game(scripts): I HATE COLORIMETRY
took me like too long to realise i needed to gamut clip or else i was getting what seemed like the illogical emulation of imaginary colours
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ColourMeOKGame/Assets/Scripts/Colorimetry.cs
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363
ColourMeOKGame/Assets/Scripts/Colorimetry.cs
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using System;
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public static class Colorimetry
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{
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/// <summary>
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/// transform a linear srgb value to a non-linear srgb value
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/// </summary>
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/// <param name="x">the linear srgb value to transform</param>
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/// <returns>the non-linear srgb value</returns>
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// https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F (no licence specified)
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public static double srgb_nonlinear_transform_f(double x)
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{
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if (x >= 0.0031308d)
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return 1.055d * Math.Pow(x, 1d / 2.4d) - 0.055d;
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return 12.92d * x;
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}
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/// <summary>
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/// transform a non-linear srgb value to a linear srgb value
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/// </summary>
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/// <param name="x">the non-linear srgb value to transform</param>
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/// <returns>the linear srgb value</returns>
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// https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F (no licence specified)
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public static double srgb_nonlinear_transform_f_inv(double x)
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{
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if (x >= 0.04045d)
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return Math.Pow((x + 0.055d) / (1d + 0.055d), 2.4d);
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return x / 12.92d;
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}
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/// <summary>
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/// clips a color to the sRGB gamut while preserving chroma
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/// </summary>
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// https://bottosson.github.io/posts/gamutclipping/ (MIT)
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public static RGB gamut_clip_preserve_chroma(RGB rgb)
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{
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if (rgb is { r: < 1 and > 0, g: < 1 and > 0, b: < 1 and > 0 })
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return rgb;
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var lab = linear_srgb_to_oklab(rgb);
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var lchL = lab.L;
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const float eps = 0.00001f;
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var lchC = Math.Max(eps, Math.Sqrt(lab.a * lab.a + lab.b * lab.b));
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var interimA = lab.a / lchC;
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var interimB = lab.b / lchC;
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var lchL0 = Math.Clamp(lchL, 0, 1);
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var t = find_gamut_intersection((float)interimA, (float)interimB, lchL, (float)lchC, lchL0);
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var lchClippedL = lchL0 * (1 - t) + t * lchL;
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var lchClippedC = t * lchC;
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return oklab_to_linear_srgb(new Lab(lchClippedL, (float)(lchClippedC * interimA), (float)(lchClippedC *
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interimB)));
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}
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/// <summary>
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/// Finds intersection of the line defined by
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/// L = L0 * (1 - t) + t * L1;
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/// C = t * C1;
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/// a and b must be normalized so a^2 + b^2 == 1
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/// </summary>
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// https://bottosson.github.io/posts/gamutclipping/ (MIT)
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// ReSharper disable once MemberCanBePrivate.Global
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public static float find_gamut_intersection(
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float a,
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float b,
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// ReSharper disable once InconsistentNaming
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float L1,
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// ReSharper disable once InconsistentNaming
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float C1,
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// ReSharper disable once InconsistentNaming
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float L0)
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{
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// Find the cusp of the gamut triangle
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var cusp = find_cusp(a, b);
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// Find the intersection for upper and lower half separately
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float t;
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if ((L1 - L0) * cusp.C - (cusp.L - L0) * C1 <= 0f)
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{
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// Lower half
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t = cusp.C * L0 / (C1 * cusp.L + cusp.C * (L0 - L1));
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}
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else
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{
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// Upper half
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// First intersect with triangle
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t = cusp.C * (L0 - 1f) / (C1 * (cusp.L - 1f) + cusp.C * (L0 - L1));
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// Then one-step Halley's method
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{
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var dL = L1 - L0;
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var kL = +0.3963377774f * a + 0.2158037573f * b;
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var kM = -0.1055613458f * a - 0.0638541728f * b;
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var kS = -0.0894841775f * a - 1.2914855480f * b;
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// C1 = dC
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var dtL = dL + C1 * kL;
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var dtM = dL + C1 * kM;
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var dtS = dL + C1 * kS;
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// If higher accuracy is required, 2 or 3 iterations of the following block can be used:
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{
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// ReSharper disable once InconsistentNaming
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var L = L0 * (1f - t) + t * L1;
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// ReSharper disable once InconsistentNaming
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var C = t * C1;
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var interimL = L + C * kL;
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var interimM = L + C * kM;
