@zakkster/lite-color-engine 1.0.4 → 1.2.0

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package/CHANGELOG.md ADDED
@@ -0,0 +1,32 @@
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+ # Changelog
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+
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+ ## [1.2.0] - 2026-07-10
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+
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+ ### Added
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+ - **Wide Gamut Support (Display P3)**
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+ - `parseCSSColor('color(display-p3 r g b / alpha)')` now supported in the universal parser
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+ - New `displayP3ToOklchBuffer()` conversion function with accurate P3 → XYZ → OKLab pipeline
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+ - `packOklchBufferToUint32P3()` — accurate packer for `display-p3` canvas contexts
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+ - `packOklchBufferToUint32P3Fast()` — high-speed sqrt approximation for P3 output
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+ - `oklchToLinearP3()` inverse conversion helper
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+
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+ - **Accuracy Tiers** (now clearly documented)
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+ - Fast (`packOklchBufferToUint32Fast`)
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+ - Accurate-Clamp (default `packOklchBufferToUint32`)
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+ - Gamut-Mapped (`packOklchBufferToUint32MINDE` / P3 equivalent)
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+
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+ - `bakeGradientToUint32()` already supported custom packers — now officially documented for P3 usage.
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+
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+ ### Changed
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+ - Improved documentation around color gamut handling and when to use each packer.
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+ - Minor internal cleanup for better tree-shaking of P3 code paths.
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+
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+ ### Notes
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+ - P3 remains strictly opt-in. Default paths and bundle size are unchanged.
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+ - All hot paths remain zero-GC and allocation-free.
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+
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+ ---
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+
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+ ## [1.1.0] - Previous
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+ - Added `deltaEOK` and MINDE gamut mapping (`/gamut` sub-export)
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+ - Added palette remapping utilities (`/remap`)
package/README.md CHANGED
@@ -1,339 +1,64 @@
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  # @zakkster/lite-color-engine
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2
 
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- [![npm version](https://img.shields.io/npm/v/@zakkster/lite-color-engine.svg?style=for-the-badge&color=latest)](https://www.npmjs.com/package/@zakkster/lite-color-engine)
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- [![sponsor](https://img.shields.io/badge/sponsor-PeshoVurtoleta-ea4aaa.svg?logo=github)](https://github.com/sponsors/PeshoVurtoleta)
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- [![npm bundle size](https://img.shields.io/bundlephobia/minzip/@zakkster/lite-color-engine?style=for-the-badge)](https://bundlephobia.com/result?p=@zakkster/lite-color-engine)
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- [![npm downloads](https://img.shields.io/npm/dm/@zakkster/lite-color-engine?style=for-the-badge&color=blue)](https://www.npmjs.com/package/@zakkster/lite-color-engine)
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- [![npm total downloads](https://img.shields.io/npm/dt/@zakkster/lite-color-engine?style=for-the-badge&color=blue)](https://www.npmjs.com/package/@zakkster/lite-color-engine)
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- ![TypeScript](https://img.shields.io/badge/TypeScript-Types-informational)
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- ![Dependencies](https://img.shields.io/badge/dependencies-1-brightgreen)
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- [![License](https://img.shields.io/badge/License-See_LICENSE-yellow.svg?style=for-the-badge)](./LICENSE.txt)
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+ **Zero-GC, data-oriented OKLCH color engine** for high-performance WebGL / Canvas pipelines.
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4
 
