WIP: OK Color #107933

Draft
Jorijn de Graaf wants to merge 7 commits from bonj/blender:ok-color into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
11 changed files with 886 additions and 0 deletions

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@ -414,6 +414,9 @@ mark_as_advanced(WITH_SYSTEM_GLOG)
# Freestyle
option(WITH_FREESTYLE "Enable Freestyle (advanced edges rendering)" ON)
# OK Color
option(WITH_OK_COLOR "Enable OK Color for color pickers" ON)
# Libraries.
if(UNIX AND NOT APPLE)
# Optionally build without pre-compiled libraries.

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@ -95,3 +95,7 @@ endif()
if(WITH_VULKAN_BACKEND)
add_subdirectory(vulkan_memory_allocator)
endif()
if(WITH_OK_COLOR)
add_subdirectory(ok_color)
endif()

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extern/ok_color/CMakeLists.txt vendored Normal file
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@ -0,0 +1,20 @@
# SPDX-License-Identifier: GPL-2.0-or-later
# Copyright 2023 Blender Foundation
set(INC
.
)
set(INC_SYS
)
set(SRC
ok_color.c
ok_color.h
)
set(LIB
)
blender_add_lib(extern_ok_color "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")

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extern/ok_color/LICENSE vendored Normal file
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@ -0,0 +1,19 @@
Copyright (c) 2021 Björn Ottosson
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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extern/ok_color/README.blender vendored Normal file
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@ -0,0 +1,5 @@
Project: ok_color
URL: https://github.com/bottosson/bottosson.github.io/blob/master/misc/ok_color.h
License: MIT
Upstream version: N/A (d69831e, 2021 Sep 8)
Local modifications: Ported from C++ to C.

