界面相关核心代码如下:

public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
} private void Form1_Load(object sender, EventArgs e)
{
var rnd = new Random();
var rgb = new ColorRGB(rnd.Next(, ), rnd.Next(, ), rnd.Next(, ));
var hsv = ColorHelper.RgbToHsv(rgb);
picDestinationColor.BackColor = Color.FromArgb(, rgb.R, rgb.G, rgb.B);
nudH.Value = hsv.H;
nudS.Value = hsv.S;
nudV.Value = hsv.V;
refreshColorPanel(hsv);
picPosH.Left = (int)(picH.Left + (picH.Width * nudH.Value / ));
picPosS.Left = (int)(picS.Left + (picS.Width * nudS.Value / ));
picPosV.Left = (int)(picV.Left + (picV.Width * nudV.Value / ));
} void refreshColorPanel(ColorHSV hsv)
{
var bm = new Bitmap(picH.Width, picH.Height);
using (Graphics g = Graphics.FromImage(bm))
{
for (var i = ; i < picH.Width; i++)
{
var hsvColor = new ColorHSV( * i / picH.Width, , );
var rgbColor = ColorHelper.HsvToRgb(hsvColor);
var color = Color.FromArgb(,rgbColor.R ,rgbColor.G ,rgbColor.B);
g.DrawLine(new Pen(color, ), i, , i, picH.Height);
}
g.Save();
}
picH.Image = bm; bm = new Bitmap(picS.Width, picS.Height);
using (Graphics g = Graphics.FromImage(bm))
{
for (var i = ; i < picS.Width; i++)
{
var hsvColor = new ColorHSV(hsv.H, * i / picS.Width, hsv.V);
var rgbColor = ColorHelper.HsvToRgb(hsvColor);
var color = Color.FromArgb(, rgbColor.R, rgbColor.G, rgbColor.B);
g.DrawLine(new Pen(color, ), i, , i, picS.Height);
}
g.Save();
}
picS.Image = bm; bm = new Bitmap(picV.Width, picV.Height);
using (Graphics g = Graphics.FromImage(bm))
{
for (var i = ; i < picV.Width; i++)
{
var hsvColor = new ColorHSV(hsv.H, hsv.S, * i / picS.Width);
var rgbColor = ColorHelper.HsvToRgb(hsvColor);
var color = Color.FromArgb(, rgbColor.R, rgbColor.G, rgbColor.B);
g.DrawLine(new Pen(color, ), i, , i, picV.Height);
}
g.Save();
}
picV.Image = bm; var destRgbColor = ColorHelper.HsvToRgb(hsv);
picDestinationColor.BackColor = Color.FromArgb(, destRgbColor.R, destRgbColor.G, destRgbColor.B); ;
} void colorChanged()
{
var hsv = new ColorHSV((int)nudH.Value, (int)nudS.Value, (int)nudV.Value);
refreshColorPanel(hsv);
} private void nudH_ValueChanged(object sender, EventArgs e)
{
colorChanged();
} private void nudS_ValueChanged(object sender, EventArgs e)
{
colorChanged();
} private void nudV_ValueChanged(object sender, EventArgs e)
{
colorChanged();
} private void picH_MouseDown(object sender, MouseEventArgs e)
{
nudH.Value = (int)( * e.X / picH.Width);
nudS.Value = nudS.Maximum;
nudV.Value = nudV.Maximum;
picPosH.Left = picH.Left + e.X;
} private void picS_MouseDown(object sender, MouseEventArgs e)
{
nudS.Value = (int)( * e.X / picS.Width);
picPosS.Left = picS.Left + e.X;
} private void picV_MouseDown(object sender, MouseEventArgs e)
{
nudV.Value = (int)( * e.X / picV.Width);
picPosV.Left = picV.Left + e.X;
}
}
    下面是实体类和一个工具类:

    #region RGB / HSV / HSL 颜色模型类
/// <summary>
/// 类 名:ColorHSL
/// 功 能:H 色相 \ S 饱和度(纯度) \ L 亮度 颜色模型
/// 日 期:2015-02-08
/// 修 改:2015-03-20
/// 作 者:ls9512
/// </summary>
public class ColorHSL
{
public ColorHSL(int h, int s, int l)
{
this._h = h;
this._s = s;
this._l = l;
} private int _h;
private int _s;
