@texel/color 1.0.3 → 1.0.4

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package/README.md CHANGED
@@ -93,9 +93,7 @@ import { gamutMapOKLCH, sRGBGamut, sRGBLinear, OKLCH } from "@texel/color";
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  // gamut map to sRGB but return linear sRGB
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  const lrgb = gamutMapOKLCH(oklch, sRGBGamut, sRGBLinear);
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- // or gamut map to sRGB but return OKLCH
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- // note, when finally converting this back to sRGB you will likely
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- // want to clip the result to 0..1 bounds due to floating point loss
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+ // or gamut map to sRGB but return OKLCH (does not perform RGB clip)
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  const lch = gamutMapOKLCH(oklch, sRGBGamut, OKLCH);
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  ```
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@@ -118,6 +116,8 @@ gamutMapOKLCH(oklch, sRGBGamut, sRGB, rgb, MapToL);
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  The `cusp` can also be passed as the last parameter, allowing for faster evaluation for known hues. See below for calculating the cusp.
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+ > :Note: If you output to an OKLab-based target (OKLCH, OKHSL etc), the final step of RGB clipping will be skipped. This produces more predictable OKLab and OKLCH based results, but you will likely want to perform a final clampedRGB() step when converting to a displayable color.
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+
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  #### `LC = findCuspOKLCH(a, b, gamut, out = [0, 0])`
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  Finds the 'cusp' of a given OKLab hue plane (denoted with normalized `a` and `b` values in OKLab space), returning the `[L, C]` (lightness and chroma). This is useful for pre-computing aspects of gamut mapping when you are working across a known hue:
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@texel/color",
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- "version": "1.0.3",
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+ "version": "1.0.4",
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  "description": "a minimal and modern color library",
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  "type": "module",
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  "main": "./src/index.js",
package/src/gamut.js CHANGED
@@ -288,11 +288,16 @@ export const gamutMapOKLCH = (
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  // convert oklch to base gamut space (i.e. linear sRGB)
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  convert(out, OKLCH, gamutSpaceBase, rgbVec);
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- // Note: if the distance lies under this threshold, it's unlikely
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- // that gamut mapping will do anything, and it may simply produce a new
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- // point that lies the same or similar distance away from the gamut edge
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- // see test/test-gamut-epsilon.js
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- const RGB_CLIP_EPSILON = 0.000074;
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+ // Note: this is a possible area of performance improvement for some edge cases
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+ // If you gamut map without clipping, you end up lying on the edge of the gamut,
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+ // but in some cases very slightly out of gamut. Gamut mapping *again* is redundant
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+ // as it will produce the same result; and in those cases, it should just skip straight
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+ // to clipping. So, in theory, a small epsilon like 1e-7 would catch these and prevent redundant gamut mapping.
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+ // See test/check-gamut-epsilon.js
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+ // However, in practice, inputs to this function are likely not going to be already-mapped-but-not-clipped points,
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+ // so we are talking about a very negligible improvement, and it is probably better to be accurate in as many cases
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+ // as possible than to shave off a little time.
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+ const RGB_CLIP_EPSILON = 0;
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  // check where the point lies in gamut space
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  if (!isRGBInGamut(rgbVec, RGB_CLIP_EPSILON)) {
@@ -320,6 +325,19 @@ export const gamutMapOKLCH = (
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  out[0] = lerp(LTarget, L, t);
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  out[1] *= t;
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+ // Note: if requested targetSpace is base=OKLCH, we can return early.
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+ // note this creates a potential difference compared to going to other targetSpaces:
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+ // a) mapping to sRGB then finally converting back to OKLCH the result may be lossy in
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+ // some coordinates that you might not expect, e.g. hue loss when hue should be unchanged
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+ // during gamut mapping, due to conversion / floating point math
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+ // b) if you map to sRGB it will perform clipping, but if you map to OKLCH then no sRGB clipping
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+ // will be applied. The OKLCH result is _basically_ in gamut, but not exactly; you'll need to clip at final stage.
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+ // I've documented this behaviour in the readme.
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+ const targetSpaceBase = targetSpace.base ?? targetSpace;
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+ if (targetSpaceBase == OKLab) {
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+ return convert(out, OKLCH, targetSpace, out);
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+ }
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+
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  // now that we have a LCH that sits on (or nearly on) the gamut, convert again to linear space
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  convert(out, OKLCH, gamutSpaceBase, rgbVec);
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  }
@@ -13,12 +13,13 @@ import {
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  constrainAngle,
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  floatToByte,
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  isRGBInGamut,
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+ clampedRGB,
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  } from "../src/index.js";
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  import arrayAlmostEqual from "./almost-equal.js";
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  const settings = {
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  dimensions: [768, 768],
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- animate: true,
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+ animate: false,
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  playbackRate: "throttle",
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  fps: 2,
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  attributes: {
@@ -34,7 +35,8 @@ const sketch = ({ width, height }) => {
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  context.fillStyle = "gray";
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  context.fillRect(0, 0, width, height);
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- const H = constrainAngle((frame * 45) / 2);
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+ const H = 264.1;
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+ // const H = constrainAngle((frame * 45) / 2);
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  // console.time("map");
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  // console.profile("map");
@@ -123,7 +125,7 @@ const sketch = ({ width, height }) => {
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  context.lineTo(...LCtoXY(mapped));
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  context.stroke();
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  context.globalAlpha = 1;
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- drawLCPoint(context, mapped.slice(0, 2), radius, "white");
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+ drawLCPoint(context, mapped.slice(0, 2), radius / 4, "white");
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  } else {
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  drawLCPoint(context, lc, radius);
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  }
@@ -0,0 +1,136 @@
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+ // When gamut mapping with OKLCH approximation,
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+ // the resulting points do not always lie exactly in gamut.
