Crate palette[−][src]
A library that makes linear color calculations and conversion easy and accessible for anyone. It uses the type system to enforce correctness and to avoid mistakes, such as mixing incompatible color types.
It’s Never “Just RGB”
Colors in, for example, images, are often “gamma corrected”, or converted using some non-linear transfer function into a format like sRGB before being stored or displayed. This is done as a compression method and to prevent banding, and is also a bit of a legacy from the ages of the CRT monitors, where the output from the electron gun was nonlinear. The problem is that these formats are non-linear color spaces, which means that many operations that you may want to perform on colors (addition, subtraction, multiplication, linear interpolation, etc.) will work unexpectedly when performed in such a non-linear color space. As such, the compression has to be reverted to restore linearity and make sure that many operations on the colors are accurate.
For example, this does not work:
// An alias for Rgb<Srgb>, which is what most pictures store. use palette::Srgb; let orangeish = Srgb::new(1.0, 0.6, 0.0); let blueish = Srgb::new(0.0, 0.2, 1.0); // let whateve_it_becomes = orangeish + blueish;
Instead, they have to be made linear before adding:
// An alias for Rgb<Srgb>, which is what most pictures store. use palette::{Pixel, Srgb}; let orangeish = Srgb::new(1.0, 0.6, 0.0).into_linear(); let blueish = Srgb::new(0.0, 0.2, 1.0).into_linear(); let whateve_it_becomes = orangeish + blueish; // Encode the result back into sRGB and create a byte array let pixel: [u8; 3] = Srgb::from_linear(whateve_it_becomes) .into_format() .into_raw();
But, even when colors are ‘linear’, there is yet more to explore.
The most common way that colors are defined, especially for computer storage, is in terms of so-called tristimulus values, meaning that all colors are defined as a vector of three values which may represent any color. The reason colors can generally be stored as only a three dimensional vector, and not an n dimensional one, where n is some number of possible frequencies of light, is because our eyes contain only three types of cones. Each of these cones have different sensitivity curves to different wavelengths of light, giving us three “dimensions” of sensitivity to color. These cones are often called the S, M, and L (for small, medium, and large) cones, and their sensitivity curves roughly position them as most sensitive to “red”, “green”, and “blue” parts of the spectrum. As such, we can choose only three values to represent any possible color that a human is able to see. An interesting consequence of this is that humans can see two different objects which are emitting completely different actual light spectra as the exact same perceptual color so long as those wavelengths, when transformed by the sensitivity curves of our cones, end up resulting in the same S, M, and L values sent to our brains.
A color space (which simply refers to a set of standards by which we map a set of arbitrary values to real-world colors) which uses tristimulus values is often defined in terms of
- Its primaries
- Its reference white or white point
The primaries together represent the total gamut (i.e. displayable range of colors) of that color space, while the white point defines which concrete tristimulus value corresponds to a real, physical white reflecting object being lit by a known light source and observed by the ‘standard observer’ (i.e. a standardized model of human color perception).
The informal “RGB” color space is such a tristimulus color space, since it is defined by three values, but it is underspecified since we don’t know which primaries are being used (i.e. how exactly are the canonical “red”, “green”, and “blue” defined?), nor its white point. In most cases, when people talk about “RGB” or “Linear RGB” colors, what they are actually talking about is the “Linear sRGB” color space, which uses the primaries and white point defined in the sRGB standard, but which does not have the (non-linear) sRGB transfer function applied.
This library takes these things into account, and attempts to provide an interface which will let those who don’t care so much about the intricacies of color still use colors correctly, while also allowing the advanced user a high degree of flexibility in how they use it.
Transparency
There are many cases where pixel transparency is important, but there are
also many cases where it becomes a dead weight, if it’s always stored
together with the color, but not used. Palette has therefore adopted a
structure where the transparency component (alpha) is attachable using the
Alpha
type, instead of having copies of each color
space.
This approach comes with the extra benefit of allowing operations to selectively affect the alpha component:
use palette::{LinSrgb, LinSrgba}; let mut c1 = LinSrgba::new(1.0, 0.5, 0.5, 0.8); let c2 = LinSrgb::new(0.5, 1.0, 1.0); c1.color = c1.color * c2; //Leave the alpha as it is c1.blue += 0.2; //The color components can easily be accessed c1 = c1 * 0.5; //Scale both the color and the alpha
A Basic Workflow
The overall workflow can be divided into three steps, where the first and last may be taken care of by other parts of the application:
Decoding -> Processing -> Encoding
1. Decoding
Find out what the source format is and convert it to a linear color space. There may be a specification, such as when working with SVG or CSS.
When working with RGB or gray scale (luma):
-
If you are asking your user to enter an RGB value, you are in a gray zone where it depends on the context. It’s usually safe to assume sRGB, but sometimes it’s already linear.
-
If you are decoding an image, there may be some meta data that gives you the necessary details. Otherwise it’s most commonly sRGB. Usually you will end up with a slice or vector with RGB bytes, which can easily be converted to Palette colors:
use palette::{Srgb, Pixel}; // This works for any (even non-RGB) color type that can have the // buffer element type as component. let color_buffer: &mut [Srgb<u8>] = Pixel::from_raw_slice_mut(&mut image_buffer);
- If you are getting your colors from the GPU, in a game or other graphical application, or if they are otherwise generated by the application, then chances are that they are already linear. Still, make sure to check that they are not being encoded somewhere.
When working with other colors:
-
For HSL, HSV, HWB: Check if they are based on any other color space than sRGB, such as Adobe or Apple RGB.