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var interimS = L + C * kS;
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var l = interimL * interimL * interimL;
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var m = interimM * interimM * interimM;
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var s = interimS * interimS * interimS;
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var ldt = 3 * dtL * interimL * interimL;
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var mdt = 3 * dtM * interimM * interimM;
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var sdt = 3 * dtS * interimS * interimS;
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var ldt2 = 6 * dtL * dtL * interimL;
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var mdt2 = 6 * dtM * dtM * interimM;
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var sdt2 = 6 * dtS * dtS * interimS;
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var r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1;
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var r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt;
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var r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2;
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var uR = r1 / (r1 * r1 - 0.5f * r * r2);
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var tR = -r * uR;
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var g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1;
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var g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt;
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var g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2;
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var uG = g1 / (g1 * g1 - 0.5f * g * g2);
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var tG = -g * uG;
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var newB = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1;
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var newB1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt;
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var newB2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2;
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var uB = newB1 / (newB1 * newB1 - 0.5f * newB * newB2);
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var tB = -newB * uB;
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tR = uR >= 0f ? tR : float.MaxValue;
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tG = uG >= 0f ? tG : float.MaxValue;
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tB = uB >= 0f ? tB : float.MaxValue;
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t += Math.Min(tR, Math.Min(tG, tB));
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}
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}
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}
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return t;
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}
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/// <summary>
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/// finds L_cusp and C_cusp for a given hue
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/// a and b must be normalized so a^2 + b^2 == 1
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/// </summary>
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// https://bottosson.github.io/posts/gamutclipping/ (MIT)
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// ReSharper disable once MemberCanBePrivate.Global
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public static LC find_cusp(float a, float b)
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{
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// First, find the maximum saturation (saturation S = C/L)
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var maxS = compute_max_saturation(a, b);
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// Convert to linear sRGB to find the first point where at least one of r,g or b >= 1:
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var maxedRgb = oklab_to_linear_srgb(new Lab(1, maxS * a, maxS * b));
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var cuspL = Math.Cbrt(1f / Math.Max(Math.Max(maxedRgb.r, maxedRgb.g), maxedRgb.b));
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var cuspC = cuspL * maxS;
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return new LC((float)cuspL, (float)cuspC);
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}
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// https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab (public domain)
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// ReSharper disable once MemberCanBePrivate.Global
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public static Lab linear_srgb_to_oklab(RGB c)
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{
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var l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
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var m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
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var s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
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var interimL = Math.Cbrt(l);
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var interimM = Math.Cbrt(m);
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var interimS = Math.Cbrt(s);
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return new Lab(
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(float)(0.2104542553f * interimL + 0.7936177850f * interimM - 0.0040720468f * interimS),
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(float)(1.9779984951f * interimL - 2.4285922050f * interimM + 0.4505937099f * interimS),
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(float)(0.0259040371f * interimL + 0.7827717662f * interimM - 0.8086757660f * interimS)
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);
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}
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// https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab (public domain)
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// ReSharper disable once MemberCanBePrivate.Global
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public static RGB oklab_to_linear_srgb(Lab c)
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{
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var interimL = c.L + 0.3963377774f * c.a + 0.2158037573f * c.b;
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var interimM = c.L - 0.1055613458f * c.a - 0.0638541728f * c.b;
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var interimS = c.L - 0.0894841775f * c.a - 1.2914855480f * c.b;
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var l = interimL * interimL * interimL;
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var m = interimM * interimM * interimM;
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var s = interimS * interimS * interimS;
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return new RGB(
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+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
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-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
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-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s
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);
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}
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/// <summary>
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/// Finds the maximum saturation possible for a given hue that fits in sRGB
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/// Saturation here is defined as S = C/L
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/// a and b must be normalized so a^2 + b^2 == 1
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/// </summary>
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// https://bottosson.github.io/posts/gamutclipping/ (MIT)
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// ReSharper disable once MemberCanBePrivate.Global
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public static float compute_max_saturation(float a, float b)
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{
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// Max saturation will be when one of r, g or b goes below zero.
