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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Mark Joshwel 2024-11-17 03:03:32 +08:00
parent 8ea9c1fbec
commit f00abf2d9c
4 changed files with 512 additions and 0 deletions

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using System;
public static class Colorimetry
{
/// <summary>
/// transform a linear srgb value to a non-linear srgb value
/// </summary>
/// <param name="x">the linear srgb value to transform</param>
/// <returns>the non-linear srgb value</returns>
// https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F (no licence specified)
public static double srgb_nonlinear_transform_f(double x)
{
if (x >= 0.0031308d)
return 1.055d * Math.Pow(x, 1d / 2.4d) - 0.055d;
return 12.92d * x;
}
/// <summary>
/// transform a non-linear srgb value to a linear srgb value
/// </summary>
/// <param name="x">the non-linear srgb value to transform</param>
/// <returns>the linear srgb value</returns>
// https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F (no licence specified)
public static double srgb_nonlinear_transform_f_inv(double x)
{
if (x >= 0.04045d)
return Math.Pow((x + 0.055d) / (1d + 0.055d), 2.4d);
return x / 12.92d;
}
/// <summary>
/// clips a color to the sRGB gamut while preserving chroma
/// </summary>
// https://bottosson.github.io/posts/gamutclipping/ (MIT)
public static RGB gamut_clip_preserve_chroma(RGB rgb)
{
if (rgb is { r: < 1 and > 0, g: < 1 and > 0, b: < 1 and > 0 })
return rgb;
var lab = linear_srgb_to_oklab(rgb);
var lchL = lab.L;
const float eps = 0.00001f;
var lchC = Math.Max(eps, Math.Sqrt(lab.a * lab.a + lab.b * lab.b));
var interimA = lab.a / lchC;
var interimB = lab.b / lchC;
var lchL0 = Math.Clamp(lchL, 0, 1);
var t = find_gamut_intersection((float)interimA, (float)interimB, lchL, (float)lchC, lchL0);
var lchClippedL = lchL0 * (1 - t) + t * lchL;
var lchClippedC = t * lchC;
return oklab_to_linear_srgb(new Lab(lchClippedL, (float)(lchClippedC * interimA), (float)(lchClippedC *
interimB)));
}
/// <summary>
/// Finds intersection of the line defined by
/// L = L0 * (1 - t) + t * L1;
/// C = t * C1;
/// a and b must be normalized so a^2 + b^2 == 1
/// </summary>
// https://bottosson.github.io/posts/gamutclipping/ (MIT)
// ReSharper disable once MemberCanBePrivate.Global
public static float find_gamut_intersection(
float a,
float b,
// ReSharper disable once InconsistentNaming
float L1,
// ReSharper disable once InconsistentNaming
float C1,
// ReSharper disable once InconsistentNaming
float L0)
{
// Find the cusp of the gamut triangle
var cusp = find_cusp(a, b);
// Find the intersection for upper and lower half separately
float t;
if ((L1 - L0) * cusp.C - (cusp.L - L0) * C1 <= 0f)
{
// Lower half
t = cusp.C * L0 / (C1 * cusp.L + cusp.C * (L0 - L1));
}
else
{
// Upper half
// First intersect with triangle
t = cusp.C * (L0 - 1f) / (C1 * (cusp.L - 1f) + cusp.C * (L0 - L1));
// Then one-step Halley's method
{
var dL = L1 - L0;
var kL = +0.3963377774f * a + 0.2158037573f * b;
var kM = -0.1055613458f * a - 0.0638541728f * b;
var kS = -0.0894841775f * a - 1.2914855480f * b;
// C1 = dC
var dtL = dL + C1 * kL;
var dtM = dL + C1 * kM;
var dtS = dL + C1 * kS;
// If higher accuracy is required, 2 or 3 iterations of the following block can be used:
{
// ReSharper disable once InconsistentNaming
var L = L0 * (1f - t) + t * L1;
// ReSharper disable once InconsistentNaming
var C = t * C1;
var interimL = L + C * kL;
var interimM = L + C * kM;
var interimS = L + C * kS;
var l = interimL * interimL * interimL;
var m = interimM * interimM * interimM;
