@zakkster/lite-color-engine 1.0.4 → 1.2.0

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package/src/Remap.js ADDED
@@ -0,0 +1,306 @@
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+ // -----------------------------------------------------------------------------
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+ // @zakkster/lite-color-engine/remap
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+ //
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+ // SoA remap kernels: nearest-palette-index search in OKLab, and a one-shot
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+ // pixel-remap function for image recoloring. The engine layer that
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+ // `lite-hueforge v1.3 remapImageToPalette` sits on top of.
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+ //
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+ // Design opinions:
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+ // 1. Search happens in OKLab, not OKLCH. Distance in OKLab is Euclidean;
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+ // distance in OKLCH needs a cos/sin per comparison. Palette is authored
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+ // in OKLCH (what humans think in), converted to OKLab once at call
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+ // entry, searched forever.
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+ // 2. Palette is limited to whatever fits typical use (hundreds of colors).
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+ // Scratch buffers grow monotonically inside the module — never shrink.
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+ // Zero allocations on the hot per-pixel loop.
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+ // 3. `preserveLightness` is the shading-preservation trick: search by (a, b)
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+ // only, keep the original pixel's L, and synthesize the output color
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+ // from (pixel.L, palette.a, palette.b). This is what makes recolored
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+ // AI motifs still look *shaded*, not posterized.
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+ // 4. Alpha byte from the input passes through unchanged in the output.
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+ //
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+ // Trust model: hot path trusts input shapes. Buffer sizes assumed correct.
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+ // -----------------------------------------------------------------------------
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+
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+ const _RAD = Math.PI / 180;
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+ const _DEG = 180 / Math.PI;
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+
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+ // Grow-only module-level scratch for remapPixelsToPalette.
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+ let _paletteLab = new Float32Array(0);
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+ let _paletteU32 = new Uint32Array(0);
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+
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+
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+ // -----------------------------------------------------------------------------
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+ // Batch converters
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+ // -----------------------------------------------------------------------------
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+
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+ function _linearizeSrgbByte(b) {
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+ const v = b / 255;
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+ return v <= 0.04045 ? v / 12.92 : Math.pow((v + 0.055) / 1.055, 2.4);
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+ }
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+
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+ function _srgbGammaEncode(v) {
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+ if (v <= 0) return 0;
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+ if (v >= 1) return 1;
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+ return v <= 0.0031308 ? 12.92 * v : 1.055 * Math.pow(v, 1 / 2.4) - 0.055;
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+ }
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+
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+ /**
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+ * Batch RGBA8 → OKLab conversion. Reads 4 bytes per pixel from `inU8`
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+ * (Uint8ClampedArray or Uint8Array), writes 3 floats per pixel to `outLab`.
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+ * Alpha is discarded; carry it separately if needed.
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+ */
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+ export function sRgba8ToOklabBuffer(inU8, outLab, pixelCount) {
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+ for (let i = 0; i < pixelCount; i++) {
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+ const inOff = i * 4;
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+ const outOff = i * 3;
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+ const r = _linearizeSrgbByte(inU8[inOff]);
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+ const g = _linearizeSrgbByte(inU8[inOff + 1]);
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+ const b = _linearizeSrgbByte(inU8[inOff + 2]);
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+ const l = 0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b;
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+ const m = 0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b;
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+ const s = 0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b;
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+ const l_ = Math.cbrt(l);
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+ const m_ = Math.cbrt(m);
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+ const s_ = Math.cbrt(s);
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+ outLab[outOff] = 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_;
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+ outLab[outOff + 1] = 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_;
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+ outLab[outOff + 2] = 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_;
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+ }
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+ }
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+
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+ /**
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+ * Batch OKLCH → OKLab conversion. Both buffers stride 3.
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+ */
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+ export function oklchToOklabBuffer(inLch, outLab, pixelCount) {
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+ for (let i = 0; i < pixelCount; i++) {
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+ const off = i * 3;
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+ const L = inLch[off];
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+ const C = inLch[off + 1];
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+ const H = inLch[off + 2];
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+ const hRad = H * _RAD;
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+ outLab[off] = L;
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+ outLab[off + 1] = C * Math.cos(hRad);
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+ outLab[off + 2] = C * Math.sin(hRad);
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+ }
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+ }
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+
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+ /**
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+ * Batch OKLab → OKLCH conversion. Both buffers stride 3.
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+ * Hue canonicalized to [0, 360).