748
extern/ok_color/ok_color.c vendored Normal file
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@ -0,0 +1,748 @@
// Copyright (c) 2021 Björn Ottosson
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
// of the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include <math.h>
#include <float.h>
#include "ok_color.h"
typedef struct { float L; float a; float b; } Lab;
typedef struct { float r; float g; float b; } RGB;
typedef struct { float h; float s; float v; } HSV;
typedef struct { float h; float s; float l; } HSL;
typedef struct { float L; float C; } LC;
typedef struct { float S; float T; } ST;
typedef struct { float C_0; float C_mid; float C_max; } Cs;
const float pi = 3.1415926535897932384626433832795028841971693993751058209749445923078164062f;
float clamp(float x, float min, float max)
{
if (x < min)
return min;
if (x > max)
return max;
return x;
}
float sgn(float x)
{
return (float)(0.f < x) - (float)(x < 0.f);
}
float srgb_transfer_function(float a)
{
return .0031308f >= a ? 12.92f * a : 1.055f * powf(a, .4166666666666667f) - .055f;
}
float srgb_transfer_function_inv(float a)
{
return .04045f < a ? powf((a + .055f) / 1.055f, 2.4f) : a / 12.92f;
}
Lab linear_srgb_to_oklab(RGB c)
{
float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
float l_ = cbrtf(l);
float m_ = cbrtf(m);
float s_ = cbrtf(s);
return (Lab){
0.2104542553f * l_ + 0.7936177850f * m_ - 0.0040720468f * s_,
1.9779984951f * l_ - 2.4285922050f * m_ + 0.4505937099f * s_,
0.0259040371f * l_ + 0.7827717662f * m_ - 0.8086757660f * s_,
};
}
RGB oklab_to_linear_srgb(Lab c)
{
float l_ = c.L + 0.3963377774f * c.a + 0.2158037573f * c.b;
float m_ = c.L - 0.1055613458f * c.a - 0.0638541728f * c.b;
float s_ = c.L - 0.0894841775f * c.a - 1.2914855480f * c.b;
float l = l_ * l_ * l_;
float m = m_ * m_ * m_;
float s = s_ * s_ * s_;
return (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,
};
}
// 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
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:
float S = 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 sufficient for most applications, otherwise do two/three steps
float k_l = +0.3963377774f * a + 0.2158037573f * b;
float k_m = -0.1055613458f * a - 0.0638541728f * b;
float k_s = -0.0894841775f * a - 1.2914855480f * b;
{
float l_ = 1.f + S * k_l;
float m_ = 1.f + S * k_m;
float s_ = 1.f + S * k_s;
float l = l_ * l_ * l_;
float m = m_ * m_ * m_;
float s = s_ * s_ * s_;
float l_dS = 3.f * k_l * l_ * l_;
float m_dS = 3.f * k_m * m_ * m_;
float s_dS = 3.f * k_s * s_ * s_;
float l_dS2 = 6.f * k_l * k_l * l_;
float m_dS2 = 6.f * k_m * k_m * m_;
float s_dS2 = 6.f * k_s * k_s * s_;
float f = wl * l + wm * m + ws * s;
float f1 = wl * l_dS + wm * m_dS + ws * s_dS;
float f2 = wl * l_dS2 + wm * m_dS2 + ws * s_dS2;
S = S - f * f1 / (f1 * f1 - 0.5f * f * f2);
}
return S;
}
// finds L_cusp and C_cusp for a given hue
// a and b must be normalized so a^2 + b^2 == 1
LC find_cusp(float a, float b)
{
// First, find the maximum saturation (saturation S = C/L)
float S_cusp = compute_max_saturation(a, b);
// Convert to linear sRGB to find the first point where at least one of r,g or b >= 1:
RGB rgb_at_max = oklab_to_linear_srgb((Lab){ 1, S_cusp * a, S_cusp * b });
float L_cusp = cbrtf(1.f / fmax(fmax(rgb_at_max.r, rgb_at_max.g), rgb_at_max.b));
float C_cusp = L_cusp * S_cusp;
return (LC){ L_cusp , C_cusp };