var s = interimS * interimS * interimS;
var ldt = 3 * dtL * interimL * interimL;
var mdt = 3 * dtM * interimM * interimM;
var sdt = 3 * dtS * interimS * interimS;
var ldt2 = 6 * dtL * dtL * interimL;
var mdt2 = 6 * dtM * dtM * interimM;
var sdt2 = 6 * dtS * dtS * interimS;
var r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1;
var r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt;
var r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2;
var uR = r1 / (r1 * r1 - 0.5f * r * r2);
var tR = -r * uR;
var g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1;
var g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt;
var g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2;
var uG = g1 / (g1 * g1 - 0.5f * g * g2);
var tG = -g * uG;
var newB = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1;
var newB1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt;
var newB2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2;
var uB = newB1 / (newB1 * newB1 - 0.5f * newB * newB2);
var tB = -newB * uB;
tR = uR >= 0f ? tR : float.MaxValue;
tG = uG >= 0f ? tG : float.MaxValue;
tB = uB >= 0f ? tB : float.MaxValue;
t += Math.Min(tR, Math.Min(tG, tB));
}
}
}
return t;
}
/// <summary>
/// finds L_cusp and C_cusp for a given hue
/// a and b must be normalized so a^2 + b^2 == 1
/// </summary>
// https://bottosson.github.io/posts/gamutclipping/ (MIT)
// ReSharper disable once MemberCanBePrivate.Global
public static LC find_cusp(float a, float b)
{
// First, find the maximum saturation (saturation S = C/L)
var maxS = compute_max_saturation(a, b);
// Convert to linear sRGB to find the first point where at least one of r,g or b >= 1:
var maxedRgb = oklab_to_linear_srgb(new Lab(1, maxS * a, maxS * b));
var cuspL = Math.Cbrt(1f / Math.Max(Math.Max(maxedRgb.r, maxedRgb.g), maxedRgb.b));
var cuspC = cuspL * maxS;
return new LC((float)cuspL, (float)cuspC);
}
// https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab (public domain)
// ReSharper disable once MemberCanBePrivate.Global
public static Lab linear_srgb_to_oklab(RGB c)
{
var l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
var m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
var s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
var interimL = Math.Cbrt(l);
var interimM = Math.Cbrt(m);
var interimS = Math.Cbrt(s);
return new Lab(
(float)(0.2104542553f * interimL + 0.7936177850f * interimM - 0.0040720468f * interimS),
(float)(1.9779984951f * interimL - 2.4285922050f * interimM + 0.4505937099f * interimS),
(float)(0.0259040371f * interimL + 0.7827717662f * interimM - 0.8086757660f * interimS)
);
}
// https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab (public domain)
// ReSharper disable once MemberCanBePrivate.Global
public static RGB oklab_to_linear_srgb(Lab c)
{
var interimL = c.L + 0.3963377774f * c.a + 0.2158037573f * c.b;
var interimM = c.L - 0.1055613458f * c.a - 0.0638541728f * c.b;
var interimS = c.L - 0.0894841775f * c.a - 1.2914855480f * c.b;
var l = interimL * interimL * interimL;
var m = interimM * interimM * interimM;
var s = interimS * interimS * interimS;
return new RGB(
+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s
);
}
/// <summary>
/// Finds the maximum saturation possible for a given hue that fits in sRGB
/// Saturation here is defined as S = C/L
/// a and b must be normalized so a^2 + b^2 == 1
/// </summary>
// https://bottosson.github.io/posts/gamutclipping/ (MIT)
// ReSharper disable once MemberCanBePrivate.Global
public static float compute_max_saturation(float a, float b)
{
// Max saturation will be when one of r, g or b goes below zero.