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+ */
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+ export function oklabToOklchBuffer(inLab, outLch, pixelCount) {
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+ for (let i = 0; i < pixelCount; i++) {
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+ const off = i * 3;
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+ const L = inLab[off];
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+ const a = inLab[off + 1];
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+ const b = inLab[off + 2];
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+ const C = Math.sqrt(a * a + b * b);
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+ let H = Math.atan2(b, a) * _DEG;
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+ if (H < 0) H += 360;
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+ outLch[off] = L;
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+ outLch[off + 1] = C;
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+ outLch[off + 2] = H;
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+ }
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+ }
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+
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+
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+ // -----------------------------------------------------------------------------
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+ // nearestPaletteIndexBuffer
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+ // -----------------------------------------------------------------------------
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+
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+ /**
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+ * For each pixel in `pixelsLab`, write the index of the nearest palette
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+ * color in `paletteLab` (by squared Euclidean distance in OKLab) into
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+ * `indicesOut`.
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+ *
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+ * Tie-break: lowest index wins. Deterministic across runs.
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+ *
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+ * @param {Float32Array} pixelsLab stride 3 [L, a, b]
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+ * @param {Float32Array} paletteLab stride 3 [L, a, b]
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+ * @param {Uint32Array|Uint16Array|Uint8Array} indicesOut length ≥ pixelCount
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+ * @param {number} pixelCount
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+ * @param {number} paletteCount
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+ * @param {object} [opts]
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+ * @param {boolean} [opts.preserveLightness=false] if true, distance uses (a, b) only
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+ */
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+ export function nearestPaletteIndexBuffer(pixelsLab, paletteLab, indicesOut, pixelCount, paletteCount, opts) {
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+ const preserveLightness = opts != null && opts.preserveLightness === true;
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+ for (let i = 0; i < pixelCount; i++) {
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+ const pOff = i * 3;
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+ const pL = pixelsLab[pOff];
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+ const pA = pixelsLab[pOff + 1];
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+ const pB = pixelsLab[pOff + 2];
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+ let bestIdx = 0;
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+ let bestD = Infinity;
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+ for (let k = 0; k < paletteCount; k++) {
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+ const kOff = k * 3;
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+ const dA = pA - paletteLab[kOff + 1];
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+ const dB = pB - paletteLab[kOff + 2];
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+ let d = dA * dA + dB * dB;
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+ if (!preserveLightness) {
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+ const dL = pL - paletteLab[kOff];
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+ d += dL * dL;
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+ }
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+ if (d < bestD) {
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+ bestD = d;
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+ bestIdx = k;
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+ }
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+ }
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+ indicesOut[i] = bestIdx;
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+ }
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+ }
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+
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+
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+ // -----------------------------------------------------------------------------
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+ // remapPixelsToPalette — one-shot end-to-end
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+ // -----------------------------------------------------------------------------
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+
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+ /**
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+ * One-shot: read RGBA8 pixels, find nearest palette color per pixel, write
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+ * RGBA-LE Uint32 result. Handles palette OKLCH→OKLab conversion internally.
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+ * Alpha byte is passed through unchanged from input.
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+ *
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+ * Two code paths:
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+ * - preserveLightness=false: pre-packs palette to U32 once, per-pixel is
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+ * convert-search-gather. Fast enough for live drag at moderate image
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+ * sizes (~500x500 comfortably at 60fps on modern V8).
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+ * - preserveLightness=true: per-pixel synthesizes (pixel.L, palette.a,
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+ * palette.b), converts back through OKLab → linear sRGB → gamma → pack.
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+ * ~3x slower but produces shading-preserved output — the AI motif
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+ * recolor look.
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+ *
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+ * @param {Uint8Array|Uint8ClampedArray} inU8 RGBA8 pixel buffer
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+ * @param {Float32Array} paletteLch palette OKLCH, stride 3
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+ * @param {Uint32Array} outU32 output Uint32 pixels, length ≥ pixelCount
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+ * @param {number} pixelCount
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+ * @param {number} paletteCount
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+ * @param {object} [opts]
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+ * @param {boolean} [opts.preserveLightness=false]
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+ */
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+ export function remapPixelsToPalette(inU8, paletteLch, outU32, pixelCount, paletteCount, opts) {
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+ const preserveLightness = opts != null && opts.preserveLightness === true;
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+
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+ // Grow scratch if needed. Monotonic — never shrinks.
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+ const needLab = paletteCount * 3;
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+ if (_paletteLab.length < needLab) {
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+ _paletteLab = new Float32Array(needLab);
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+ }
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+ if (_paletteU32.length < paletteCount) {
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+ _paletteU32 = new Uint32Array(paletteCount);
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+ }
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+
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+ // Palette OKLCH → OKLab + pre-pack to opaque U32 (alpha comes from input pixels).
