5 releases
0.1.0-rc.3 | Jul 15, 2021 |
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0.1.0-rc.2 | May 19, 2021 |
0.1.0-rc.1 | May 17, 2021 |
0.1.0-alpha.1 | May 9, 2021 |
#472 in Graphics APIs
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colstodian
Introduction
colstodian
is a practical, opinionated color management library for games and graphics.
For more information, see the latest docs built
from git main
.
License
Licensed under either of
- Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (http://opensource.org/licenses/MIT)
- Zlib license (https://opensource.org/licenses/Zlib)
at your option.
Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
lib.rs
:
An opinionated color management library built on top of kolor
.
Introduction
colstodian
is a practical color management library for games and graphics.
It encodes various information about a color either statically
in the Rust type system (as with the strongly-typed Color
),
or as data contained in the type (as with the dynamically-typed DynamicColor
).
Although it is designed to prevent footguns wherever possible, in order to make use of this library, you should have a well-working understanding of basic color science and encoding principles. As such, I highly recommend you give sections 2.0 and 2.1 of this document a read, as it is one of the main inspirations for how this library is structured:
All colors in Ark will now be accompanied either statically or dynamically with two important pieces of metadata, a color space and a state. A basic background on color encoding is necessary to understand what these pieces of metadata are and why they are important.
Color Encoding Basics
Much like how a 3d vector like a glam::Vec3
could be used to describe any of:
- The motion vector of an object in meters per second
- The position of an object relative to a reference point in kilometers
- Three "wellness scores" for a character, which each axis representing how happy the charcter is about some aspect of their life
A bag of components that describes "a color" could actually be interpreted in many different ways, and the end result of what those components mean is very different. There are two important pieces of metadata about a color which inform how we are meant to interpret its component values: the color's Color Space and its State.
Color Spaces
A "color space" is a fairly nebulous term which has different definitions depending on who you talk to, but the basic idea is that it provides a specific organization of color data in an agreed-upon format. The color space provides almost all the information needed to fully interpret the component data. However, it is missing one important piece of metadata which is relevant when working with rendered scenes that may have higher dynamic range within the scene than an actual display is capable of displaying (a computer monitor cannot replicate the brightness of the sun, but within the renderer, we want to actually simulate those high brightnesses). That is where the color state comes in.
Color State
As we have discussed, all colors have units. Sometimes a color’s units are explicit, such as measuring the emitted light from a display using a radiometric measurement tool and being able to reference pixel values in a color space built for that. Other times, the units are only indirectly related to the real world, but come with a mathematical conversion to measurable quantities. For example, in the case of display technology, common color encodings include sRGB, DCI-P3, and BT.2020, which are all standards which actual monitors attempt to replicate.
However, considering color as a displayed quantity only provides part of the color encoding story. In addition to relating color values to display measurements, as we did above, one can also relate color values to the performance characteristics of an input device (i.e., a camera, or in our case, a virtual camera in a 3d renderer). In this case, we are quantifying color values which originated in the (virtual) scene, rather than ones being displayed on a display. This kind of color can be measured in real world units as well. In the case of a 3d renderer, these units are often defined in the renderer as a photometric quantity like luminance, with the relation to reference color values dictated by a defined transformation.
It is a meaningful abstraction to categorize colors based on this distinction of input versus output reference. We refer to this difference as a color's State. Colors which are defined in relation to display characteristic are called Display-referred, while color spaces which are defined in relation to input devices (scenes) are Scene-referred.
Overview
colstodian
is broken up into two 'halves', a statically-typed half which is meant to be
used as much as possible to help you prevent errors at compile time through leveraging the
Rust type system, and a dynamically-typed half which is meant to be used when serializing
and deserializing colors and otherwise interacting with colors from dynamic sources not
known at compile time.
The core of the statically-typed half is the Color
type, which encodes
two important pieces of metadata about the color in its type signature (Color<Space, State>
): the
color's color space and state. If you read the color encoding basics above (you did, didn't you? ;) )
then you should have a decent idea of what both of these things mean. To be clear, the color space
encodes the primaries, white point, and transfer functions upon which the color values are
based. The state encodes in which "direction" we relate the color values to real-world quantities:
either scene-referred or display-referred. Types which implement the ColorSpace
and
State
traits encode this information statically. Color spaces can be found in the spaces
module
and states can be found in the states
module.
The core of the dynamically-typed half is the DynamicColor
type, which encodes the color space
and state as data stored in the type at runtime. It stores these as DynamicColorSpace
s and DynamicState
s.
Example
Let's say we have a color that we got from an asset loaded from a color image or a color picker, which are often in the encoded sRGB color space.
let loaded_asset_color = color::srgb_u8(128, 128, 128);
But wait, we can't do much with this color yet...
let my_other_color = loaded_asset_color * 5.0; // oops, compile error!