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// Select different coefficients depending on which component goes below zero first
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float k0, k1, k2, k3, k4, wl, wm, ws;
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if (-1.88170328f * a - 0.80936493f * b > 1)
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{
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// Red component
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k0 = +1.19086277f;
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k1 = +1.76576728f;
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k2 = +0.59662641f;
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k3 = +0.75515197f;
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k4 = +0.56771245f;
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wl = +4.0767416621f;
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wm = -3.3077115913f;
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ws = +0.2309699292f;
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}
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else if (1.81444104f * a - 1.19445276f * b > 1)
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{
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// Green component
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k0 = +0.73956515f;
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k1 = -0.45954404f;
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k2 = +0.08285427f;
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k3 = +0.12541070f;
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k4 = +0.14503204f;
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wl = -1.2684380046f;
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wm = +2.6097574011f;
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ws = -0.3413193965f;
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}
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else
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{
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// Blue component
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k0 = +1.35733652f;
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k1 = -0.00915799f;
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k2 = -1.15130210f;
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k3 = -0.50559606f;
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k4 = +0.00692167f;
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wl = -0.0041960863f;
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wm = -0.7034186147f;
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ws = +1.7076147010f;
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}
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// Approximate max saturation using a polynomial:
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var maxSaturation = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b;
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// Do one-step Halley's method to get closer
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// this gives an error less than 10e6, except for some blue hues where the dS/dh is close to infinite
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// this should be enough for most applications, otherwise do two/three steps
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var kL = +0.3963377774f * a + 0.2158037573f * b;
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var kM = -0.1055613458f * a - 0.0638541728f * b;
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var kS = -0.0894841775f * a - 1.2914855480f * b;
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{
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var interimL = 1f + maxSaturation * kL;
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var interimM = 1f + maxSaturation * kM;
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var interimS = 1f + maxSaturation * kS;
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var l = interimL * interimL * interimL;
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var m = interimM * interimM * interimM;
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var s = interimS * interimS * interimS;
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var sDerivL = 3f * kL * interimL * interimL;
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var sDerivM = 3f * kM * interimM * interimM;
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var sDerivS = 3f * kS * interimS * interimS;
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var sDeriv2L = 6f * kL * kL * interimL;
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var sDeriv2M = 6f * kM * kM * interimM;
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var sDeriv2S = 6f * kS * kS * interimS;
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var f = wl * l + wm * m + ws * s;
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var f1 = wl * sDerivL + wm * sDerivM + ws * sDerivS;
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var f2 = wl * sDeriv2L + wm * sDeriv2M + ws * sDeriv2S;
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maxSaturation -= f * f1 / (f1 * f1 - 0.5f * f * f2);
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}
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return maxSaturation;
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}
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public readonly struct Lab
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{
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public readonly float L;
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// ReSharper disable once InconsistentNaming
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public readonly float a;
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// ReSharper disable once InconsistentNaming
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public readonly float b;
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// ReSharper disable once InconsistentNaming
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public Lab(float L, float a, float b)
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{
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this.L = L;
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this.a = a;
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this.b = b;
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}
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}
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public readonly struct RGB
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{
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// ReSharper disable once InconsistentNaming
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public readonly float r;
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// ReSharper disable once InconsistentNaming
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public readonly float g;
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// ReSharper disable once InconsistentNaming
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public readonly float b;
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public RGB(float r, float g, float b)
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{
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this.r = r;
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this.g = g;
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this.b = b;
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}
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}
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// ReSharper disable once InconsistentNaming
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public readonly struct LC
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{
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public readonly float L;
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public readonly float C;