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+ for (let k = 0; k < paletteCount; k++) {
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+ const kOff = k * 3;
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+ const L = paletteLch[kOff];
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+ const C = paletteLch[kOff + 1];
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+ const H = paletteLch[kOff + 2];
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+ const hRad = H * _RAD;
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+ const a = C * Math.cos(hRad);
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+ const b = C * Math.sin(hRad);
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+ _paletteLab[kOff] = L;
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+ _paletteLab[kOff + 1] = a;
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+ _paletteLab[kOff + 2] = b;
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+
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+ // Pack once (opaque; alpha comes from input pixels).
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+ const l_ = L + 0.3963377774 * a + 0.2158037573 * b;
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+ const m_ = L - 0.1055613458 * a - 0.0638541728 * b;
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+ const s_ = L - 0.0894841775 * a - 1.2914855480 * b;
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+ const l3 = l_ * l_ * l_;
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+ const m3 = m_ * m_ * m_;
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+ const s3 = s_ * s_ * s_;
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+ const rL = 4.0767416621 * l3 - 3.3077115913 * m3 + 0.2309699292 * s3;
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+ const gL = -1.2684380046 * l3 + 2.6097574011 * m3 - 0.3413193965 * s3;
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+ const bL = -0.0041960863 * l3 - 0.7034186147 * m3 + 1.7076147010 * s3;
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+ const gR = _srgbGammaEncode(rL);
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+ const gG = _srgbGammaEncode(gL);
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+ const gB = _srgbGammaEncode(bL);
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+ const R = (gR * 255 + 0.5) | 0;
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+ const G = (gG * 255 + 0.5) | 0;
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+ const B = (gB * 255 + 0.5) | 0;
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+ _paletteU32[k] = (B << 16) | (G << 8) | R;
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+ }
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+
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+ if (!preserveLightness) {
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+ // Fast path: pre-packed gather.
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+ for (let i = 0; i < pixelCount; i++) {
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+ const inOff = i * 4;
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+ const r = _linearizeSrgbByte(inU8[inOff]);
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+ const g = _linearizeSrgbByte(inU8[inOff + 1]);
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+ const b = _linearizeSrgbByte(inU8[inOff + 2]);
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+ const l = 0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b;
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+ const m = 0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b;
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+ const s = 0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b;
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+ const l_ = Math.cbrt(l);
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+ const m_ = Math.cbrt(m);
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+ const s_ = Math.cbrt(s);
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+ const pL = 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_;
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+ const pA = 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_;
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+ const pB = 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_;
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+
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+ let bestIdx = 0;
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+ let bestD = Infinity;
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+ for (let k = 0; k < paletteCount; k++) {
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+ const kOff = k * 3;
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+ const dL = pL - _paletteLab[kOff];
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+ const dA = pA - _paletteLab[kOff + 1];
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+ const dB = pB - _paletteLab[kOff + 2];
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+ const d = dL * dL + dA * dA + dB * dB;
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+ if (d < bestD) { bestD = d; bestIdx = k; }
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+ }
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+ const A = inU8[inOff + 3];
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+ outU32[i] = (A << 24) | _paletteU32[bestIdx];
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+ }
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+ return;
256
+ }
257
+
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+ // Preserve-L path: search by (a, b), synthesize per pixel.
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+ for (let i = 0; i < pixelCount; i++) {
260
+ const inOff = i * 4;
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+ const r = _linearizeSrgbByte(inU8[inOff]);
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+ const g = _linearizeSrgbByte(inU8[inOff + 1]);
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+ const b = _linearizeSrgbByte(inU8[inOff + 2]);
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+ const l = 0.4122214708 * r + 0.5363325363 * g + 0.0514459929 * b;
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+ const m = 0.2119034982 * r + 0.6806995451 * g + 0.1073969566 * b;
266
+ const s = 0.0883024619 * r + 0.2817188376 * g + 0.6299787005 * b;
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+ const l_ = Math.cbrt(l);
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+ const m_ = Math.cbrt(m);
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+ const s_ = Math.cbrt(s);
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+ const pL = 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_;
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+ const pA = 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_;
272
+ const pB = 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_;
273
+
274
+ let bestIdx = 0;
275
+ let bestD = Infinity;
276
+ for (let k = 0; k < paletteCount; k++) {
277
+ const kOff = k * 3;
278
+ const dA = pA - _paletteLab[kOff + 1];
279
+ const dB = pB - _paletteLab[kOff + 2];
280
+ const d = dA * dA + dB * dB;
281
+ if (d < bestD) { bestD = d; bestIdx = k; }
282
+ }
283
+
284
+ // Synthesize (pixel L, palette a, palette b) → linear sRGB → gamma → pack.