private int _l; /// <summary>
/// 色相
/// </summary>
public int H
{
get { return this._h; }
set
{
this._h = value;
this._h = this._h > ? : this._h;
this._h = this._h < ? : this._h;
}
} /// <summary>
/// 饱和度(纯度)
/// </summary>
public int S
{
get { return this._s; }
set
{
this._s = value;
this._s = this._s > ? : this._s;
this._s = this._s < ? : this._s;
}
} /// <summary>
/// 饱和度
/// </summary>
public int L
{
get { return this._l; }
set
{
this._l = value;
this._l = this._l > ? : this._l;
this._l = this._l < ? : this._l;
}
}
} /// <summary>
/// 类 名:ColorHSV
/// 功 能:H 色相 \ S 饱和度(纯度) \ V 明度 颜色模型
/// 日 期:2015-01-22
/// 修 改:2015-03-20
/// 作 者:ls9512
/// </summary>
public class ColorHSV
{
/// <summary>
/// 构造方法
/// </summary>
/// <param name="h"></param>
/// <param name="s"></param>
/// <param name="v"></param>
public ColorHSV(int h, int s, int v)
{
this._h = h;
this._s = s;
this._v = v;
} private int _h;
private int _s;
private int _v; /// <summary>
/// 色相
/// </summary>
public int H
{
get { return this._h; }
set
{
this._h = value;
this._h = this._h > ? : this._h;
this._h = this._h < ? : this._h;
}
} /// <summary>
/// 饱和度(纯度)
/// </summary>
public int S
{
get { return this._s; }
set
{
this._s = value;
this._s = this._s > ? : this._s;
this._s = this._s < ? : this._s;
}
} /// <summary>
/// 明度
/// </summary>
public int V
{
get { return this._v; }
set
{
this._v = value;
this._v = this._v > ? : this._v;
this._v = this._v < ? : this._v;
}
}
} /// <summary>
/// 类 名:ColorRGB
/// 功 能:R 红色 \ G 绿色 \ B 蓝色 颜色模型
/// 所有颜色模型的基类,RGB是用于输出到屏幕的颜色模式,所以所有模型都将转换成RGB输出
/// 日 期:2015-01-22
/// 修 改:2015-03-20
/// 作 者:ls9512
/// </summary>
public class ColorRGB
{
/// <summary>
/// 构造方法
/// </summary>
/// <param name="r"></param>
/// <param name="g"></param>
/// <param name="b"></param>
public ColorRGB(int r, int g, int b)
{
this._r = r;
this._g = g;
this._b = b;
} private int _r;
private int _g;
private int _b; /// <summary>
/// 红色
/// </summary>
public int R
{
get { return this._r; }
set
{
this._r = value;
this._r = this._r > ? : this._r;
this._r = this._r < ? : this._r;
}
} /// <summary>
/// 绿色
/// </summary>
public int G
{
get { return this._g; }
set
{
this._g = value;
this._g = this._g > ? : this._g;
this._g = this._g < ? : this._g;
}
} /// <summary>
/// 蓝色
/// </summary>
public int B
{
get { return this._b; }
set
{
this._b = value;
this._b = this._b > ? : this._b;
this._b = this._b < ? : this._b;
}
} /// <summary>
/// 获取实际颜色
/// </summary>
/// <returns></returns>
public Color GetColor()
{
return Color.FromArgb(this._r, this._g, this._b);
}
}
#endregion
/// <summary>
/// 类 名:ColorHelper
/// 功 能:提供从RGB到HSV/HSL色彩空间的相互转换
/// 日 期:2015-02-08
/// 修 改:2015-03-20
/// 作 者:ls9512
/// </summary>
public static class ColorHelper
{
/// <summary>
/// RGB转换HSV
/// </summary>
/// <param name="rgb"></param>
/// <returns></returns>
public static ColorHSV RgbToHsv(ColorRGB rgb)
{
float min, max, tmp, H, S, V;
float R = rgb.R * 1.0f / , G = rgb.G * 1.0f / , B = rgb.B * 1.0f / ;
tmp = Math.Min(R, G);
min = Math.Min(tmp, B);
tmp = Math.Max(R, G);
max = Math.Max(tmp, B);
// H
H = ;
if (max == min)