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- ## 🎨 What is lite-color-engine?
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+ ## v1.2 Highlights Wide Gamut + Accuracy Tiers
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- **[→ Demo](https://cdpn.io/pen/debug/RNoaNmQ)**
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+ - Full `color(display-p3 r g b / alpha)` parsing support
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+ - Dedicated high-accuracy `packOklchBufferToUint32P3()` and fast variant
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+ - Three clear accuracy tiers for sRGB output:
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+ 1. **Fast** — `packOklchBufferToUint32Fast`
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+ 2. **Accurate-Clamp** — default `packOklchBufferToUint32`
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+ 3. **Gamut-Mapped** — `packOklchBufferToUint32MINDE`
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- `@zakkster/lite-color-engine` is the **OKLCH color pipeline** for the Lite ecosystem. You hand it any CSS color string `#ff0000`, `rgb(255 0 0)`, `oklch(60% 0.15 250)`, `rebeccapurple` — and you get back a perceptually-uniform `Float32Array` triplet you can interpolate, bake into a LUT, or pack to `Uint32` for direct `ImageData` / WebGL upload.
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+ P3 output is **opt-in only** — never affects default paths or bundle size.
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- The library splits the work along the only axis that matters for hot-path rendering: **when**.
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+ ## Core Philosophy
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- - 🟢 **Authoring layer** — `parseCSSColor()` and friends. Runs once at init. Allocations are fine here. CSS Color Level 4 permissive. Output is always a packed `[L, C, H]` triplet at an offset you control.
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- - 🔵 **LUT layer** — `bakeGradientToUint32()`. Runs once at gradient compile. Multi-stop OKLCH input, optional easing, fixed-resolution `Uint32Array` output ready for `texImage2D` or a `Uint32Array` view of `ImageData`.
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- - 🔴 **Runtime layer** — `lerpOklchBuffer()`, `packOklchBufferToUint32()`, `sampleColorLUT()`. Zero allocations on the hot path. Zero closures. Branch-clamped, SoA-friendly, V8-monomorphic.
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+ Parse once at init work with `Float32Array` OKLCH buffers zero allocations on the hot path.
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- The split is the whole point. Every existing color library hands you an object per call. **Sub-2KB min+gzip. One peer dependency** (`@zakkster/lite-lerp`).
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-
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- ## 🧬 Where it fits
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-
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- `lite-color-engine` is the **color pipeline kernel** of the zero-GC rendering stack — the bridge between human-authored CSS colors and per-frame `Uint32` pixel writes:
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-
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- ```mermaid
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- flowchart LR
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- A[Designer / CSS<br/><sub>any CSS color string</sub>]:::input --> B[parseCSSColor<br/><sub>authoring</sub>]:::author
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- B --> C[OKLCH Float32 buffer<br/><sub>L, C, H triplets</sub>]:::buffer
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- C --> D[lerpOklchBuffer<br/><sub>shortest-path hue</sub>]:::runtime
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- C --> E[bakeGradientToUint32<br/><sub>LUT baking</sub>]:::lut
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- E --> F[Uint32Array LUT<br/><sub>RGBA-LE</sub>]:::buffer
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- F --> G[sampleColorLUT<br/><sub>zero-GC sampler</sub>]:::runtime
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- D --> H[packOklchBufferToUint32<br/><sub>sRGB transfer</sub>]:::runtime
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- G --> I[Canvas ImageData<br/>WebGL texImage2D]:::render
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- H --> I
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-
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- classDef input fill:#fef3c7,stroke:#d97706,color:#78350f
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- classDef author fill:#e0f2fe,stroke:#0284c7,color:#0c4a6e
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- classDef buffer fill:#f3f4f6,stroke:#6b7280,color:#1f2937
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- classDef lut fill:#dcfce7,stroke:#16a34a,color:#14532d
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- classDef runtime fill:#ede9fe,stroke:#7c3aed,color:#4c1d95
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- classDef render fill:#fecaca,stroke:#dc2626,color:#7f1d1d
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- ```
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-
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- Every layer is independent. You can use just the parser. You can hand-author OKLCH buffers and skip the parser entirely. You can sample baked LUTs without ever touching `lerpOklchBuffer`. No framework lock-in, no global state.
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-
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- ## 🚀 Install
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+ ## Installation
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  ```bash
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  npm install @zakkster/lite-color-engine
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  ```
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- ## 🕹️ Quick Start
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-
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- ### Authoring — parse once, store forever
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-
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- ```js
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- import { parseCSSColor } from '@zakkster/lite-color-engine';
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-
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- // Pre-allocate the entire palette as one contiguous buffer.
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- // Each color is 3 floats: [L, C, H].
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- const palette = new Float32Array(3 * 4);
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- const alphas = new Float32Array(4);
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-
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- alphas[0] = parseCSSColor('#ff0000', palette, 0); // hex
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- alphas[1] = parseCSSColor('rgba(0, 200, 100, 0.5)', palette, 3); // rgb
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- alphas[2] = parseCSSColor('oklch(60% 0.15 250)', palette, 6); // oklch
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- alphas[3] = parseCSSColor('rebeccapurple', palette, 9); // named
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- ```
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-
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- That `Float32Array` is now your color storage for the rest of the program. No object headers, no GC pressure, perfectly cache-friendly.
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-
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- ### Runtime — interpolate and pack with zero allocations
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-
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- ```js
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- import { lerpOklchBuffer, packOklchBufferToUint32 } from '@zakkster/lite-color-engine';
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-
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- const tempColor = new Float32Array(3); // single scratch buffer for the program lifetime
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-
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- // Tween color 0 → color 2 over time, packing for ImageData.