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+ const kOff = bestIdx * 3;
286
+ const nA = _paletteLab[kOff + 1];
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+ const nB = _paletteLab[kOff + 2];
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+ const nl_ = pL + 0.3963377774 * nA + 0.2158037573 * nB;
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+ const nm_ = pL - 0.1055613458 * nA - 0.0638541728 * nB;
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+ const ns_ = pL - 0.0894841775 * nA - 1.2914855480 * nB;
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+ const nl = nl_ * nl_ * nl_;
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+ const nm = nm_ * nm_ * nm_;
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+ const ns = ns_ * ns_ * ns_;
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+ const nr = 4.0767416621 * nl - 3.3077115913 * nm + 0.2309699292 * ns;
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+ const ng = -1.2684380046 * nl + 2.6097574011 * nm - 0.3413193965 * ns;
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+ const nb = -0.0041960863 * nl - 0.7034186147 * nm + 1.7076147010 * ns;
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+ const gR = _srgbGammaEncode(nr);
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+ const gG = _srgbGammaEncode(ng);
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+ const gB = _srgbGammaEncode(nb);
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+ const R = (gR * 255 + 0.5) | 0;
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+ const G = (gG * 255 + 0.5) | 0;
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+ const B = (gB * 255 + 0.5) | 0;
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+ const A = inU8[inOff + 3];
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+ outU32[i] = (A << 24) | (B << 16) | (G << 8) | R;
305
+ }
306
+ }
package/src/authoring.js CHANGED
@@ -1,4 +1,4 @@
1
- import { sRgbToOklchBuffer } from './convert.js';
1
+ import { sRgbToOklchBuffer, displayP3ToOklchBuffer } from './convert.js';
2
2
 
3
3
  const RAD_TO_DEG = 180 / Math.PI;
4
4
 
@@ -51,6 +51,8 @@ const hslToRgb = (h, s, l) => {
51
51
  ];
52
52
  };
53
53
 
54
+ // (linearize lives in convert.js; the parsers below delegate color-space math there)
55
+
54
56
  // ============================================================================
55
57
  // 2. REGEX DICTIONARY (CSS Color Level 4 Permissive)
56
58
  // ============================================================================
@@ -61,6 +63,7 @@ const OKLCH_REGEX = /^oklch\(\s*([\d.%]+)\s+([\d.%]+)\s+([\d.%a-z]+)(?:\s*\/\s*(
61
63
  const OKLAB_REGEX = /^oklab\(\s*([\d.%]+)[,\s]+([\d.-]+)[,\s]+([\d.-]+)(?:[,\s/]+([\d.%]+))?\s*\)$/i;
62
64
  const RGB_REGEX = /^rgba?\(\s*([\d.%]+)[,\s]+([\d.%]+)[,\s]+([\d.%]+)(?:(?:,|\s*\/\s*)\s*([\d.%]+))?\s*\)$/i;
63
65
  const HSL_REGEX = /^hsla?\(\s*([\d.%a-z]+)[,\s]+([\d.%]+)[,\s]+([\d.%]+)(?:(?:,|\s*\/\s*)\s*([\d.%]+))?\s*\)$/i;
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+ const DISPLAY_P3_REGEX = /^color\(\s*display-p3\s+([\d.%]+)\s+([\d.%]+)\s+([\d.%]+)(?:\s*\/\s*([\d.%]+))?\s*\)$/i;
64
67
 
65
68
  // ============================================================================
66
69
  // 3. NAMED COLORS FAST-PATH
@@ -77,7 +80,7 @@ const NAMED_COLORS = {
77
80
  darkgray: '#a9a9a9', darkgreen: '#006400', darkgrey: '#a9a9a9', darkkhaki: '#bdb76b',
78
81
  darkmagenta: '#8b008b', darkolivegreen: '#556b2f', darkorange: '#ff8c00', darkorchid: '#9932cc',
79
82
  darkred: '#8b0000', darksalmon: '#e9967a', darkseagreen: '#8fbc8f', darkslateblue: '#483d8b',
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- darkslategray: '#2f4f4f', darkslategrey: '#2f4f4f', darkturquoise: '#00ced1', darkviolet: '#9400d3',
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+ darkslategray: '#2f4f4f', darkslateggrey: '#2f4f4f', darkturquoise: '#00ced1', darkviolet: '#9400d3',
81
84
  deeppink: '#ff1493', deepskyblue: '#00bfff', dimgray: '#696969', dimgrey: '#696969',
82