}
// 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
float find_gamut_intersection(float a, float b, float L1, float C1, float L0, LC cusp)
{
// Find the intersection for upper and lower half seprately
float t;
if (((L1 - L0) * cusp.C - (cusp.L - L0) * C1) <= 0.f)
{
// Lower half
t = cusp.C * L0 / (C1 * cusp.L + cusp.C * (L0 - L1));
}
else
{
// Upper half
// First intersect with triangle
t = cusp.C * (L0 - 1.f) / (C1 * (cusp.L - 1.f) + cusp.C * (L0 - L1));
// Then one step Halley's method
{
float dL = L1 - L0;
float dC = C1;
float k_l = +0.3963377774f * a + 0.2158037573f * b;
float k_m = -0.1055613458f * a - 0.0638541728f * b;
float k_s = -0.0894841775f * a - 1.2914855480f * b;
float l_dt = dL + dC * k_l;
float m_dt = dL + dC * k_m;
float s_dt = dL + dC * k_s;
// If higher accuracy is required, 2 or 3 iterations of the following block can be used:
{
float L = L0 * (1.f - t) + t * L1;
float C = t * C1;
float l_ = L + C * k_l;
float m_ = L + C * k_m;
float s_ = L + C * k_s;
float l = l_ * l_ * l_;
float m = m_ * m_ * m_;
float s = s_ * s_ * s_;
float ldt = 3 * l_dt * l_ * l_;
float mdt = 3 * m_dt * m_ * m_;
float sdt = 3 * s_dt * s_ * s_;
float ldt2 = 6 * l_dt * l_dt * l_;
float mdt2 = 6 * m_dt * m_dt * m_;
float sdt2 = 6 * s_dt * s_dt * s_;
float r = 4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s - 1;
float r1 = 4.0767416621f * ldt - 3.3077115913f * mdt + 0.2309699292f * sdt;
float r2 = 4.0767416621f * ldt2 - 3.3077115913f * mdt2 + 0.2309699292f * sdt2;
float u_r = r1 / (r1 * r1 - 0.5f * r * r2);
float t_r = -r * u_r;
float g = -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s - 1;
float g1 = -1.2684380046f * ldt + 2.6097574011f * mdt - 0.3413193965f * sdt;
float g2 = -1.2684380046f * ldt2 + 2.6097574011f * mdt2 - 0.3413193965f * sdt2;
float u_g = g1 / (g1 * g1 - 0.5f * g * g2);
float t_g = -g * u_g;
float b = -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s - 1;
float b1 = -0.0041960863f * ldt - 0.7034186147f * mdt + 1.7076147010f * sdt;
float b2 = -0.0041960863f * ldt2 - 0.7034186147f * mdt2 + 1.7076147010f * sdt2;
float u_b = b1 / (b1 * b1 - 0.5f * b * b2);
float t_b = -b * u_b;
t_r = u_r >= 0.f ? t_r : FLT_MAX;
t_g = u_g >= 0.f ? t_g : FLT_MAX;
t_b = u_b >= 0.f ? t_b : FLT_MAX;
t += fmin(t_r, fmin(t_g, t_b));
}
}
}
return t;
}
RGB gamut_clip_preserve_chroma(RGB rgb)
{
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0)
return rgb;
Lab lab = linear_srgb_to_oklab(rgb);
float L = lab.L;
float eps = 0.00001f;
float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b));
float a_ = lab.a / C;
float b_ = lab.b / C;
float L0 = clamp(L, 0, 1);
LC cusp = find_cusp(a_, b_);
float t = find_gamut_intersection(a_, b_, L, C, L0, cusp);
float L_clipped = L0 * (1 - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb((Lab){ L_clipped, C_clipped * a_, C_clipped * b_ });
}
RGB gamut_clip_project_to_0_5(RGB rgb)
{
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0)
return rgb;
Lab lab = linear_srgb_to_oklab(rgb);
float L = lab.L;
float eps = 0.00001f;
float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b));
float a_ = lab.a / C;
float b_ = lab.b / C;
float L0 = 0.5;
LC cusp = find_cusp(a_, b_);
float t = find_gamut_intersection(a_, b_, L, C, L0, cusp);
float L_clipped = L0 * (1 - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb((Lab){ L_clipped, C_clipped * a_, C_clipped * b_ });