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- function tick(t) {
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- lerpOklchBuffer(palette, 0, palette, 6, t, tempColor, 0);
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- return packOklchBufferToUint32(tempColor, 0, 1.0);
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- }
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-
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- // Inside your render loop:
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- const u32 = tick(progress);
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- imageDataU32View[pixelIndex] = u32; // direct write — no string parsing, no Color object
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- ```
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-
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- ### LUT — bake a gradient once, sample forever
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+ ## Quick Start
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  ```js
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- import { bakeGradientToUint32, sampleColorLUT } from '@zakkster/lite-color-engine';
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-
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- // Three-stop gradient: red → gold → blue
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- const stops = new Float32Array(9);
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- parseCSSColor('#ff0000', stops, 0);
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- parseCSSColor('#ffd700', stops, 3);
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- parseCSSColor('#0000ff', stops, 6);
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-
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- const lut = bakeGradientToUint32(stops, 3, 256); // 256-entry Uint32Array
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-
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- // Hot path: zero allocations, zero allocations, zero allocations.
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- function colorAt(t) {
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- return sampleColorLUT(lut, t);
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- }
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- ```
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-
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- ## 🧠 Why this exists
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-
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- CSS color is a string-first API. Every existing color library (`color`, `colord`, `culori`, `chroma-js`) treats this seriously: it gives you an object you call methods on. That's correct for tooling. It's wrong for **rendering**.
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-
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- A 60fps loop with 10,000 particles allocates 600,000 color objects per second if each particle calls `.mix()` or `.toRgb()`. Even if each object is 100 bytes, you've handed the GC 60MB/sec of churn. The frame time isn't the math — it's the major GC pause.
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-
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- `lite-color-engine` solves this by **separating the parse from the use**:
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-
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- 1. **Authoring time** (once, off the critical path): expand CSS strings into a flat `Float32Array` of OKLCH triplets. Allocate the buffer yourself, at the size you want. Done.
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- 2. **Runtime** (every frame, every particle): pure scalar math against that buffer. Lerp two triplets into a third. Pack a triplet to `Uint32`. Sample a baked LUT by `t`. Zero allocations, zero closures, zero indirection.
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-
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- The buffer-and-offset API is the contract. It looks like a C-style API in JavaScript because that's what zero-GC actually means — you control the memory, the library reads and writes it.
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-
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- ### Why OKLCH
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-
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- Linear RGB interpolation is fast but **wrong**: red → blue passes through muddy purple-gray at the midpoint because RGB isn't perceptually uniform. HSL/HSV are perceptually uniform in name only — the saturation axis interacts non-linearly with lightness. OKLCH (Björn Ottosson, 2020) is the modern fix: hue, chroma, and lightness are independently meaningful, and linear interpolation between any two OKLCH points stays on a perceptually smooth curve.
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-
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- The library uses OKLCH as its **internal representation** so every interpolation and every gradient bake is perceptually correct by construction. Pack-to-RGBA happens only at the moment of pixel write.
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-
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- ## 🔥 Algorithm
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-
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- The end-to-end pipeline:
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-
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- ```mermaid
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- flowchart TD
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- A[CSS string<br/>#ff0000]:::start --> B{prefix?}
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- B -->|named| N[NAMED_COLORS<br/>lookup]:::lut
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- B -->|#| H[HEX_REGEX]:::regex
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- B -->|rgb| R[RGB_REGEX]:::regex
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- B -->|hsl| S[HSL_REGEX]:::regex
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- B -->|oklch| K[OKLCH_REGEX<br/>direct]:::regex
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- B -->|oklab| L[OKLAB_REGEX<br/>+ polar]:::regex
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- N --> H
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- H --> M[sRGB byte 0-255]:::buf
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- R --> M
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- S --> M
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- M --> O[linearize<br/><sub>pow 2.4</sub>]:::math
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- O --> P[matrix → LMS]:::math
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- P --> Q[cbrt]:::math
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- Q --> T[matrix → OKLab]:::math
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- T --> U[atan2 / hypot<br/>→ OKLCH]:::math
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- U --> V[outBuf L, C, H]:::buf
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- K --> V
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- L --> V
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-
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- V --> W[lerpOklchBuffer<br/><sub>shortest-arc hue</sub>]:::run
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- W --> X[OKLCH → linear sRGB<br/><sub>cube + matrix</sub>]:::math
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- X --> Y[hard gamut clamp]:::math
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- Y --> Z[sRGB transfer<br/><sub>pow 1/2.4</sub>]:::math
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- Z --> AA["byte pack<br/><sub>A&lt;&lt;24 | B&lt;&lt;16 | G&lt;&lt;8 | R</sub>"]:::math
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- AA --> AB[Uint32 RGBA-LE]:::buf
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-
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- classDef start fill:#e0f2fe,stroke:#0284c7
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- classDef regex fill:#fef3c7,stroke:#d97706,color:#78350f
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- classDef lut fill:#dcfce7,stroke:#16a34a,color:#14532d
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- classDef math fill:#ede9fe,stroke:#7c3aed,color:#4c1d95