// Select different coefficients depending on which component goes below zero first
float k0, k1, k2, k3, k4, wl, wm, ws;
if (-1.88170328f * a - 0.80936493f * b > 1)
{
// Red component
k0 = +1.19086277f;
k1 = +1.76576728f;
k2 = +0.59662641f;
k3 = +0.75515197f;
k4 = +0.56771245f;
wl = +4.0767416621f;
wm = -3.3077115913f;
ws = +0.2309699292f;
}
else if (1.81444104f * a - 1.19445276f * b > 1)
{
// Green component
k0 = +0.73956515f;
k1 = -0.45954404f;
k2 = +0.08285427f;
k3 = +0.12541070f;
k4 = +0.14503204f;
wl = -1.2684380046f;
wm = +2.6097574011f;
ws = -0.3413193965f;
}
else
{
// Blue component
k0 = +1.35733652f;
k1 = -0.00915799f;
k2 = -1.15130210f;
k3 = -0.50559606f;
k4 = +0.00692167f;
wl = -0.0041960863f;
wm = -0.7034186147f;
ws = +1.7076147010f;
}
// Approximate max saturation using a polynomial:
var maxSaturation = k0 + k1 * a + k2 * b + k3 * a * a + k4 * a * b;
// Do one-step Halley's method to get closer
// this gives an error less than 10e6, except for some blue hues where the dS/dh is close to infinite
// this should be enough for most applications, otherwise do two/three steps
var kL = +0.3963377774f * a + 0.2158037573f * b;
var kM = -0.1055613458f * a - 0.0638541728f * b;
var kS = -0.0894841775f * a - 1.2914855480f * b;
{
var interimL = 1f + maxSaturation * kL;
var interimM = 1f + maxSaturation * kM;
var interimS = 1f + maxSaturation * kS;
var l = interimL * interimL * interimL;
var m = interimM * interimM * interimM;
var s = interimS * interimS * interimS;
var sDerivL = 3f * kL * interimL * interimL;
var sDerivM = 3f * kM * interimM * interimM;
var sDerivS = 3f * kS * interimS * interimS;
var sDeriv2L = 6f * kL * kL * interimL;
var sDeriv2M = 6f * kM * kM * interimM;
var sDeriv2S = 6f * kS * kS * interimS;
var f = wl * l + wm * m + ws * s;
var f1 = wl * sDerivL + wm * sDerivM + ws * sDerivS;
var f2 = wl * sDeriv2L + wm * sDeriv2M + ws * sDeriv2S;
maxSaturation -= f * f1 / (f1 * f1 - 0.5f * f * f2);
}
return maxSaturation;
}
public readonly struct Lab
{
public readonly float L;
// ReSharper disable once InconsistentNaming
public readonly float a;
// ReSharper disable once InconsistentNaming
public readonly float b;
// ReSharper disable once InconsistentNaming
public Lab(float L, float a, float b)
{
this.L = L;
this.a = a;
this.b = b;
}
}
public readonly struct RGB
{
// ReSharper disable once InconsistentNaming
public readonly float r;
// ReSharper disable once InconsistentNaming
public readonly float g;
// ReSharper disable once InconsistentNaming
public readonly float b;
public RGB(float r, float g, float b)
{
this.r = r;
this.g = g;
this.b = b;
}
}
// ReSharper disable once InconsistentNaming
public readonly struct LC
{
public readonly float L;
public readonly float C;
public LC(
// ReSharper disable once InconsistentNaming
float L,
// ReSharper disable once InconsistentNaming
float C)
{
this.L = L;
this.C = C;
}
}
}

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using System;
using UnityEngine;
using UnityEngine.UIElements;
public class OklchColourPicker : MonoBehaviour
{
/// <summary>
/// perceptual lightness value of the colour (0-100)
/// </summary>
public double lightness;
/// <summary>
/// chroma value of the colour (0-0.5)
/// </summary>
public double chroma;
/// <summary>
/// hue value of the colour (0-360)
/// </summary>
public double hue;
/// <summary>
/// slider for the chroma value
/// </summary>
private Slider _chromaSlider;
/// <summary>
/// slider for the hue value
/// </summary>
private Slider _hueSlider;
/// <summary>
/// slider for the lightness value
/// </summary>
private Slider _lightnessSlider;
/// <summary>
/// visual element for the response colour preview
/// </summary>
private VisualElement _responseColour;
/// <summary>
/// function to set the initial values of the sliders
/// </summary>
private void Start()
{
_lightnessSlider.value = 74.61f;
_chromaSlider.value = 0.0868f;
_hueSlider.value = 335.72f;
}
/// <summary>
/// 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;
}
}

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