-
For any of the CIE color spaces, check for a specification of white point and light source. These are necessary for converting to RGB and other colors, that depend on perception and “viewing devices”. Common defaults are the D65 light source and the sRGB white point. The Palette defaults should take you far.
2. Processing
When your color has been decoded into some Palette type, it’s ready for
processing. This includes things like blending, hue shifting, darkening and
conversion to other formats. Just make sure that your non-linear RGB is
made linear first (my_srgb.into_linear()
), to make the operations
available.
Different color spaced have different capabilities, pros and cons. You may have to experiment a bit (or look at the example programs) to find out what gives the desired result.
3. Encoding
When the desired processing is done, it’s time to encode the colors back into some image format. The same rules applies as for the decoding, but the process reversed.
Working with Raw Data
Oftentimes, pixel data is stored in a raw buffer such as a [u8; 3]
. The
Pixel
trait allows for easy interoperation between
Palette colors and other crates or systems. from_raw
can be used to
convert into a Palette color, into_format
converts from Srgb<u8>
to
Srgb<f32>
, and finally into_raw
to convert from a Palette color back to
a [u8;3]
.
use approx::assert_relative_eq; use palette::{Srgb, Pixel}; let buffer = [255, 0, 255]; let raw = Srgb::from_raw(&buffer); assert_eq!(raw, &Srgb::<u8>::new(255u8, 0, 255)); let raw_float: Srgb<f32> = raw.into_format(); assert_relative_eq!(raw_float, Srgb::new(1.0, 0.0, 1.0)); let raw: [u8; 3] = Srgb::into_raw(raw_float.into_format()); assert_eq!(raw, buffer);
Re-exports
pub use gradient::Gradient; | |
pub use luma::GammaLuma; | |
pub use luma::GammaLumaa; | |
pub use luma::LinLuma; | |
pub use luma::LinLumaa; | |
pub use luma::SrgbLuma; | |
pub use luma::SrgbLumaa; | |
pub use rgb::GammaSrgb; | |
pub use rgb::GammaSrgba; | |
pub use rgb::LinSrgb; | |
pub use rgb::LinSrgba; | |
pub use rgb::Srgb; | |
pub use rgb::Srgba; | |
pub use convert::FromColor; | |
pub use convert::IntoColor; | |
pub use encoding::pixel::Pixel; |
Modules
blend | Color blending and blending equations. |
chromatic_adaptation | Convert colors from one reference white point to another |
convert | Traits for converting between color spaces. |
encoding | Various encoding traits, types and standards. |
float | Floating point trait |
gradient | Types for interpolation between multiple colors. |
luma | Luminance types. |
named | A collection of named color constants. Can be toggled with the |
rgb | RGB types, spaces and standards. |
white_point | Defines the tristimulus values of the CIE Illuminants. |
Structs
Alpha | An alpha component wrapper for colors. |
Hsl | HSL color space. |
Hsluv | HSLuv color space. |
Hsv | HSV color space. |
Hwb | HWB color space. |
Lab | The CIE L*a*b* (CIELAB) color space. |
LabHue | A hue type for the CIE L*a*b* family of color spaces. |
Lch | CIE L*C*h°, a polar version of CIE L*a*b*. |
Lchuv | CIE L*C*uv h°uv, a polar version of CIE L*u*v*. |
Luv | The CIE L*u*v* (CIELUV) color space. |
LuvHue | A hue type for the CIE L*u*v* family of color spaces. |
Packed | RGBA color packed into a 32-bit unsigned integer. Defaults to ARGB
ordering for |
RgbHue | A hue type for the RGB family of color spaces. |
Xyz | The CIE 1931 XYZ color space. |
Yxy | The CIE 1931 Yxy (xyY) color space. |
Traits
Blend | A trait for colors that can be blended together. |
Clamp | A trait for clamping and checking if colors are within their ranges. |
ColorDifference | A trait for calculating the color difference between two colors. |
Component | Common trait for color components. |
ComponentWise | Perform a unary or binary operation on each component of a color. |
FloatComponent | Common trait for floating point color components. |
FromComponent | Converts from a color component type, while performing the appropriate scaling, rounding and clamping. |
FromF64 | A trait for infallible conversion from |
GetHue | A trait for colors where a hue may be calculated. |
Hue | A trait for colors where the hue can be manipulated without conversion. |
IntoComponent | Converts into a color component type, while performing the appropriate scaling, rounding and clamping. |
Mix | A trait for linear color interpolation. |
RelativeContrast | A trait for calculating relative contrast between two colors. |
RgbChannels | Splits and combines RGB(A) types with some channel ordering. Channels may be
ordered as |
Saturate | A trait for colors where the saturation (or chroma) can be manipulated without conversion. |
Shade | The |
WithAlpha | A trait for color types that can have or be given transparency (alpha channel). |
Functions
contrast_ratio | Calculate the ratio between two |
Type Definitions
Hsla | Linear HSL with an alpha component. See the |
Hsluva | HSLuv with an alpha component. See the |
Hsva | Linear HSV with an alpha component. See the |
Hwba | Linear HWB with an alpha component. See the |
Laba | CIE L*a*b* (CIELAB) with an alpha component. See the |
Lcha | CIE L*C*h° with an alpha component. See the |
Lchuva | CIE L*C*uv h°uv with an alpha component. See the |
Luva | CIE L*u*v* (CIELUV) with an alpha component. See the |
Mat3 | A 9 element array representing a 3x3 matrix. |
Xyza | CIE 1931 XYZ with an alpha component. See the |
Yxya | CIE 1931 Yxy (xyY) with an alpha component. See the |
Derive Macros
Pixel | |
WithAlpha |