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- classDef buf fill:#f3f4f6,stroke:#6b7280,color:#1f2937
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- classDef run fill:#fecaca,stroke:#dc2626,color:#7f1d1d
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- ```
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-
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- **Key invariants:**
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-
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- - Every parser writes exactly **3 contiguous Float32 entries** at the offset you supply: `[L, C, H]`. Alpha is returned by value, not stored in the buffer — this keeps the OKLCH stride at 3, which divides cleanly into SoA layouts.
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- - Hue is **always** in `[0, 360)` after a write — every parser, every lerp, every conversion canonicalizes.
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- - Lightness is **always** clamped to `[0, 1]` after a write.
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- - Chroma is **always** clamped to `[0, +∞)` — never negative.
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- - LUT output is **always** little-endian RGBA byte order — drop straight into a `Uint32Array` view of `ImageData.data.buffer`. No byte-swapping. No platform check (browsers are universally LE).
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-
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- ## 🏗️ Buffer layout
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+ import {
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+ parseCSSColor,
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+ lerpOklchBuffer,
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+ packOklchBufferToUint32,
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+ packOklchBufferToUint32P3
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+ } from '@zakkster/lite-color-engine';
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- The library is uncompromising about one thing: **every color is exactly 3 contiguous Float32 entries.** No fourth slot for alpha, no padding, no per-color object. This makes the layout naturally SoA-friendly:
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+ const buf = new Float32Array(3);
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+ parseCSSColor('color(display-p3 0.9 0.4 0.1)', buf, 0);
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+ // Later in render loop (zero GC)
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+ lerpOklchBuffer(bufA, 0, bufB, 0, t, temp, 0);
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+ const pixel = packOklchBufferToUint32P3(temp, 0); // or packOklchBufferToUint32
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  ```
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- palette : [ L0 C0 H0 | L1 C1 H1 | L2 C2 H2 | ... ] // float32 stride = 3
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- alphas : [ a0 | a1 | a2 | ... ] // float32 stride = 1
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- ```
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- Why a separate alpha array? Because **most colors are opaque**, and packing alpha into the OKLCH stride wastes 25% of every cache line on a `1.0` constant. A separate `Float32Array` (or even `Uint8Array`) lets opaque colors skip alpha entirely, and lets you swap alpha layouts (per-color vs per-instance) without changing the color storage.
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-
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- If you genuinely want premultiplied OKLCHa as a stride-4, you can — the API doesn't stop you, you just write `outBuf[offset + 3] = alpha`. The library functions only touch the first three slots.
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-
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- ## 📊 Comparison
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-
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- | | **lite-color-engine** | culori | colord | chroma-js | hand-rolled |
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- |---|---|---|---|---|---|
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- | Bundle (min+gzip) | **<2 KB** | ~14 KB | ~7 KB | ~14 KB | depends |
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- | Hot-path allocations | **0** | several / call | 1 / call | several / call | usually 0 |
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- | OKLCH-native runtime | **yes** | yes (multi-space) | via plugin | yes | manual |
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- | Float32Array I/O | **yes** | no (objects) | no (objects) | no (objects) | yes |
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- | Bake-to-Uint32 LUT | **yes** | no | no | no | manual |
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- | Direct `ImageData.data.buffer` write | **yes** (LE-RGBA) | no | no | no | manual |
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- | CSS Color Level 4 parsing | **yes** | yes | yes | partial | manual |
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- | Canonical hue + lightness clamps | **yes** | yes | partial | partial | manual |
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- | SoA / ECS friendly | **yes** | no | no | no | yes |
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- | TypeScript types | **yes (full)** | yes | yes | yes | n/a |
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- | Framework lock-in | **none** | none | none | none | none |
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-
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- `lite-color-engine` is **not** a replacement for `culori` or `colord`. It does not handle every color space, gamut mapping algorithm, or color difference metric. It does **one** thing: turn a CSS string into a per-frame allocation-free pixel writer.
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-
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- ## ⚙️ API
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-
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- ### Authoring
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-
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- #### `parseCSSColor(str, outBuf, offset): number`
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-
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- Universal parser. Dispatches by string prefix to the appropriate format-specific parser. Writes `[L, C, H]` at `outBuf[offset..offset+2]`.
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-
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- | Param | Type | Description |
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- |---|---|---|
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- | `str` | `string` | Any CSS color: hex, named, rgb/rgba, hsl/hsla, oklch, oklab. |
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- | `outBuf` | `Float32Array` | Pre-allocated destination. Must have length ≥ `offset + 3`. |
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- | `offset` | `number` | Start index of the L, C, H triplet. |
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- | **Returns** | `number` | Parsed alpha in `[0, 1]`. Defaults to `1.0` when omitted in the string. |
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-
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- **Throws** if `str` is not a recognized format.
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-
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- Format-specific parsers (`parseHexToBuffer`, `parseRgbToBuffer`, `parseHslToBuffer`, `parseOklchToBuffer`, `parseOklabToBuffer`) have identical signatures and skip the dispatch — call directly when you know the format.
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-
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- ### Convert
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-
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- #### `sRgbToOklchBuffer(r, g, b, outBuf, outOffset): void`
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-
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- Raw sRGB-byte → OKLCH conversion. The kernel underneath the parsers. Use when you have integer RGB triplets (e.g. from canvas pixel reads) and want to skip the regex layer.
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-
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- ### Runtime