This color is encoded in a non-linear format. You can think of this much like as if a file was compressed as a ZIP. Doing operations directly on the zipped bytes is nonsensical. First we need to decode it to work on the raw data. In the same way, before we can do math on this color, we need to convert it to a working color space.
Encoded color spaces all have a working color space that they can decode to directly. This will be the least expensive and most natural conversion if you want to work with them directly. For example, an [EncodedSrgb] color will decode to a [LinearSrgb] color:
// Note the type annotation here is unnecessary, but is useful for illustrative purposes.
let decoded: Color<LinearSrgb, Display> = loaded_asset_color.decode();
let my_other_color = decoded * 0.5; // yay, it works!
You can also convert an encoded color fully to a specific working space if you have one in mind. For example, if you want to blend between two colors, you might convert them to the [Oklab] color space:
let oklab1 = color::srgb_u8(128, 12, 57).convert::<Oklab>();
let oklab2 = color::srgb_u8(25, 35, 68).convert::<Oklab>();
let blended = oklab1.blend(oklab2, 0.5); // Blend half way between the two colors
This is also the first time we see the convert
method, which we'll be using,
along with its sibling convert_to
,
to do most of our conversions. You can use this to do pretty much any conversion you like, so long
as you stay within the same [State]. See the docs of that method for more information. Generally, you'll
want to convert the color to some output color space before actually using it. It's quite common to use
[EncodedSrgb] for this purpose. This is also quite simple with convert
:
// Note the slightly different style. Here we annotate the type of `output`
// rather than using the turbofish operator to specify the destination color
// space, and Rust infers the type on the `convert` method for us.
let output: Color<EncodedSrgb, Display> = blended.convert();
// Some applications will want a color in the form of an array of `u8`s.
// Certain encoded color spaces will allow you to convert a color in that
// space to/from an array of `u8`s. EncodedSrgb is one of those:
let output_u8: [u8; 3] = output.to_u8();
Here we can see an example of where convert_to
may be preferrable over
convert
. Notice how we are using the type [Color<EncodedSrgb, Display>
] quite
often? You might want to create a type alias for this type called, for example, Asset
. Wouldn't it
be convenient to also be able to convert
to a type alias of Color
? Well, with
convert_to
, you can! This is particularly useful when you don't want to
bind the output to a variable directly, so you can't take advantage of type inference and
need to use the turbofish operator. For example, let's rewrite the previous blending example:
// You could have these defined and used throughout your codebase.
type Perceptual = Color<Oklab, Display>;
type Srgb = Color<EncodedSrgb, Display>;
let color_1 = color::srgb_u8(128, 12, 57);
let color_2 = color::srgb_u8(25, 35, 68);
let blended_u8: [u8; 3] = color_1.convert_to::<Perceptual>().blend(
color_2.convert_to::<Perceptual>(),
0.5
).convert_to::<Srgb>().to_u8();
convert_to
can also take a ColorSpace
as a Query directly. However,
because it's more generic than convert
, Rust's type system will often not
be able to infer the type of Query, for example annotating a type as being a specific Color
type and then calling other_color.convert_to()
will give you a type annotation needed error.
Going back to what you can and cannot do with different Color
types,
note that you can break out of the restrictions imposed by the type system
or otherwise get the raw color by accessing color.raw
:
let mut encoded_color = color::srgb_u8(127, 127, 127);
encoded_color.raw *= 0.5; // This works! But be careful that you know what you're doing.
You can also access the components of a color by that component's name. For example,
a [Linear sRGB][LinearSrgb] color has components r
, g
, and b
, so you can do:
let red_component = linear_srgb_color.r;
However, if a color is in a different color space, for example ICtCpPQ
, which has different
component names, then you would access those components accordingly:
let col: Color<ICtCpPQ, Display> = Color::new(1.0, 0.2, 0.2);
let intensity = col.i; // acces I (Intensity) component through .i
let ct = col.ct; // access Ct (Chroma-Tritan) component through .ct
let cp = col.cp; // access Cp (Chroma-Protan) component through .cp
One more quite useful tool is the ColorInto
trait. ColorInto
is
a trait meant to be used as a replacement for Into
in situations where you want
to bound a type as being able to be converted into a specific type of color. A you can
call .into
on a type that implements ColorInto<T>
and you will get a T
.
