plan9port

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color.7 (5186B)


      1 .TH COLOR 7
      2 .SH NAME
      3 color \- representation of pixels and colors
      4 .SH DESCRIPTION
      5 To address problems of consistency and portability among applications,
      6 Plan 9 uses a fixed color map, called
      7 .BR rgbv ,
      8 on 8-bit-per-pixel displays.
      9 Although this avoids problems caused by multiplexing color maps between
     10 applications, it requires that the color map chosen be suitable for most purposes
     11 and usable for all.
     12 Other systems that use fixed color maps tend to sample the color cube
     13 uniformly, which has advantages\(emmapping from a (red, green, blue) triple
     14 to the color map and back again is easy\(embut ignores an important property
     15 of the human visual system: eyes are
     16 much more sensitive to small changes in intensity than
     17 to changes in hue.
     18 Sampling the color cube uniformly gives a color map with many different
     19 hues, but only a few shades of each.
     20 Continuous tone images converted into such maps demonstrate conspicuous
     21 artifacts.
     22 .PP
     23 Rather than dice the color cube into subregions of
     24 size 6\(mu6\(mu6 (as in Netscape Navigator) or 8\(mu8\(mu4
     25 (as in previous releases of Plan 9), picking 1 color in each,
     26 the
     27 .B rgbv
     28 color map uses a 4\(mu4\(mu4 subdivision, with
     29 4 shades in each subcube.
     30 The idea is to reduce the color resolution by dicing
     31 the color cube into fewer cells, and to use the extra space to increase the intensity
     32 resolution.
     33 This results in 16 grey shades (4 grey subcubes with
     34 4 samples in each), 13 shades of each primary and secondary color (3 subcubes
     35 with 4 samples plus black) and a reasonable selection of colors covering the
     36 rest of the color cube.
     37 The advantage is better representation of
     38 continuous tones.
     39 .PP
     40 The following function computes the 256 3-byte entries in the color map:
     41 .IP
     42 .EX
     43 .ta 6n +6n +6n +6n
     44 void
     45 setmaprgbv(uchar cmap[256][3])
     46 {
     47     uchar *c;
     48     int r, g, b, v;
     49     int num, den;
     50     int i, j;
     51 
     52     for(r=0,i=0; r!=4; r++)
     53       for(v=0; v!=4; v++,i+=16)
     54         for(g=0,j=v-r; g!=4; g++)
     55           for(b=0; b!=4; b++,j++){
     56             c = cmap[i+(j&15)];
     57             den = r;
     58             if(g > den)
     59                 den = g;
     60             if(b > den)
     61                 den = b;
     62             if(den == 0) /* would divide check; pick grey shades */
     63                 c[0] = c[1] = c[2] = 17*v;
     64             else{
     65                 num = 17*(4*den+v);
     66                 c[0] = r*num/den;
     67                 c[1] = g*num/den;
     68                 c[2] = b*num/den;
     69             }
     70           }
     71 }
     72 .EE
     73 .PP
     74 There are 4 nested loops to pick the (red,green,blue) coordinates of the subcube,
     75 and the value (intensity) within the subcube, indexed by
     76 .BR r ,
     77 .BR g ,
     78 .BR b ,
     79 and
     80 .BR v ,
     81 whence
     82 the name
     83 .IR rgbv .
     84 The peculiar order in which the color map is indexed is designed to distribute the
     85 grey shades uniformly through the map\(emthe
     86 .IR i 'th
     87 grey shade,
     88 .RI 0<= i <=15
     89 has index
     90 .IR i ×17,
     91 with black going to 0 and white to 255.
     92 Therefore, when a call to
     93 .B draw
     94 converts a 1, 2 or 4 bit-per-pixel picture to 8 bits per pixel (which it does
     95 by replicating the pixels' bits), the converted pixel values are the appropriate
     96 grey shades.
     97 .PP
     98 The
     99 .B rgbv
    100 map is not gamma-corrected, for two reasons.  First, photographic
    101 film and television are both normally under-corrected, the former by an
    102 accident of physics and the latter by NTSC's design.
    103 Second, we require extra color resolution at low intensities because of the
    104 non-linear response and adaptation of the human visual system.
    105 Properly
    106 gamma-corrected displays with adequate low-intensity resolution pack the
    107 high-intensity parts of the color cube with colors whose differences are
    108 almost imperceptible.
    109 Either reason suggests concentrating
    110 the available intensities at the low end of the range.
    111 .PP
    112 On `true-color' displays with separate values for the red, green, and blue
    113 components of a pixel, the values are chosen so 0 represents no intensity (black) and the
    114 maximum value (255 for an 8-bit-per-color display) represents full intensity (e.g., full red).
    115 Common display depths are 24 bits per pixel, with 8 bits per color in order
    116 red, green, blue, and 16 bits per pixel, with 5 bits of red, 6 bits of green, and 5 bits of blue.
    117 .PP
    118 Colors may also be created with an opacity factor called
    119 .BR alpha ,
    120 which is scaled so 0 represents fully transparent and 255 represents opaque color.
    121 The alpha is
    122 .I premultiplied
    123 into the other channels, as described in the paper by Porter and Duff cited in
    124 .MR draw (3) .
    125 The function
    126 .B setalpha
    127 (see
    128 .MR allocimage (3) )
    129 aids the initialization of color values with non-trivial alpha.
    130 .PP
    131 The packing of pixels into bytes and words is odd.
    132 For compatibility with VGA frame buffers, the bits within a
    133 pixel byte are in big-endian order (leftmost pixel is most
    134 significant bits in byte), while bytes within a pixel are packed in little-endian
    135 order.  Pixels are stored in contiguous bytes.  This results
    136 in unintuitive pixel formats. For example, for the RGB24 format,
    137 the byte ordering is blue, green, red.
    138 .PP
    139 To maintain a constant external representation,
    140 the
    141 .MR draw (3)
    142 interface
    143 as well as the 
    144 various graphics libraries represent colors 
    145 by 32-bit numbers, as described in 
    146 .MR color (3) .
    147 .SH "SEE ALSO"
    148 .MR color (3) ,
    149 .MR graphics (3) ,
    150 .MR draw (3)