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+ // The same may be true of OKHSL to RGB spaces.
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+ // Let's figure out how far away they are:
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+ // if a given point is under this threshold, gamut mapping
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+ // will be redundant as it will just produce the same epsilon.
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+ // This value is used in gamut.js as the RGB_CLIP_EPSILON
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+
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+ import {
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+ clampedRGB,
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+ convert,
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+ degToRad,
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+ findCuspOKLCH,
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+ findGamutIntersectionOKLCH,
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+ gamutMapOKLCH,
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+ isRGBInGamut,
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+ lerp,
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+ MapToCuspL,
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+ OKLCH,
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+ sRGB,
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+ sRGBGamut,
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+ sRGBLinear,
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+ } from "../src/index.js";
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+
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+ const gamut = sRGBGamut;
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+ const target = gamut.space.base; // linear form
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+
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+ // slice the plane into a square
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+ const slices = 100;
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+ let avgDelta = 0;
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+ let avgCount = 0;
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+ let minDelta = Infinity;
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+ let maxDelta = -Infinity;
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+
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+ // a very small number which still catches many gamut-mapped points
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+ // but produces very little difference in practical and visual results
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+ const RGB_CLIP_EPSILON = 0.0000001;
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+ let totalPointsOutOfGamut = 0;
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+ let totalPointsUnderEpsilon = 0;
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+ let totalPointsUnderEpsilonBeforeMapping = 0;
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+
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+ // this particular hue is a little funky
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+ // https://github.com/color-js/color.js/issues/81
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+ // it produces out of gamut sRGB, however, the oklab gamut approximation seems to handle it fine
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+ const hue = 264.1;
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+ const lightness = 0.4;
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+ for (let chroma = 0.22; chroma < 0.285; chroma += 0.001) {
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+ const oklch = [lightness, chroma, hue];
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+ const rgb = convert(oklch, OKLCH, sRGBLinear);
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+ if (!isRGBInGamut(rgb, 0)) {
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+ const mappedOKLCH = gamutMapWithoutClipOKLCH(oklch);
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+ const mappedRGB = convert(mappedOKLCH, OKLCH, sRGBLinear);
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+ const delta = clipDelta(mappedRGB);
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+ if (!delta.every((n) => n == 0)) console.log("hue", hue, "delta", delta);
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+ }
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+ }
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+
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+ // test all hue planes Nº difference apart
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+ // we will see some gamut mapped points still do not lie exactly in gamut
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+ for (let H = 0; H < 360; H += 0.5) {
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+ for (let y = 0; y < slices; y++) {
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+ for (let x = 0; x < slices; x++) {
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+ const u = x / (slices - 1);
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+ const v = y / (slices - 1);
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+ const L = 1 - v;
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+ const C = u * 0.4;
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+
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+ // try conversion
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+ let rgbl = convert([L, C, H], OKLCH, target);
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+
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+ // not exactly in space
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+ if (!isRGBInGamut(rgbl, 0)) {
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+ // check epsilons
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+ if (isRGBInGamut(rgbl, RGB_CLIP_EPSILON)) {
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+ totalPointsUnderEpsilonBeforeMapping++;
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+ }
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+
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+ const oklch = gamutMapWithoutClipOKLCH([L, C, H]);
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+ rgbl = convert(oklch, OKLCH, target);
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+
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+ const [dr, dg, db] = clipDelta(rgbl);
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+ const avg = (dr + dg + db) / 3;
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+ const min = Math.min(dr, dg, db);
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+ const max = Math.max(dr, dg, db);
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+ avgDelta += avg;
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+ avgCount++;
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+ minDelta = Math.min(min, minDelta);
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+ maxDelta = Math.max(max, maxDelta);
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+
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+ totalPointsOutOfGamut++;
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+ if (isRGBInGamut(rgbl, RGB_CLIP_EPSILON)) {
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+ totalPointsUnderEpsilon++;
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ function clipDelta(rgb) {
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+ const clipped = clampedRGB(rgb);
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+ const dr = Math.abs(rgb[0] - clipped[0]);
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+ const dg = Math.abs(rgb[1] - clipped[1]);
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+ const db = Math.abs(rgb[2] - clipped[2]);
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+ return [dr, dg, db];
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+ }
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+
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+ function gamutMapWithoutClipOKLCH(oklch) {
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+ const [L, C, H] = oklch;
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+ // we aren't in gamut, so let's map toward it
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+ const hueAngle = degToRad(H);
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+ const aNorm = Math.cos(hueAngle);
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+ const bNorm = Math.sin(hueAngle);
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+
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+ const out = [L, C, H];
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+ // choose our strategy
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+ const cusp = findCuspOKLCH(aNorm, bNorm, gamut);
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+ const LTarget = MapToCuspL(out, cusp);
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+
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+ let t = findGamutIntersectionOKLCH(aNorm, bNorm, L, C, LTarget, cusp, gamut);
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+ out[0] = lerp(LTarget, L, t);
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+ out[1] *= t;
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+ return out;
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+ }
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+
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+ avgDelta /= avgCount;
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+
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+ console.log("Min Epsilon:", minDelta);
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+ console.log("Max Epsilon:", maxDelta);
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+ console.log("Average Epsilon:", avgDelta);
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+ console.log("Compare against epsilon:", RGB_CLIP_EPSILON);
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+ console.log("Total points out of gamut:", totalPointsOutOfGamut);
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+ console.log(
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+ "Total points under epsilon (before map):",
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+ totalPointsUnderEpsilonBeforeMapping
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+ );
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+ console.log("Total points under epsilon (after map):", totalPointsUnderEpsilon);
@@ -1,107 +0,0 @@
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- // When gamut mapping with OKLCH approximation,
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- // the resulting points do not always lie exactly in gamut.