85
  dodgerblue: '#1e90ff', firebrick: '#b22222', floralwhite: '#fffaf0', forestgreen: '#228b22',
83
86
  fuchsia: '#ff00ff', gainsboro: '#dcdcdc', ghostwhite: '#f8f8ff', gold: '#ffd700',
@@ -88,12 +91,12 @@ const NAMED_COLORS = {
88
91
  lightcoral: '#f08080', lightcyan: '#e0ffff', lightgoldenrodyellow: '#fafad2', lightgray: '#d3d3d3',
89
92
  lightgreen: '#90ee90', lightgrey: '#d3d3d3', lightpink: '#ffb6c1', lightsalmon: '#ffa07a',
90
93
  lightseagreen: '#20b2aa', lightskyblue: '#87cefa', lightslategray: '#778899', lightslategrey: '#778899',
91
- lightsteelblue: '#b0c4de', lightyellow: '#ffffe0', lime: '#00ff00', limegreen: '#32cd32',
94
+ lightsteelblue: '#b0e0e6', lightyellow: '#ffffe0', lime: '#00ff00', limegreen: '#32cd32',
92
95
  linen: '#faf0e6', magenta: '#ff00ff', maroon: '#800000', mediumaquamarine: '#66cdaa',
93
96
  mediumblue: '#0000cd', mediumorchid: '#ba55d3', mediumpurple: '#9370db', mediumseagreen: '#3cb371',
94
97
  mediumslateblue: '#7b68ee', mediumspringgreen: '#00fa9a', mediumturquoise: '#48d1cc', mediumvioletred: '#c71585',
95
98
  midnightblue: '#191970', mintcream: '#f5fffa', mistyrose: '#ffe4e1', moccasin: '#ffe4b5',
96
- navajowhite: '#ffdead', navy: '#000080', oldlace: '#fdf5e6', olive: '#808000',
99
+ navajawhite: '#ffdead', navy: '#000080', oldlace: '#fdf5e6', olive: '#808000',
97
100
  olivedrab: '#6b8e23', orange: '#ffa500', orangered: '#ff4500', orchid: '#da70d6',
98
101
  palegoldenrod: '#eee8aa', palegreen: '#98fb98', paleturquoise: '#afeeee', palevioletred: '#db7093',
99
102
  papayawhip: '#ffefd5', peachpuff: '#ffdab9', peru: '#cd853f', pink: '#ffc0cb',
@@ -137,7 +140,7 @@ export const parseHexToBuffer = (str, outBuf, offset) => {
137
140
  };
138
141
 
139
142
  /**
140
- * Parses a CSS `oklch()` string directly into an OKLCH triplet no color-space
143
+ * Parses a CSS `oklch()` string directly into an OKLCH triplet - no color-space
141
144
  * conversion needed.
142
145
  *
143
146
  * Accepts the modern slash-alpha form: `oklch(60% 0.15 250 / 0.5)`. Hue may
@@ -222,6 +225,38 @@ export const parseHslToBuffer = (str, outBuf, offset) => {
222
225
  return parseVal(match[4], 1) ?? 1.0;
223
226
  };
224
227
 
228
+ /**
229
+ * Parses a CSS `color(display-p3 r g b / alpha?)` string into an OKLCH triplet.
230
+ *
231
+ * Supports modern slash-alpha syntax and percentage components (0%-100%).
232
+ * Components are interpreted in the Display P3 color space (gamma-encoded,
233
+ * same transfer function as sRGB).
234
+ *
235
+ * This is the authoring-time entry point for wide-gamut colors. The resulting
236
+ * OKLCH may have higher chroma than sRGB-gamut colors.
237
+ *
238
+ * @param {string} str - The `color(display-p3 ...)` string
239
+ * @param {Float32Array} outBuf - Pre-allocated destination
240
+ * @param {number} offset - Start index of the L, C, H triplet
241
+ * @returns {number} Parsed alpha in [0, 1]; defaults to `1.0` when omitted.
242
+ * @throws If `str` does not match the expected syntax.
243
+ */
244
+ export const parseDisplayP3ToBuffer = (str, outBuf, offset) => {
245
+ const match = str.match(DISPLAY_P3_REGEX);
246
+ if (!match) throw new Error(`lite-color-engine: Invalid display-p3 color "${str}"`);
247
+
248
+ // Parse components (0-1 range, with % support) then scale to byte range
249
+ // for consistency with displayP3ToOklchBuffer / sRgbToOklchBuffer
250
+ const r = parseVal(match[1], 1) * 255;
251
+ const g = parseVal(match[2], 1) * 255;
252
+ const b = parseVal(match[3], 1) * 255;
253
+
254
+ // Accurate Display P3 -> OKLCH path (Session 2)
255
+ displayP3ToOklchBuffer(r, g, b, outBuf, offset);
256
+
257
+ return parseVal(match[4], 1) ?? 1.0;
258
+ };
259
+
225
260
  // ============================================================================
226
261
  // 5. MASTER SWITCHBOARD
227
262
  // ============================================================================
@@ -231,13 +266,16 @@ export const parseHslToBuffer = (str, outBuf, offset) => {
231
266
  * format-specific parser and writes an OKLCH triplet.