}
RGB gamut_clip_project_to_L_cusp(RGB rgb)
{
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0)
return rgb;
Lab lab = linear_srgb_to_oklab(rgb);
float L = lab.L;
float eps = 0.00001f;
float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b));
float a_ = lab.a / C;
float b_ = lab.b / C;
LC cusp = find_cusp(a_, b_);
float L0 = cusp.L;
float t = find_gamut_intersection(a_, b_, L, C, L0, cusp);
float L_clipped = L0 * (1 - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb((Lab){ L_clipped, C_clipped * a_, C_clipped * b_ });
}
RGB gamut_clip_adaptive_L0_0_5(RGB rgb, float alpha)
{
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0)
return rgb;
Lab lab = linear_srgb_to_oklab(rgb);
float L = lab.L;
float eps = 0.00001f;
float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b));
float a_ = lab.a / C;
float b_ = lab.b / C;
float Ld = L - 0.5f;
float e1 = 0.5f + fabs(Ld) + alpha * C;
float L0 = 0.5f * (1.f + sgn(Ld) * (e1 - sqrtf(e1 * e1 - 2.f * fabs(Ld))));
LC cusp = find_cusp(a_, b_);
float t = find_gamut_intersection(a_, b_, L, C, L0, cusp);
float L_clipped = L0 * (1.f - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb((Lab){ L_clipped, C_clipped * a_, C_clipped * b_ });
}
RGB gamut_clip_adaptive_L0_L_cusp(RGB rgb, float alpha)
{
if (rgb.r < 1 && rgb.g < 1 && rgb.b < 1 && rgb.r > 0 && rgb.g > 0 && rgb.b > 0)
return rgb;
Lab lab = linear_srgb_to_oklab(rgb);
float L = lab.L;
float eps = 0.00001f;
float C = fmax(eps, sqrtf(lab.a * lab.a + lab.b * lab.b));
float a_ = lab.a / C;
float b_ = lab.b / C;
LC cusp = find_cusp(a_, b_);
float Ld = L - cusp.L;
float k = 2.f * (Ld > 0 ? 1.f - cusp.L : cusp.L);
float e1 = 0.5f * k + fabs(Ld) + alpha * C / k;
float L0 = cusp.L + 0.5f * (sgn(Ld) * (e1 - sqrtf(e1 * e1 - 2.f * k * fabs(Ld))));
float t = find_gamut_intersection(a_, b_, L, C, L0, cusp);
float L_clipped = L0 * (1.f - t) + t * L;
float C_clipped = t * C;
return oklab_to_linear_srgb((Lab){ L_clipped, C_clipped * a_, C_clipped * b_ });
}
float toe(float x)
{
const float k_1 = 0.206f;
const float k_2 = 0.03f;
const float k_3 = (1.f + k_1) / (1.f + k_2);
return 0.5f * (k_3 * x - k_1 + sqrtf((k_3 * x - k_1) * (k_3 * x - k_1) + 4 * k_2 * k_3 * x));
}
float toe_inv(float x)
{
const float k_1 = 0.206f;
const float k_2 = 0.03f;
const float k_3 = (1.f + k_1) / (1.f + k_2);
return (x * x + k_1 * x) / (k_3 * (x + k_2));
}
// Alternative representation of (L_cusp, C_cusp)
// Encoded so S = C_cusp/L_cusp and T = C_cusp/(1-L_cusp)
// The maximum value for C in the triangle is then found as fmin(S*L, T*(1-L)), for a given L
ST to_ST(LC cusp)
{
float L = cusp.L;
float C = cusp.C;
return (ST){ C / L, C / (1 - L) };
}
// Returns a smooth approximation of the location of the cusp
// This polynomial was created by an optimization process
// It has been designed so that S_mid < S_max and T_mid < T_max
ST get_ST_mid(float a_, float b_)
{
float S = 0.11516993f + 1.f / (
+7.44778970f + 4.15901240f * b_
+ a_ * (-2.19557347f + 1.75198401f * b_
+ a_ * (-2.13704948f - 10.02301043f * b_
+ a_ * (-4.24894561f + 5.38770819f * b_ + 4.69891013f * a_
)))
);
float T = 0.11239642f + 1.f / (
+1.61320320f - 0.68124379f * b_
+ a_ * (+0.40370612f + 0.90148123f * b_
+ a_ * (-0.27087943f + 0.61223990f * b_
+ a_ * (+0.00299215f - 0.45399568f * b_ - 0.14661872f * a_
)))
);
return (ST){ S, T };
}
Cs get_Cs(float L, float a_, float b_)