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public LC(
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// ReSharper disable once InconsistentNaming
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float L,
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// ReSharper disable once InconsistentNaming
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float C)
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{
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this.L = L;
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this.C = C;
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}
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}
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}
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3
ColourMeOKGame/Assets/Scripts/Colorimetry.cs.meta
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ColourMeOKGame/Assets/Scripts/Colorimetry.cs.meta
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fileFormatVersion: 2
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guid: b33b945390b24a5fae72556c879ea1da
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timeCreated: 1731730299
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135
ColourMeOKGame/Assets/Scripts/OklchColourPicker.cs
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ColourMeOKGame/Assets/Scripts/OklchColourPicker.cs
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using System;
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using UnityEngine;
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using UnityEngine.UIElements;
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public class OklchColourPicker : MonoBehaviour
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{
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/// <summary>
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/// perceptual lightness value of the colour (0-100)
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/// </summary>
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public double lightness;
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/// <summary>
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/// chroma value of the colour (0-0.5)
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/// </summary>
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public double chroma;
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/// <summary>
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/// hue value of the colour (0-360)
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/// </summary>
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public double hue;
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/// <summary>
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/// slider for the chroma value
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/// </summary>
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private Slider _chromaSlider;
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/// <summary>
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/// slider for the hue value
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/// </summary>
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private Slider _hueSlider;
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/// <summary>
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/// slider for the lightness value
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/// </summary>
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private Slider _lightnessSlider;
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/// <summary>
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/// visual element for the response colour preview
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/// </summary>
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private VisualElement _responseColour;
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/// <summary>
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/// function to set the initial values of the sliders
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/// </summary>
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private void Start()
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{
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_lightnessSlider.value = 74.61f;
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_chromaSlider.value = 0.0868f;
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_hueSlider.value = 335.72f;
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}
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/// <summary>
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/// function to subscribe slider events to their respective functions
|
||||
/// </summary>
|
||||
public void OnEnable()
|
||||
{
|
||||
var ui = GetComponent<UIDocument>().rootVisualElement;
|
||||
|
||||
_lightnessSlider = ui.Q<Slider>("ResponseLightnessSlider");
|
||||
_lightnessSlider.RegisterCallback<ChangeEvent<float>>(OnLightnessChange);
|
||||
|
||||
_chromaSlider = ui.Q<Slider>("ResponseChromaSlider");
|
||||
_chromaSlider.RegisterCallback<ChangeEvent<float>>(OnChromaChange);
|
||||
|
||||
_hueSlider = ui.Q<Slider>("ResponseHueSlider");
|
||||
_hueSlider.RegisterCallback<ChangeEvent<float>>(OnHueChange);
|
||||
|
||||
_responseColour = ui.Q<VisualElement>("ResponseColour");
|
||||
}
|
||||
|
||||
// /// <summary>
|
||||
// /// update the response preview colour
|
||||
// /// </summary>
|
||||
// private void Update()
|
||||
// {
|
||||
// _responseColour.style.backgroundColor = ToColor();
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// handle lightness slider change
|
||||
/// </summary>
|
||||
/// <param name="evt">change event</param>
|
||||
private void OnLightnessChange(ChangeEvent<float> evt)
|
||||
{
|
||||
lightness = Math.Clamp(evt.newValue, 0d, 100d);
|
||||
_responseColour.style.backgroundColor = ToColor();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handle chroma slider change
|
||||
/// </summary>
|
||||
/// <param name="evt">change event</param>
|
||||
private void OnChromaChange(ChangeEvent<float> evt)
|
||||
{
|
||||
chroma = Math.Clamp(evt.newValue, 0d, 0.5d);
|
||||
_responseColour.style.backgroundColor = ToColor();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// handle hue slider change
|
||||
/// </summary>
|
||||
/// <param name="evt">change event</param>
|
||||
private void OnHueChange(ChangeEvent<float> evt)
|
||||
{
|
||||
hue = Math.Clamp(evt.newValue, 0d, 360d);
|
||||
_responseColour.style.backgroundColor = ToColor();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// convert the oklch colour to a unity rgba colour object
|
||||
/// </summary>
|
||||
/// <returns>a unity rgba color object</returns>
|
||||
private Color ToColor()
|
||||
{
|
||||
// clamp values
|
||||
var cL = Math.Clamp(lightness / 100.0d, 0d, 1d);
|
||||
var cC = Math.Clamp(chroma, 0d, 0.5d);
|
||||
var cH = Math.Clamp(hue, 0d, 360d);
|
||||
|
||||
// convert [OKL]Ch to [OKL]ab
|
||||
var hueRadians = cH * Math.PI / 180.0d;
|
||||
var a = cC * Math.Cos(hueRadians);
|
||||
var b = cC * Math.Sin(hueRadians);
|
||||
|
||||
// bring it to linear sRGB, clip it, then bring it back to non-linear sRGB
|
||||
var lsrgb = Colorimetry.oklab_to_linear_srgb(new Colorimetry.Lab((float)cL, (float)a, (float)b));
|
||||
var clippedLsrgb = Colorimetry.gamut_clip_preserve_chroma(lsrgb);
|
||||
var srgb = new Color(
|
||||
Math.Clamp((float)Colorimetry.srgb_nonlinear_transform_f(clippedLsrgb.r), 0.0f, 1.0f),
|
||||
Math.Clamp((float)Colorimetry.srgb_nonlinear_transform_f(clippedLsrgb.g), 0.0f, 1.0f),
|
||||
Math.Clamp((float)Colorimetry.srgb_nonlinear_transform_f(clippedLsrgb.b), 0.0f, 1.0f));
|
||||
|
||||
return srgb;
|
||||
}
|
||||
}
|
11
ColourMeOKGame/Assets/Scripts/OklchColourPicker.cs.meta
Normal file
11
ColourMeOKGame/Assets/Scripts/OklchColourPicker.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7b7c3f177f7c8ac4eb4b8b61373e37b4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in a new issue