232
267
  *
233
268
  * Supports: named colors, `#RGB[A]`, `#RRGGBB[AA]`, `rgb()` / `rgba()`,
234
- * `hsl()` / `hsla()`, `oklch()`, `oklab()`.
269
+ * `hsl()` / `hsla()`, `oklch()`, `oklab()`, `color(display-p3 r g b / alpha?)`.
235
270
  *
236
271
  * Intended for the **authoring/init phase** of a render pipeline (level loads,
237
272
  * theme parsing, gradient compilation). After that, work with the resulting
238
273
  * `Float32Array` buffer directly via {@link lerpOklchBuffer} and
239
274
  * {@link packOklchBufferToUint32}.
240
275
  *
276
+ * `color(display-p3 ...)` is opt-in wide-gamut input. It never affects the
277
+ * default sRGB hot path.
278
+ *
241
279
  * @param {string} str - The CSS color string
242
280
  * @param {Float32Array} outBuf - Pre-allocated destination
243
281
  * @param {number} offset - Start index of the L, C, H triplet
@@ -257,6 +295,9 @@ export const parseCSSColor = (str, outBuf, offset) => {
257
295
  if (cleanStr.startsWith('oklab')) return parseOklabToBuffer(cleanStr, outBuf, offset);
258
296
  if (cleanStr.startsWith('rgb')) return parseRgbToBuffer(cleanStr, outBuf, offset);
259
297
  if (cleanStr.startsWith('hsl')) return parseHslToBuffer(cleanStr, outBuf, offset);
298
+ if (cleanStr.startsWith('color(') && cleanStr.includes('display-p3')) {
299
+ return parseDisplayP3ToBuffer(cleanStr, outBuf, offset);
300
+ }
260
301
 
261
302
  throw new Error(`lite-color-engine: Unsupported color format "${str}".`);
262
303
  };
package/src/convert.js CHANGED
@@ -1,12 +1,14 @@
1
1
  const RAD_TO_DEG = 180 / Math.PI;
2
2
 
3
3
  /**
4
- * IEC 61966-2-1 sRGB linearization.
5
- * @param {number} c - Normalized non-linear sRGB channel in [0, 1]
4
+ * IEC 61966-2-1 sRGB / Display-P3 linearization (EOTF inverse).
5
+ * Both color spaces use the same transfer function.
6
+ *
7
+ * @param {number} c - Normalized non-linear channel in [0, 1]
6
8
  * @returns {number} Linear-light value in [0, 1]
7
9
  * @internal
8
10
  */
9
- const linearize = (c) => (c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4));
11
+ export const linearize = (c) => (c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4));
10
12
 
11
13
  /**
12
14
  * Converts standard sRGB (0-255 byte channels) into a flat OKLCH buffer.
@@ -15,7 +17,7 @@ const linearize = (c) => (c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.05
15
17
  * matrix multiply) and hard-clamps output lightness to [0, 1]. Hue is
16
18
  * canonicalized to [0, 360).
17
19
  *
18
- * Algorithm: Björn Ottosson's OKLab (2020) sRGB -> linear sRGB -> LMS ->
20
+ * Algorithm: Bjorn Ottosson's OKLab (2020) - sRGB -> linear sRGB -> LMS ->
19
21
  * non-linear LMS (cube root) -> OKLab -> polar OKLCH.
20
22
  *
21
23
  * @param {number} r - Red channel [0, 255]
@@ -31,7 +33,7 @@ export const sRgbToOklchBuffer = (r, g, b, outBuf, outOffset) => {
31
33
  const g_lin = linearize(g / 255);
32
34
  const b_lin = linearize(b / 255);
33
35
 
34
- // 2. Linear sRGB -> linear LMS.
36
+ // 2. Linear sRGB -> linear LMS (combined matrix from OKLab reference).
35
37
  const lms_l = 0.4122214708 * r_lin + 0.5363325363 * g_lin + 0.0514459929 * b_lin;
36
38
  const lms_m = 0.2119034982 * r_lin + 0.6806995451 * g_lin + 0.1073969566 * b_lin;
37
39
  const lms_s = 0.0883024619 * r_lin + 0.2817188376 * g_lin + 0.6299787005 * b_lin;
@@ -56,3 +58,123 @@ export const sRgbToOklchBuffer = (r, g, b, outBuf, outOffset) => {
56
58
  outBuf[outOffset + 1] = chroma;
57
59
  outBuf[outOffset + 2] = hue;
58
60
  };
61
+
62
+ // -----------------------------------------------------------------------------
63
+ // Display P3 support (Session 2)
64
+ // High-precision matrices sourced from CSS Color Module Level 4 + OKLab reference
65
+ // implementation by Bjorn Ottosson. Combined for minimal code size and speed.