{
LC cusp = find_cusp(a_, b_);
float C_max = find_gamut_intersection(a_, b_, L, 1, L, cusp);
ST ST_max = to_ST(cusp);
// Scale factor to compensate for the curved part of gamut shape:
float k = C_max / fmin((L * ST_max.S), (1 - L) * ST_max.T);
float C_mid;
{
ST ST_mid = get_ST_mid(a_, b_);
// Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma.
float C_a = L * ST_mid.S;
float C_b = (1.f - L) * ST_mid.T;
C_mid = 0.9f * k * sqrtf(sqrtf(1.f / (1.f / (C_a * C_a * C_a * C_a) + 1.f / (C_b * C_b * C_b * C_b))));
}
float C_0;
{
// for C_0, the shape is independent of hue, so ST are constant. Values picked to roughly be the average values of ST.
float C_a = L * 0.4f;
float C_b = (1.f - L) * 0.8f;
// Use a soft minimum function, instead of a sharp triangle shape to get a smooth value for chroma.
C_0 = sqrtf(1.f / (1.f / (C_a * C_a) + 1.f / (C_b * C_b)));
}
return (Cs){ C_0, C_mid, C_max };
}
RGB okhsl_to_srgb(HSL hsl)
{
float h = fmod(hsl.h + (1.0f + 0.081205f), 1.0f);
float s = hsl.s;
float l = hsl.l;
if (l == 1.0f)
{
return (RGB){ 1.f, 1.f, 1.f };
}
else if (l == 0.f)
{
return (RGB){ 0.f, 0.f, 0.f };
}
float a_ = cosf(2.f * pi * h);
float b_ = sinf(2.f * pi * h);
float L = toe_inv(l);
Cs cs = get_Cs(L, a_, b_);
float C_0 = cs.C_0;
float C_mid = cs.C_mid;
float C_max = cs.C_max;
float mid = 0.8f;
float mid_inv = 1.25f;
float C, t, k_0, k_1, k_2;
if (s < mid)
{
t = mid_inv * s;
k_1 = mid * C_0;
k_2 = (1.f - k_1 / C_mid);
C = t * k_1 / (1.f - k_2 * t);
}
else
{
t = (s - mid)/ (1 - mid);
k_0 = C_mid;
k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
k_2 = (1.f - (k_1) / (C_max - C_mid));
C = k_0 + t * k_1 / (1.f - k_2 * t);
}
RGB rgb = oklab_to_linear_srgb((Lab){ L, C * a_, C * b_ });
return (RGB){
srgb_transfer_function(rgb.r),
srgb_transfer_function(rgb.g),
srgb_transfer_function(rgb.b),
};
}
HSL srgb_to_okhsl(RGB rgb)
{
Lab lab = linear_srgb_to_oklab((RGB){
srgb_transfer_function_inv(rgb.r),
srgb_transfer_function_inv(rgb.g),
srgb_transfer_function_inv(rgb.b)
});
float C = sqrtf(lab.a * lab.a + lab.b * lab.b);
float a_ = lab.a / C;
float b_ = lab.b / C;
float L = lab.L;
float h = fmod((0.5f + 0.5f * atan2f(-lab.b, -lab.a) / pi) + (1.0f - 0.081205f), 1.0f);
Cs cs = get_Cs(L, a_, b_);
float C_0 = cs.C_0;
float C_mid = cs.C_mid;
float C_max = cs.C_max;
// Inverse of the interpolation in okhsl_to_srgb:
float mid = 0.8f;
float mid_inv = 1.25f;
float s;
if (C < C_mid)
{
float k_1 = mid * C_0;
float k_2 = (1.f - k_1 / C_mid);
float t = C / (k_1 + k_2 * C);
s = t * mid;
}
else
{
float k_0 = C_mid;
float k_1 = (1.f - mid) * C_mid * C_mid * mid_inv * mid_inv / C_0;
float k_2 = (1.f - (k_1) / (C_max - C_mid));
float t = (C - k_0) / (k_1 + k_2 * (C - k_0));
s = mid + (1.f - mid) * t;
}
float l = toe(L);
return (HSL){ h, s, l };
}
RGB okhsv_to_srgb(HSV hsv)
{
float h = fmod(hsv.h + (1.0f + 0.081205f), 1.0f);
float s = hsv.s;
float v = hsv.v;
float a_ = cosf(2.f * pi * h);
float b_ = sinf(2.f * pi * h);
LC cusp = find_cusp(a_, b_);
ST ST_max = to_ST(cusp);
float S_max = ST_max.S;
float T_max = ST_max.T;
float S_0 = 0.5f;
float k = 1 - S_0 / S_max;
// first we compute L and V as if the gamut is a perfect triangle:
// L, C when v==1:
float L_v = 1 - s * S_0 / (S_0 + T_max - T_max * k * s);
float C_v = s * T_max * S_0 / (S_0 + T_max - T_max * k * s);
float L = v * L_v;
float C = v * C_v;