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-
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- #### `lerpOklchBuffer(bufA, offsetA, bufB, offsetB, t, outBuf, outOffset): void`
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-
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- Zero-GC OKLCH interpolation. Hue uses **shortest-path** so `350° → 10°` correctly passes through `0°` instead of taking the long way around. Source and destination buffers may alias.
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-
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- | Param | Type | Description |
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- |---|---|---|
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- | `t` | `number` | Interpolation factor. Values outside `[0, 1]` extrapolate, then clamp. `NaN` propagates. |
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-
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- #### `packOklchBufferToUint32(buf, offset, alpha?): number`
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- Encodes an OKLCH triplet to a 32-bit unsigned integer in **little-endian RGBA** byte order. Uses the proper sRGB transfer function (`pow(c, 1/2.4)`). Round-tripping `sRGB → OKLCH → here` recovers the original byte exactly (within rounding).
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+ ## Accuracy Tiers
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- #### `packOklchBufferToUint32Fast(buf, offset, alpha?): number`
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-
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- Faster, less-accurate sibling. Substitutes `Math.sqrt(c)` for the proper sRGB transfer. ~ throughput on V8, with these documented costs:
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-
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- - mid-gray (`#808080`) round-trips to about `#767676` (~10/255 darker)
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- - warm midtones (browns, golds) shift toward black
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-
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- Use for ephemeral pixels (particle trails, alpha-blended sprite tints) where the round-trip identity isn't observable. **Avoid** for UI tokens, palette previews, or anywhere a designer compares the output to the input.
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-
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- #### `sampleColorLUT(lut, t): number`
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-
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- Zero-GC LUT sampler. Inline `t`-clamp + bitwise-truncated index — no allocations, no function calls beyond this one. Use inside particle systems, fragment-shader-style canvas loops, etc.
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-
266
- ### LUT
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-
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- #### `bakeGradientToUint32(keyframesBuf, numStops, resolution?, easeFn?, packer?): Uint32Array`
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-
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- Bakes a multi-stop OKLCH gradient into a `Uint32Array` of packed RGBA-LE colors.
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-
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- | Param | Type | Description |
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- |---|---|---|
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- | `keyframesBuf` | `Float32Array` | Contiguous `[L0, C0, H0, L1, C1, H1, ...]`. |
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- | `numStops` | `number` | Stop count; must be `≥ 2`. |
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- | `resolution` | `number` | LUT entry count. Default `256`. Must be `≥ 2`. |
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- | `easeFn` | `(t) => number` | Optional. Warps `t` before stop selection. Outputs outside `[0, 1]` are clamped. |
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- | `packer` | `OklchPackerFn` | Optional. Defaults to the accurate packer. Pass `packOklchBufferToUint32Fast` for ~2× bake throughput. |
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-
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- **Throws** if `numStops < 2` or `resolution < 2`.
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-
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- ## ⚡ Performance characteristics
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-
284
- | Operation | Cost |
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- |---|---|
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- | `parseCSSColor()` — named color | regex + map lookup + sRGB→OKLCH (~30 multiplies, 3 cbrt) |
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- | `parseCSSColor()` — oklch direct | regex + 3 number parses (no color math) |
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- | `lerpOklchBuffer()` | 3 lerps, 1 modulo, 4 comparisons. Zero allocations. |
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- | `packOklchBufferToUint32()` | ~30 multiplies, 1 cos, 1 sin, 3 cubes, 3 `pow(_, 1/2.4)`. Zero allocations. |
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- | `packOklchBufferToUint32Fast()` | Same minus the 3 `pow`s, plus 3 `sqrt`. Zero allocations. |
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- | `sampleColorLUT()` | 2 comparisons, 1 multiply, 1 bitwise truncate, 1 array load. Zero allocations. |
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- | `bakeGradientToUint32()` | `resolution × (lerp + pack)`; ~25k ops for a default 256-entry LUT. **One** allocation (the output Uint32Array). |
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- | Hot-path allocations | **zero** across the entire runtime API |
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- | Module-load allocations | one `Float32Array(3)` scratch (single instance, shared) |
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-
296
- ## 🛡️ Validation
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-
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- The hot path trusts its inputs. There is no runtime validation in `lerpOklchBuffer`, `packOklchBufferToUint32`, or `sampleColorLUT` — bad data produces predictable bad output, not exceptions.
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-
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- | Input | Behavior |
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- |---|---|
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- | `t < 0` or `t > 1` in lerp | Extrapolates, then output is clamped (lightness → `[0, 1]`, chroma → `[0, +∞)`) |
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- | `t === NaN` | NaN propagates through math; output may be `0` after clamps |
304
- | Out-of-range OKLCH values | Pack clamps r/g/b channels to `[0, 1]` before encoding |
305
- | Wrong-length `outBuf` in parser | Throws (`out of bounds`) only if offset is invalid; otherwise writes garbage past the buffer |
306
- | Invalid CSS string in parser | **Throws** with a descriptive `lite-color-engine: Invalid X` error |
307
-
308
- The asymmetry is deliberate: the parsers run at init time where exceptions are useful for catching authoring mistakes; the runtime functions run thousands of times per frame where every branch is a tax.
309
-
310
- ## 📦 TypeScript
311
-
312
- Full TypeScript declarations in `index.d.ts`. Every public function has a single overload — no union types in the API surface, no inference puzzles.
313
-
314
- ```ts
315
- import {
316
- parseCSSColor,
317
- lerpOklchBuffer,
318
- packOklchBufferToUint32,
319
- bakeGradientToUint32,
320
- } from '@zakkster/lite-color-engine';
321
- import type { OklchPackerFn } from '@zakkster/lite-color-engine';
322
-
323
- const palette = new Float32Array(12);
324
- const alpha: number = parseCSSColor('oklch(0.7 0.2 250)', palette, 0);
325
- ```
46
+ | Tier | Function | Use Case | Trade-off |
47
+ |-------------------|----------------------------------|-----------------------------------|--------------------|
48
+ | Fast | `packOklchBufferToUint32Fast` | Particles, high volume | ~10/255 midtone error |
49
+ | Accurate-Clamp | `packOklchBufferToUint32` | Most UI / general use | Hard clamp (hue shift near edge) |
50
+ | Gamut-Mapped | `packOklchBufferToUint32MINDE` | Critical gradients & authoring | ~30x slower, best quality |
326
51
 