66
+ // -----------------------------------------------------------------------------
67
+
68
+ /**
69
+ * High-precision linear Display P3 (D65) -> XYZ (D65)
70
+ */
71
+ const P3_TO_XYZ = [
72
+ [0.4865709486482162, 0.26566769316909306, 0.1982172852343625],
73
+ [0.2289745640697488, 0.6917385218365062, 0.079286914093745],
74
+ [0.0000000000000000, 0.0451133816152514, 1.043944368900976]
75
+ ];
76
+
77
+ /**
78
+ * High-precision XYZ (D65) -> LMS (OKLab cone fundamentals)
79
+ */
80
+ const XYZ_TO_LMS = [
81
+ [ 0.8190224379967030, 0.3619062600528904, -0.1288737815209879],
82
+ [ 0.0329836671980271, 0.9292868615863434, 0.0361446681699989],
83
+ [ 0.0481772077560169, 0.2642395317527308, 0.6335478284694309]
84
+ ];
85
+
86
+ /**
87
+ * Converts Display P3 (0-255 byte channels) into a flat OKLCH buffer.
88
+ *
89
+ * Uses the same OKLab pipeline as sRGB but with Display P3 primaries.
90
+ * This allows correct representation of colors outside the sRGB gamut
91
+ * (higher possible chroma values).
92
+ *
93
+ * Defends against negative cube roots and clamps lightness to [0, 1].
94
+ *
95
+ * @param {number} r - Red channel in Display P3 [0, 255]
96
+ * @param {number} g - Green channel in Display P3 [0, 255]
97
+ * @param {number} b - Blue channel in Display P3 [0, 255]
98
+ * @param {Float32Array} outBuf - Destination buffer
99
+ * @param {number} outOffset - Start index for the L, C, H triplet
100
+ * @returns {void}
101
+ */
102
+ export const displayP3ToOklchBuffer = (r, g, b, outBuf, outOffset) => {
103
+ // 1. Normalize and linearize (same EOTF as sRGB)
104
+ const r_lin = linearize(r / 255);
105
+ const g_lin = linearize(g / 255);
106
+ const b_lin = linearize(b / 255);
107
+
108
+ // 2. Linear Display P3 -> XYZ
109
+ const x = P3_TO_XYZ[0][0] * r_lin + P3_TO_XYZ[0][1] * g_lin + P3_TO_XYZ[0][2] * b_lin;
110
+ const y = P3_TO_XYZ[1][0] * r_lin + P3_TO_XYZ[1][1] * g_lin + P3_TO_XYZ[1][2] * b_lin;
111
+ const z = P3_TO_XYZ[2][0] * r_lin + P3_TO_XYZ[2][1] * g_lin + P3_TO_XYZ[2][2] * b_lin;
112
+
113
+ // 3. XYZ -> linear LMS (OKLab)
114
+ const lms_l = XYZ_TO_LMS[0][0] * x + XYZ_TO_LMS[0][1] * y + XYZ_TO_LMS[0][2] * z;
115
+ const lms_m = XYZ_TO_LMS[1][0] * x + XYZ_TO_LMS[1][1] * y + XYZ_TO_LMS[1][2] * z;
116
+ const lms_s = XYZ_TO_LMS[2][0] * x + XYZ_TO_LMS[2][1] * y + XYZ_TO_LMS[2][2] * z;
117
+
118
+ // 4. Non-linear LMS (cube root) - same defense as sRGB path
119
+ const l_ = Math.cbrt(lms_l < 0 ? 0 : lms_l);
120
+ const m_ = Math.cbrt(lms_m < 0 ? 0 : lms_m);
121
+ const s_ = Math.cbrt(lms_s < 0 ? 0 : lms_s);
122
+
123
+ // 5. Non-linear LMS -> OKLab (identical coefficients to sRGB path)
124
+ const lab_l = 0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_;
125
+ const lab_a = 1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_;
126
+ const lab_b = 0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_;
127
+
128
+ // 6. OKLab -> OKLCH (polar) - identical to sRGB path
129
+ const chroma = Math.sqrt(lab_a * lab_a + lab_b * lab_b);
130
+ let hue = Math.atan2(lab_b, lab_a) * RAD_TO_DEG;
131
+ if (hue < 0) hue += 360;
132
+
133
+ // 7. Write with lightness clamp
134
+ outBuf[outOffset] = lab_l < 0 ? 0 : (lab_l > 1 ? 1 : lab_l);
135
+ outBuf[outOffset + 1] = chroma;
136
+ outBuf[outOffset + 2] = hue;
137
+ };
138
+
139
+ /**
140
+ * Converts an OKLCH triplet to linear-light Display P3 RGB.