// then we compensate for both toe and the curved top part of the triangle:
float L_vt = toe_inv(L_v);
float C_vt = C_v * L_vt / L_v;
float L_new = toe_inv(L);
C = C * L_new / L;
L = L_new;
RGB rgb_scale = oklab_to_linear_srgb((Lab){ L_vt, a_ * C_vt, b_ * C_vt });
float scale_L = cbrtf(1.f / fmax(fmax(rgb_scale.r, rgb_scale.g), fmax(rgb_scale.b, 0.f)));
L = L * scale_L;
C = C * scale_L;
RGB rgb = oklab_to_linear_srgb((Lab){ L, C * a_, C * b_ });
return (RGB){
srgb_transfer_function(rgb.r),
srgb_transfer_function(rgb.g),
srgb_transfer_function(rgb.b),
};
}
HSV srgb_to_okhsv(RGB rgb)
{
Lab lab = linear_srgb_to_oklab((RGB){
srgb_transfer_function_inv(rgb.r),
srgb_transfer_function_inv(rgb.g),
srgb_transfer_function_inv(rgb.b)
});
float C = sqrtf(lab.a * lab.a + lab.b * lab.b);
float a_ = lab.a / C;
float b_ = lab.b / C;
float L = lab.L;
float h = fmod(((0.5f + 0.5f * atan2f(-lab.b, -lab.a) / pi) + (1.0f - 0.081205f)), 1.0f);
LC cusp = find_cusp(a_, b_);
ST ST_max = to_ST(cusp);
float S_max = ST_max.S;
float T_max = ST_max.T;
float S_0 = 0.5f;
float k = 1 - S_0 / S_max;
// first we find L_v, C_v, L_vt and C_vt
float t = T_max / (C + L * T_max);
float L_v = t * L;
float C_v = t * C;
float L_vt = toe_inv(L_v);
float C_vt = C_v * L_vt / L_v;
// we can then use these to invert the step that compensates for the toe and the curved top part of the triangle:
RGB rgb_scale = oklab_to_linear_srgb((Lab){ L_vt, a_ * C_vt, b_ * C_vt });
float scale_L = cbrtf(1.f / fmax(fmax(rgb_scale.r, rgb_scale.g), fmax(rgb_scale.b, 0.f)));
L = L / scale_L;
C = C / scale_L;
C = C * toe(L) / L;
L = toe(L);
// we can now compute v and s:
float v = L / L_v;
float s = (S_0 + T_max) * C_v / ((T_max * S_0) + T_max * k * C_v);
return (HSV){ h, s, v };
}
float clamp_safe(float x)
{
if (isnan(x)) {
return 0.0f;
}
return clamp(x, 0.0f, 1.0f);
}
void ok_color_hsv_to_rgb(float h, float s, float v, float *r_r, float *r_g, float *r_b)
{
RGB rgb = okhsv_to_srgb((HSV){h, s, v});
*r_r = rgb.r;
*r_g = rgb.g;
*r_b = rgb.b;
}
void ok_color_hsv_to_rgb_v(const float hsv[3], float r_rgb[3])
{
ok_color_hsv_to_rgb(hsv[0], hsv[1], hsv[2], &r_rgb[0], &r_rgb[1], &r_rgb[2]);
}
void ok_color_hsl_to_rgb(float h, float s, float l, float *r_r, float *r_g, float *r_b)
{
RGB rgb = okhsl_to_srgb((HSL){h, s, l});
*r_r = rgb.r;
*r_g = rgb.g;
*r_b = rgb.b;
}
void ok_color_hsl_to_rgb_v(const float hsl[3], float r_rgb[3])
{
ok_color_hsl_to_rgb(hsl[0], hsl[1], hsl[2], &r_rgb[0], &r_rgb[1], &r_rgb[2]);
}
void ok_color_rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v)
{
if (r == g && g == b) {
// Fallback to avoid edge cases with NaN value.
ok_color_rgb_to_hsl(r, g, b, r_h, r_s, r_v);
return;
}
HSV hsv = srgb_to_okhsv((RGB){r, g, b});
*r_h = clamp_safe(hsv.h);
*r_s = clamp_safe(hsv.s);
*r_v = clamp_safe(hsv.v);
}
void ok_color_rgb_to_hsv_v(const float rgb[3], float r_hsv[3])
{
ok_color_rgb_to_hsv(rgb[0], rgb[1], rgb[2], &r_hsv[0], &r_hsv[1], &r_hsv[2]);
}
void ok_color_rgb_to_hsl(float r, float g, float b, float *r_h, float *r_s, float *r_l)
{
HSL hsl = srgb_to_okhsl((RGB){r, g, b});
if (r == g && g == b) {
// Make hue and saturation zero for grays.
hsl.h = 0.0f;
hsl.s = 0.0f;
}
*r_h = clamp_safe(hsl.h);
*r_s = clamp_safe(hsl.s);
*r_l = clamp_safe(hsl.l);
}
void ok_color_rgb_to_hsl_v(const float rgb[3], float r_hsl[3])
{
ok_color_rgb_to_hsl(rgb[0], rgb[1], rgb[2], &r_hsl[0], &r_hsl[1], &r_hsl[2]);
}

