of the dividend increases the dividend by the divisor until it's positive. Which is exactly the same as the third formula. – Matey Sep 13 '16 at 15:56
  • See this [jsfiddle](https://jsfiddle.net/f15dbw06/). `en_rgb2hue()` uses the mod calculation. It does not give the correct value. – akinuri Sep 13 '16 at 16:16
  • My bad. There are obviously two worlds regarding how the negative values should be handled by `%`. Thanks for correcting me. – Matey Sep 14 '16 at 07:48