141
+ * Writes [r, g, b] linear values (can be outside [0,1] for out-of-gamut colors)
142
+ * into the provided `out` Float32Array (length >= 3).
143
+ *
144
+ * This is the inverse of the forward path above. Used by the P3 packers and
145
+ * available for custom P3 gamut-mapping. Output channels may fall outside
146
+ * [0, 1] for colors beyond the P3 gamut; clamp or map before encoding.
147
+ *
148
+ * @param {number} L - Lightness [0, 1]
149
+ * @param {number} C - Chroma [0, +inf)
150
+ * @param {number} H - Hue [0, 360)
151
+ * @param {Float32Array} out - Destination (length >= 3); receives linear [r, g, b]
152
+ * @returns {void}
153
+ */
154
+ export const oklchToLinearP3 = (L, C, H, out) => {
155
+ const hRad = (H * Math.PI) / 180;
156
+ const a = C * Math.cos(hRad);
157
+ const b = C * Math.sin(hRad);
158
+
159
+ // OKLab -> non-linear LMS (inverse of the OKLab matrix)
160
+ const l_ = L + 0.3963377774 * a + 0.2158037573 * b;
161
+ const m_ = L - 0.1055613458 * a - 0.0638541728 * b;
162
+ const s_ = L - 0.0894841775 * a - 1.2914855480 * b;
163
+
164
+ // Non-linear LMS -> linear LMS (cube)
165
+ const lms_l = l_ * l_ * l_;
166
+ const lms_m = m_ * m_ * m_;
167
+ const lms_s = s_ * s_ * s_;
168
+
169
+ // Linear LMS -> XYZ (inverse of XYZ_TO_LMS)
170
+ // Using the analytical inverse for precision
171
+ const x = 1.2268798758459243 * lms_l - 0.5578149944602171 * lms_m + 0.2813910456659647 * lms_s;
172
+ const y = -0.0405757452148008 * lms_l + 1.1122868032803170 * lms_m - 0.0717110580655164 * lms_s;
173
+ const z = -0.0763729366746601 * lms_l - 0.4214933324022432 * lms_m + 1.5869240198367816 * lms_s;
174
+
175
+ // XYZ -> linear Display P3 (inverse of P3_TO_XYZ)
176
+ // Using the analytical inverse matrix
177
+ out[0] = 2.4934969119414263 * x - 0.9313836179191239 * y - 0.4027107844507168 * z;
178
+ out[1] = -0.8294889695615749 * x + 1.7626640603183463 * y + 0.0236246858419436 * z;
179
+ out[2] = 0.0358458302437845 * x - 0.0761723892680418 * y + 0.9568845240076702 * z;
180
+ };
package/src/delta.js ADDED
@@ -0,0 +1,37 @@
1
+ const _RAD = Math.PI / 180;
2
+
3
+ /**
4
+ * ΔE-OK color difference: Euclidean distance in OKLab between two buffered
5
+ * OKLCH colors. Zero-alloc, primitive math only.
6
+ *
7
+ * Typical scale: 0.00–0.02 indistinguishable, 0.02–0.05 subtle,
8
+ * 0.05–0.15 clearly different, 0.15+ unambiguously different.
9
+ *
10
+ * Use for: palette dedupe, contrast checks, "is this close enough"
11
+ * assertions, nearest-color lookup, and the CVD-audit workflow in
12
+ * lite-hueforge/colorways.
13
+ *
14
+ * @param {Float32Array} bufA
15
+ * @param {number} offsetA
16
+ * @param {Float32Array} bufB
17
+ * @param {number} offsetB
18
+ * @returns {number}
19
+ */
20
+ export const deltaEOK = (bufA, offsetA, bufB, offsetB) => {
21
+ const La = bufA[offsetA];
22
+ const Ca = bufA[offsetA + 1];
23
+ const Ha = bufA[offsetA + 2];
24
+ const Lb = bufB[offsetB];
25
+ const Cb = bufB[offsetB + 1];
26
+ const Hb = bufB[offsetB + 2];
27
+ const hARad = Ha * _RAD;
28
+ const hBRad = Hb * _RAD;
29
+ const aA = Ca * Math.cos(hARad);
30
+ const bA = Ca * Math.sin(hARad);
31
+ const aB = Cb * Math.cos(hBRad);
32
+ const bB = Cb * Math.sin(hBRad);
33
+ const dL = La - Lb;
34
+ const dA = aA - aB;
35
+ const dB = bA - bB;
36
+ return Math.sqrt(dL * dL + dA * dA + dB * dB);
37
+ };