This example snippet puts together much of what we've learned so far.
fn tint_color(input_color: impl ColorInto<Color<AcesCg, Display>>) -> Color<AcesCg, Display> {
let color = input_color.into();
let tint: Color<AcesCg, Display> = Color::new(0.5, 0.8, 0.4);
color * tint
}
let color = color::srgb_u8(225, 200, 86);
let tinted: Color<EncodedSrgb, Display> = tint_color(color).convert();
println!("Pre-tint: {}, Post-tint: {}", color, tinted);
Now, let's go back to our previous decoded
color from the begining.
Let's say that instead of blending perceptually between colors, we are creating a 3d rendering engine. In this case, we probably want to do the actual shading math in a color space with a wider (sharper) gamut (the reasons for this are outside the scope of this demo). The [ACEScg][AcesCg] space is ideal for this.
Since both color spaces are linear, the ideally optimized transformation is a simple
3x3 matrix * 3 component vector multiplication. colstodian
is architected such that we can still
just use the convert
method to convert between these spaces and it will
indeed optimize fully down to just that multiplication.
let col: Color<AcesCg, Display> = decoded.convert();
Now, we come to a bit of a subtle operation. Here we will convert the color from being in a display-reffered
state to being in a scene-referred state. This operation is not necessarily concrete, and is dependent on
the thing you are converting. Going from display-referred to scene-referred, we are converting from a
bounded dynamic range with physical reference units for the color component values being
(with a properly calibrated monitor) the display standard specification,
to an unbounded dynamic range, with color components in the range [0..inf)
and the physical reference units
for these component values being the units used in the scene, which are defined by the renderer itself.
In most cases, these units will be in a measurement of photometric luminance like Cd/m^2 aka nits.
One possible use of this conversion is the case of an emissive texture, where we may want to modify the bounded illuminance (i.e. lux) of the color we stored in the texture by some unbounded power value stored elsewhere. In this way, we can make emissive materials just as powerful as any other light in the scene.
let power = 5.0; // Say you loaded this from an asset somewhere
// Note the `Scene` state... previously, all colors have been in `Display` state.
let emissive_col: Color<AcesCg, Scene> = col.convert_state(|c| c * power);
Now we can do the actual rendering math, using this scene-referred color value.
// ... rendering math here ...
Okay, so let's say we've ended up with a final color for a pixel, which is still scene-referred in the ACEScg color space, representing the luminance reaching the camera from a specific direction (namely, the direction corresponding to the pixel we are shading).
let rendered_col = color::acescg::<Scene>(5.0, 4.0, 4.5); // let's just say this is the computed final color.
Now we need to do the opposite of what we did before and map the infinite dynamic range of a
scene-referred color outputted by the renderer to the finite dynamic range which can be displayed
on a display. For an output display which is "SDR" (i.e. not an HDR-enabled TV or monitor), a fairly
aggressive S-curve style tonemap is a good option. We provide a couple of options in the tonemap
module.
use tonemap::{Tonemapper, PerceptualTonemapper, PerceptualTonemapperParams};
// In theory you could change the parameters to taste here.
let params = PerceptualTonemapperParams::default();
let tonemapped: Color<AcesCg, Display> = PerceptualTonemapper::tonemap(rendered_col, params).convert();
Now, our color is display-referred within a finite ([0..1]
) dynamic range. However, we haven't chosen
an actual specific display to encode it for. This is what the sRGB standard can help with, which
is most likely the standard upon which an LDR monitor will be based. We can convert our color to
[encoded sRGB][EncodedSrgb] just like we showed before.
let encoded = tonemapped.convert::<EncodedSrgb>(); // Ready to display or write to an image.
// Again, if your output format needs `u8`s (say, an 8-bit PNG image), you can use the `to_u8()` method.
let u8s: [u8; 3] = encoded.to_u8();
Alternatively, we could output to a different display, for example to a wide-gamut but still LDR BT.2020 calibrated display:
let encoded = tonemapped.convert::<EncodedBt2020>();
This doesn't cover displaying to an HDR display yet, nor the use of colors with an alpha channel, but it soon will!
Further Resources
Here is a curated list of further resources to check out for information about color encoding and management.
- An overview of color management from a cinematic perspective (HIGHLY recommend sections 2.0 and 2.1): http://github.com/jeremyselan/cinematiccolor/raw/master/ves/Cinematic_Color_VES.pdf
- The Hitchhiker's Guide to Digital Color: https://hg2dc.com/
- Alex Fry (DICE/Frostbite) on HDR color management in Frostbite: https://www.youtube.com/watch?v=7z_EIjNG0pQ
- Timothy Lottes (AMD) on "variable" dynamic range color management: https://www.gdcvault.com/play/1023512/Advanced-Graphics-Techniques-Tutorial-Day
- Hajime Uchimura and Kentaro Suzuki on HDR and Wide color strategies in Gran Turismo SPORT: https://www.polyphony.co.jp/publications/sa2018/
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