327
- ## 📚 LLM-friendly documentation
52
+ > `packOklchBufferToUint32MINDE` ships on the `/gamut` subpath:
53
+ > `import { packOklchBufferToUint32MINDE } from '@zakkster/lite-color-engine/gamut';`
54
+ > The `Fast`, `Accurate-Clamp`, and both `P3` packers come from the main entry.
328
55
 
329
- See `llms.txt` for a structured reference designed for AI coding assistants. Public surface, buffer layout, integration patterns, and common pitfalls in one parseable document.
56
+ For Display P3 output, use the `P3` variants.
330
57
 
331
- ## 🧩 Pairs well with
58
+ ## Documentation
332
59
 
333
- - [`@zakkster/lite-lerp`](https://www.npmjs.com/package/@zakkster/lite-lerp) peer dependency. Provides `lerp`, `lerpAngle`, and the rest of the math primitives the runtime layer relies on.
334
- - [`@zakkster/lite-cubic-bezier`](https://www.npmjs.com/package/@zakkster/lite-cubic-bezier) — supplies `cubicBezier(...)` easing functions you can hand directly to `bakeGradientToUint32`.
335
- - [`@zakkster/lite-ease`](https://www.npmjs.com/package/@zakkster/lite-ease) — the Penner library. Same compatibility — pass any of the 30 functions as the `easeFn` argument.
60
+ See full API in `llms.txt` or the source `src/` files.
336
61
 
337
62
  ## License
338
63
 
339
- See [`LICENSE.txt`](./LICENSE.txt). © Zahary Shinikchiev
64
+ MIT
package/index.d.ts CHANGED
@@ -9,11 +9,11 @@
9
9
  * - H (Hue): [0, 360) degrees
10
10
  *
11
11
  * Pack output is a 32-bit unsigned integer in **little-endian RGBA** byte
12
- * order drop straight into `new Uint32Array(imageData.data.buffer)`.
12
+ * order - drop straight into `new Uint32Array(imageData.data.buffer)`.
13
13
  */
14
14
 
15
15
  // ============================================================================
16
- // Authoring (CSS Parsing OKLCH Buffer)
16
+ // Authoring (CSS Parsing -> OKLCH Buffer)
17
17
  // ============================================================================
18
18
 
19
19
  /**
@@ -33,7 +33,7 @@ export function parseHexToBuffer(str: string, outBuf: Float32Array, offset: numb
33
33
  export function parseOklchToBuffer(str: string, outBuf: Float32Array, offset: number): number;
34
34
 
35
35
  /**
36
- * Parses a CSS `oklab(...)` string and converts (a, b) polar (C, H) before
36
+ * Parses a CSS `oklab(...)` string and converts (a, b) -> polar (C, H) before
37
37
  * writing the OKLCH triplet.
38
38
  * @returns Parsed alpha in `[0, 1]`; defaults to `1.0` when omitted.
39
39
  * @throws If the string is not a valid `oklab(...)` literal.
@@ -61,17 +61,32 @@ export function parseHslToBuffer(str: string, outBuf: Float32Array, offset: numb
61
61
  * format-specific parser.
62
62
  *
63
63
  * Supports: 148 named colors, `#RGB[A]`, `#RRGGBB[AA]`, `rgb()`, `rgba()`,
64
- * `hsl()`, `hsla()`, `oklch()`, `oklab()`.
64
+ * `hsl()`, `hsla()`, `oklch()`, `oklab()`, `color(display-p3 r g b / alpha?)`.
65
65
  *
66
66
  * Intended for the **authoring/init phase** of a render pipeline. After
67
67
  * compilation, work with the resulting `Float32Array` buffers directly via
68
68
  * {@link lerpOklchBuffer} and {@link packOklchBufferToUint32}.
69
69
  *
70
+ * `color(display-p3 ...)` is opt-in wide-gamut input; it never affects the
71
+ * default sRGB hot path.
72
+ *
70
73
  * @returns Parsed alpha in `[0, 1]`.
71
74
  * @throws If the string is not a recognized format.
72
75
  */
73
76
  export function parseCSSColor(str: string, outBuf: Float32Array, offset: number): number;
74
77
 
