shithub: purgatorio

ref: 84989770721391018dd6a247831cb79a43c1d86b
dir: /man/6/colour/

View raw version
.TH COLOUR 6
.SH NAME
colour \- representation of pixels and colours
.SH DESCRIPTION
An image manipulated by
.IR draw (2)
(via the device
.IR draw (3)),
including the image corresponding to a physical display,
contains a set of pixels.
Each pixel has one or more components:
colour components (red, green, blue); greyscale value; colour-map index; alpha value; and
``don't care'' (for padding).
Each component takes a given number of bits; the sum of the sizes of all components
determines the size of the pixel.
The implementation supports only pixel sizes that are either divisors or multiples of 8 bits.
All pixels in an image have the same structure, corresponding to the
.I channels
of that image (see
.IR image (6)).
.PP
The values of the red, green and blue components are chosen so 0 represents
no intensity (black) and the maximum value (all ones, 255 for an 8-bit component)
represents full intensity (eg, full red).
Common colour physical display depths are 24 bits per pixel, with 8 bits per colour in order
red, green, blue, and 16 bits per pixel, with 5 bits of red, 6 bits of green, and 5 bits of blue.
.PP
Colors may also be created with an opacity factor called
.IR alpha ,
which is scaled so 0 represents fully transparent and the maximum value (eg, 255 for
an 8-bit alpha component) represents opaque colour.
The alpha is
.I premultiplied
into the other channels, as described in the paper by Porter and Duff cited in
.IR draw-image (2).
The function
.B Draw->setalpha
(see
.IR draw-intro (2))
aids the initialisation of colour values with non-trivial alpha.
.PP
Because images are stored in memory managed by
.IR draw (3)
and operated through
.IR draw-image (2),
the details of pixel representation internally can be ignored by many applications.
The representation is visible, however, when using the operations
.B Image.readpixels
and
.B Image.writepixels
(see
.IR draw-image (2)).
The bits representing a pixel's channel components are packed contiguously, and
pixels are stored in contiguous bytes.
The packing of pixels into bytes and words is odd.
For compatibility with VGA frame buffers, the bits within a
pixel byte are in big-endian order (leftmost pixel is most
significant bits in byte), while bytes within a pixel are packed in little-endian order.
This results in unintuitive pixel formats. For example, for the RGB24 format,
the byte ordering is blue, green, red.
.PP
To maintain a constant external representation, the
.IR draw (3)
interface
as well as the
various graphics libraries represent colours 
by 32-bit integers, containing red, blue, green and alpha components
as 8-bit values, in that order from most to least significant byte.
The color component values range from 0 (no colour) to 255 (saturated);
alpha ranges from 0 (fully transparent) to 255 (fully opaque).
.PP
On displays with 8 bits per pixel or less,
to address problems of consistency and portability amongst Inferno applications,
Inferno uses a fixed colour map, called
.BR rgbv .
Although this avoids problems caused by multiplexing colour maps between
applications, it requires that the colour map chosen be suitable for most purposes
and usable for all.
Other systems that use fixed colour maps tend to sample the colour cube
uniformly, which has advantages\(emmapping from a (red, green, blue) triple
to the colour map and back again is easy\(embut ignores an important property
of the human visual system: eyes are
much more sensitive to small changes in intensity than
to changes in hue.
Sampling the colour cube uniformly gives a colour map with many different
hues, but only a few shades of each.
Continuous tone images converted into such maps demonstrate conspicuous
artifacts.
.PP
Rather than dice the colour cube into subregions of
size 6\(mu6\(mu6 (as in Netscape Navigator) or 8\(mu8\(mu4
picking 1 colour in each,
the
.B rgbv
colour map uses a 4\(mu4\(mu4 subdivision, with
4 shades in each subcube.
The idea is to reduce the colour resolution by dicing
the colour cube into fewer cells, and to use the extra space to increase the intensity
resolution.
This results in 16 grey shades (4 grey subcubes with
4 samples in each), 13 shades of each primary and secondary colour (3 subcubes
with 4 samples plus black) and a reasonable selection of colours covering the
rest of the colour cube.
The advantage is better representation of
continuous tones.
.PP
The following function computes the 256 3-byte entries in the colour map:
.IP
.EX
.ta 6n +6n +6n +6n
void
setmaprgbv(uchar cmap[256][3])
{
    uchar *c;
    int r, g, b, v;
    int num, den;
    int i, j;

    for(r=0,i=0; r!=4; r++)
      for(v=0; v!=4; v++,i+=16)
        for(g=0,j=v-r; g!=4; g++)
          for(b=0; b!=4; b++,j++){
            c = cmap[i+(j&15)];
            den = r;
            if(g > den)
                den = g;
            if(b > den)
                den = b;
            if(den == 0) /* would divide check; pick grey shades */
                c[0] = c[1] = c[2] = 17*v;
            else{
                num = 17*(4*den+v);
                c[0] = r*num/den;
                c[1] = g*num/den;
                c[2] = b*num/den;
            }
          }
}
.EE
.PP
There are 4 nested loops to pick the (red,green,blue) coordinates of the subcube,
and the value (intensity) within the subcube, indexed by
.BR r ,
.BR g ,
.BR b ,
and
.BR v ,
whence
the name
.IR rgbv .
The peculiar order in which the colour map is indexed is designed to distribute the
grey shades uniformly through the map\(emthe
.IR i 'th
grey shade,
.RI 0<= i <=15
has index
.IR i ×17,
with black going to 0 and white to 255.
Therefore, when a call to
.B Image.draw
(see
.IR draw-image (2))
converts a 1, 2 or 4 bit-per-pixel picture to 8 bits per pixel (which it does
by replicating the pixels' bits), the converted pixel values are the appropriate
grey shades.
.PP
The
.B rgbv
map is not gamma-corrected, for many reasons.  First, photographic
film and television are both normally under-corrected, the former by an
accident of physics and the latter by NTSC's design.
Second, we require extra colour resolution at low intensities because of the
non-linear response and adaptation of the human visual system.
Properly
gamma-corrected displays with adequate low-intensity resolution pack the
high-intensity parts of the colour cube with colours whose differences are
almost imperceptible.
Either of these reasons suggests concentrating
the available intensities at the low end of the range.
Third, the compositing computations underlying the graphics operations in
.IR draw-image (2)
assume a linear colour space.
Finally, the right value for gamma correction is determined in part by the
characteristics of the physical display device, and correction should be done on output.
.SH "SEE ALSO"
.IR draw-intro (2),
.IR draw-image (2)