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- // The same may be true of OKHSL to RGB spaces.
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- // Let's figure out how far away they are:
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- // if a given point is under this threshold, gamut mapping
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- // will be redundant as it will just produce the same epsilon.
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- // This value is used in gamut.js as the RGB_CLIP_EPSILON
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-
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- import {
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- A98RGBGamut,
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- clampedRGB,
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- convert,
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- degToRad,
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- DisplayP3Gamut,
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- findCuspOKLCH,
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- findGamutIntersectionOKLCH,
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- gamutMapOKLCH,
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- isRGBInGamut,
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- lerp,
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- MapToCuspL,
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- OKLCH,
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- Rec2020Gamut,
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- sRGBGamut,
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- } from "../src/index.js";
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-
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- const huePlanes = Array(360)
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- .fill()
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- .map((_, i) => i);
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- const gamut = sRGBGamut;
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- const target = gamut.space.base; // linear form
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-
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- // slice the plane into a square
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- const slices = 100;
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- let avgDelta = 0;
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- let avgCount = 0;
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- let minDelta = Infinity;
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- let maxDelta = -Infinity;
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-
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- const EPSILON = 0.000074;
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- let totalPointsOutOfGamut = 0;
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- let totalPointsUnderEpsilon = 0;
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-
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- for (let H = 0; H < 360; H += 0.5) {
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- for (let y = 0; y < slices; y++) {
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- for (let x = 0; x < slices; x++) {
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- const u = x / (slices - 1);
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- const v = y / (slices - 1);
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- const L = 1 - v;
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- const C = u * 0.4;
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-
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- // try conversion
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- const rgbl = convert([L, C, H], OKLCH, target);
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-
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- // not exactly in space
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- if (!isRGBInGamut(rgbl, 0)) {
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- // we aren't in gamut, so let's map toward it
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- const hueAngle = degToRad(H);
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- const aNorm = Math.cos(hueAngle);
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- const bNorm = Math.sin(hueAngle);
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-
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- const out = [L, C, H];
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- // choose our strategy
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- const cusp = findCuspOKLCH(aNorm, bNorm, gamut);
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- const LTarget = MapToCuspL(out, cusp);
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-
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- let t = findGamutIntersectionOKLCH(
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- aNorm,
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- bNorm,
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- L,
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- C,
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- LTarget,
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- cusp,
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- gamut
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- );
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- out[0] = lerp(LTarget, L, t);
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- out[1] *= t;
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-
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- // convert again to rgb linear
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- const rgbl = convert(out, OKLCH, target);
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- const clipped = clampedRGB(rgbl);
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- const dr = Math.abs(rgbl[0] - clipped[0]);
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- const dg = Math.abs(rgbl[1] - clipped[1]);
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- const db = Math.abs(rgbl[2] - clipped[2]);
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- const avg = (dr + dg + db) / 3;
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- const min = Math.min(dr, dg, db);
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- const max = Math.max(dr, dg, db);
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- avgDelta += avg;
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- avgCount++;
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- minDelta = Math.min(min, minDelta);
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- maxDelta = Math.max(max, maxDelta);
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-
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- totalPointsOutOfGamut++;
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- if (isRGBInGamut(rgbl, EPSILON)) {
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- totalPointsUnderEpsilon++;
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- }
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- }
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- }
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- }
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- }
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- avgDelta /= avgCount;
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-
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- console.log("Min Epsilon:", minDelta);
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- console.log("Max Epsilon:", maxDelta);
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- console.log("Average Epsilon:", avgDelta);
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- console.log("Compare against epsilon:", EPSILON);
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- console.log("Total points out of gamut:", totalPointsOutOfGamut);
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- console.log("Total points under epsilon:", totalPointsUnderEpsilon);