78
+ /**
79
+ * Parses a CSS `color(display-p3 r g b / alpha?)` string into the OKLCH triplet
80
+ * at `outBuf[offset..offset+2]`. Components accept `0-1` numbers or `%`.
81
+ *
82
+ * Wide-gamut authoring entry point: the resulting OKLCH may carry higher chroma
83
+ * than any sRGB-gamut color.
84
+ *
85
+ * @returns Parsed alpha in `[0, 1]`; defaults to `1.0` when omitted.
86
+ * @throws If the string is not a valid `color(display-p3 ...)` literal.
87
+ */
88
+ export function parseDisplayP3ToBuffer(str: string, outBuf: Float32Array, offset: number): number;
89
+
75
90
  // ============================================================================
76
91
  // Convert (Raw Math)
77
92
  // ============================================================================
@@ -80,7 +95,7 @@ export function parseCSSColor(str: string, outBuf: Float32Array, offset: number)
80
95
  * Converts standard sRGB (0-255 byte channels) into a flat OKLCH buffer at
81
96
  * `outBuf[outOffset..outOffset+2]`.
82
97
  *
83
- * Implements Björn Ottosson's OKLab (2020) algorithm with defenses against
98
+ * Implements Bjorn Ottosson's OKLab (2020) algorithm with defenses against
84
99
  * NaN-propagating negative cube-root inputs and a strict lightness clamp.
85
100
  */
86
101
  export function sRgbToOklchBuffer(
@@ -91,6 +106,30 @@ export function sRgbToOklchBuffer(
91
106
  outOffset: number
92
107
  ): void;
93
108
 
109
+ /**
110
+ * Converts Display P3 (0-255 byte channels) into a flat OKLCH buffer, using the
111
+ * P3 primaries via a P3 -> XYZ -> LMS -> OKLab pipeline. Lets colors outside the
112
+ * sRGB gamut be represented with their true (higher) chroma.
113
+ *
114
+ * Same OKLab defenses and lightness clamp as {@link sRgbToOklchBuffer}.
115
+ */
116
+ export function displayP3ToOklchBuffer(
117
+ r: number,
118
+ g: number,
119
+ b: number,
120
+ outBuf: Float32Array,
121
+ outOffset: number
122
+ ): void;
123
+
124
+ /**
125
+ * Inverse of {@link displayP3ToOklchBuffer}: converts an OKLCH triplet to
126
+ * **linear-light** Display P3 and writes `[r, g, b]` into `out` (length >= 3).
127
+ *
128
+ * Output channels may fall outside `[0, 1]` for colors beyond the P3 gamut;
129
+ * clamp or gamut-map before encoding. Used by the P3 packers.
130
+ */
131
+ export function oklchToLinearP3(L: number, C: number, H: number, out: Float32Array): void;
132
+
94
133
  // ============================================================================
95
134
  // Runtime (Zero-GC Hot Path)
96
135
  // ============================================================================
@@ -100,7 +139,7 @@ export function sRgbToOklchBuffer(
100
139
  *
101
140
  * Hue uses **shortest-path** interpolation (`lerpAngle`) so gradients never
102
141
  * wrap the long way around the wheel. Lightness is hard-clamped to `[0, 1]`
103
- * and chroma to `[0, +∞)`. Hue is canonicalized to `[0, 360)`.
142
+ * and chroma to `[0, +inf)`. Hue is canonicalized to `[0, 360)`.
104
143
  *
105
144
  * Source and destination buffers may alias (same buffer, different offsets).
106
145
  *
@@ -118,11 +157,11 @@ export function lerpOklchBuffer(
118
157
 
119
158
  /**
120
159
  * Encodes an OKLCH triplet to a 32-bit unsigned integer in **little-endian
121
- * RGBA** byte order the format consumed directly by `Canvas ImageData` via
160
+ * RGBA** byte order - the format consumed directly by `Canvas ImageData` via
122
161
  * a `Uint32Array` view.
123
162
  *
124
163
  * Uses the proper sRGB transfer function (`pow(c, 1/2.4)` branch).
125
- * Round-tripping `sRGB OKLCH here` recovers the original byte exactly
164
+ * Round-tripping `sRGB -> OKLCH -> here` recovers the original byte exactly
126
165
  * (within rounding).
127
166
  *
128
167
  * For a faster `Math.sqrt`-approximated sibling (~2x throughput, ~10/255
@@ -157,6 +196,39 @@ export function packOklchBufferToUint32Fast(
157
196
  alpha?: number
158
197
  ): number;
159
198
 