{
H = ;
}
else if (max == R && G > B)
{
H = * (G - B) * 1.0f / (max - min) + ;
}
else if (max == R && G < B)
{
H = * (G - B) * 1.0f / (max - min) + ;
}
else if (max == G)
{
H = H = * (B - R) * 1.0f / (max - min) + ;
}
else if (max == B)
{
H = H = * (R - G) * 1.0f / (max - min) + ;
}
// S
if (max == )
{
S = ;
}
else
{
S = (max - min) * 1.0f / max;
}
// V
V = max;
return new ColorHSV((int)H, (int)(S * ), (int)(V * ));
} /// <summary>
/// HSV转换RGB
/// </summary>
/// <param name="hsv"></param>
/// <returns></returns>
public static ColorRGB HsvToRgb(ColorHSV hsv)
{
if (hsv.H == ) hsv.H = ; // 360为全黑,原因不明
float R = 0f, G = 0f, B = 0f;
if (hsv.S == )
{
return new ColorRGB(hsv.V, hsv.V, hsv.V);
}
float S = hsv.S * 1.0f / , V = hsv.V * 1.0f / ;
int H1 = (int)(hsv.H * 1.0f / ), H = hsv.H;
float F = H * 1.0f / - H1;
float P = V * (1.0f - S);
float Q = V * (1.0f - F * S);
float T = V * (1.0f - (1.0f - F) * S);
switch (H1)
{
case : R = V; G = T; B = P; break;
case : R = Q; G = V; B = P; break;
case : R = P; G = V; B = T; break;
case : R = P; G = Q; B = V; break;
case : R = T; G = P; B = V; break;
case : R = V; G = P; B = Q; break;
}
R = R * ;
G = G * ;
B = B * ;
while (R > ) R -= ;
while (R < ) R += ;
while (G > ) G -= ;
while (G < ) G += ;
while (B > ) B -= ;
while (B < ) B += ;
return new ColorRGB((int)R, (int)G, (int)B);
} /// <summary>
/// RGB转换HSL
/// </summary>
/// <param name="rgb"></param>
/// <returns></returns>
public static ColorHSL RgbToHsl(ColorRGB rgb)
{
float min, max, tmp, H, S, L;
float R = rgb.R * 1.0f / , G = rgb.G * 1.0f / , B = rgb.B * 1.0f / ;
tmp = Math.Min(R, G);
min = Math.Min(tmp, B);
tmp = Math.Max(R, G);
max = Math.Max(tmp, B);
// H
H = ;
if (max == min)
{
H = ; // 此时H应为未定义,通常写为0
}
else if (max == R && G > B)
{
H = * (G - B) * 1.0f / (max - min) + ;
}
else if (max == R && G < B)
{
H = * (G - B) * 1.0f / (max - min) + ;
}
else if (max == G)
{
H = H = * (B - R) * 1.0f / (max - min) + ;
}
else if (max == B)
{
H = H = * (R - G) * 1.0f / (max - min) + ;
}
// L
L = 0.5f * (max + min);
// S
S = ;
if (L == || max == min)
{
S = ;
}
else if ( < L && L < 0.5)
{
S = (max - min) / (L * );
}
else if (L > 0.5)
{
S = (max - min) / ( - * L);
}
return new ColorHSL((int)H, (int)(S * ), (int)(L * ));
} /// <summary>
/// HSL转换RGB
/// </summary>
/// <param name="hsl"></param>
/// <returns></returns>
public static ColorRGB HslToRgb(ColorHSL hsl)
{
float R = 0f, G = 0f, B = 0f;
float S = hsl.S * 1.0f / , L = hsl.L * 1.0f / ;
float temp1, temp2, temp3;
if (S == 0f) // 灰色
{
R = L;
G = L;
B = L;
}
else
{
if (L < 0.5f)
{
temp2 = L * (1.0f + S);
}
else
{
temp2 = L + S - L * S;
}
temp1 = 2.0f * L - temp2;
float H = hsl.H * 1.0f / ;
// R
temp3 = H + 1.0f / 3.0f;
if (temp3 < ) temp3 += 1.0f;
if (temp3 > ) temp3 -= 1.0f;
R = temp3;
// G
temp3 = H;
if (temp3 < ) temp3 += 1.0f;
if (temp3 > ) temp3 -= 1.0f;
G = temp3;
// B
temp3 = H - 1.0f / 3.0f;
if (temp3 < ) temp3 += 1.0f;
if (temp3 > ) temp3 -= 1.0f;
B = temp3;
}
R = R * ;
G = G * ;
B = B * ;
return new ColorRGB((int)R, (int)G, (int)B);
}
}

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