199
+ /**
200
+ * Encodes an OKLCH triplet to a 32-bit unsigned integer in little-endian RGBA
201
+ * byte order for a **Display P3** canvas context
202
+ * (`getContext('2d', { colorSpace: 'display-p3' })`).
203
+ *
204
+ * Colors that are out of sRGB but inside P3 are preserved at their true
205
+ * saturation instead of being clamped down. Transfer function is identical to
206
+ * sRGB (IEC 61966-2-1).
207
+ *
208
+ * @param alpha Alpha in `[0, 1]`. Default `1.0`.
209
+ * @returns 32-bit unsigned integer in little-endian RGBA byte order.
210
+ */
211
+ export function packOklchBufferToUint32P3(
212
+ buf: Float32Array,
213
+ offset: number,
214
+ alpha?: number
215
+ ): number;
216
+
217
+ /**
218
+ * Faster, less accurate variant of {@link packOklchBufferToUint32P3}: uses a
219
+ * `Math.sqrt` transfer approximation (same trade-off as
220
+ * {@link packOklchBufferToUint32Fast}). For high-volume P3 particle/gradient
221
+ * baking where exact round-trip is not required.
222
+ *
223
+ * @param alpha Alpha in `[0, 1]`. Default `1.0`.
224
+ * @returns 32-bit unsigned integer in little-endian RGBA byte order.
225
+ */
226
+ export function packOklchBufferToUint32P3Fast(
227
+ buf: Float32Array,
228
+ offset: number,
229
+ alpha?: number
230
+ ): number;
231
+
160
232
  /**
161
233
  * Zero-GC sampler for a baked LUT. Inline `t`-clamp + bitwise-truncated index.
162
234
  *
@@ -176,7 +248,7 @@ export type OklchPackerFn = (buf: Float32Array, offset: number, alpha?: number)
176
248
  /**
177
249
  * Bakes a multi-stop OKLCH gradient into a ready-to-render `Uint32Array`.
178
250
  *
179
- * Output bytes are little-endian RGBA drop into a `Uint32Array` view of
251
+ * Output bytes are little-endian RGBA - drop into a `Uint32Array` view of
180
252
  * `Canvas ImageData`, or upload as `RGBA / UNSIGNED_BYTE` via `texImage2D`.
181
253
  *
182
254
  * Stops are evenly distributed: stop _i_ is at `i / (numStops - 1)`. The
@@ -200,3 +272,23 @@ export function bakeGradientToUint32(
200
272
  easeFn?: (t: number) => number,
201
273
  packer?: OklchPackerFn
202
274
  ): Uint32Array;
275
+
276
+ // ============================================================================
277
+ // Difference (deltaE-OK)
278
+ // ============================================================================
279
+
280
+ /**
281
+ * deltaE-OK color difference: Euclidean distance in OKLab between two buffered
282
+ * OKLCH colors. Zero-allocation.
283
+ *
284
+ * Typical scale: `0.02` indistinguishable, `0.05` subtle, `0.15+` unambiguous.
285
+ *
286
+ * Use for palette dedupe, nearest-color lookup, contrast checks, and the
287
+ * CVD-audit workflow in `lite-hueforge/colorways`.
288
+ */
289
+ export function deltaEOK(
290
+ bufA: Float32Array,
291
+ offsetA: number,
292
+ bufB: Float32Array,
293
+ offsetB: number
294
+ ): number;
package/index.js CHANGED
@@ -4,7 +4,8 @@ export {
4
4
  parseHslToBuffer,
5
5
  parseOklabToBuffer,
6
6
  parseOklchToBuffer,
7
- parseRgbToBuffer
7
+ parseRgbToBuffer,
8
+ parseDisplayP3ToBuffer
8
9
  } from './src/authoring.js';
9
10
 
10
11
  export { bakeGradientToUint32 } from './src/lut.js';
@@ -13,7 +14,15 @@ export {
13
14
  lerpOklchBuffer,
14
15
  packOklchBufferToUint32,
15
16
  packOklchBufferToUint32Fast,
17
+ packOklchBufferToUint32P3,
18
+ packOklchBufferToUint32P3Fast,
16
19
  sampleColorLUT
17
20
  } from './src/runtime.js';
18
21
 
19
- export { sRgbToOklchBuffer } from './src/convert.js';
22
+ export {
23
+ sRgbToOklchBuffer,
24
+ displayP3ToOklchBuffer,
25
+ oklchToLinearP3
26
+ } from './src/convert.js';
27
+
28
+ export { deltaEOK } from './src/delta.js';