41
extern/ok_color/ok_color.h vendored Normal file
View File

@ -0,0 +1,41 @@
// Copyright (c) 2021 Björn Ottosson
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
// of the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
void ok_color_hsv_to_rgb(float h, float s, float v, float *r_r, float *r_g, float *r_b);
void ok_color_hsv_to_rgb_v(const float hsv[3], float r_rgb[3]);
void ok_color_hsl_to_rgb(float h, float s, float l, float *r_r, float *r_g, float *r_b);
void ok_color_hsl_to_rgb_v(const float hsl[3], float r_rgb[3]);
void ok_color_rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v);
void ok_color_rgb_to_hsv_v(const float rgb[3], float r_hsv[3]);
void ok_color_rgb_to_hsl(float r, float g, float b, float *r_h, float *r_s, float *r_l);
void ok_color_rgb_to_hsl_v(const float rgb[3], float r_hsl[3]);
#ifdef __cplusplus
}
#endif

View File

@ -430,6 +430,18 @@ if(WITH_GMP)
)
endif()
if(WITH_OK_COLOR)
add_definitions(-DWITH_OK_COLOR)
list(APPEND INC_SYS
../../../extern/ok_color
)
list(APPEND LIB
extern_ok_color
)
endif()
if(WIN32)
if(WITH_BLENDER_THUMBNAILER)
# Needed for querying the `thumbnailer .dll` in `winstuff.c`.

View File

@ -10,8 +10,15 @@
#include "BLI_strict_flags.h"
#ifdef WITH_OK_COLOR
#include "ok_color.h"
#endif
void hsv_to_rgb(float h, float s, float v, float *r_r, float *r_g, float *r_b)
{
#ifdef WITH_OK_COLOR
Review

We probably do not want to have a #ifdef here in such a generic color function because this is not only used in the color picker, but also other parts of Blender.

Also, We probably would like to have an additional option for the user to choose which style of the color picker do they want to use, it's better to expose there (see static const EnumPropertyItem color_picker_types[]). But then you will also probably need to deal with a little bit shader for the actual circle to be drawn correctly.

Additionally, The widget display/value conversion should (already?) follow viewport color management.

We probably do not want to have a `#ifdef` here in such a generic color function because this is not only used in the color picker, but also other parts of Blender. Also, We probably would like to have an additional option for the user to choose which style of the color picker do they want to use, it's better to expose there (see `static const EnumPropertyItem color_picker_types[]`). But then you will also probably need to deal with a little bit shader for the actual circle to be drawn correctly. Additionally, The widget display/value conversion should (already?) follow viewport color management.
Review

I did it like this because I hadn't found a better way yet.
It's a draft for a reason haha.
Thanks for the tips, I'll try to make it an option.

I did it like this because I hadn't found a better way yet. It's a draft for a reason haha. Thanks for the tips, I'll try to make it an option.
ok_color_hsv_to_rgb(h, s, v, r_r, r_g, r_b);
#else
float nr, ng, nb;
nr = fabsf(h * 6.0f - 3.0f) - 1.0f;
@ -25,10 +32,14 @@ void hsv_to_rgb(float h, float s, float v, float *r_r, float *r_g, float *r_b)
*r_r = ((nr - 1.0f) * s + 1.0f) * v;
*r_g = ((ng - 1.0f) * s + 1.0f) * v;
*r_b = ((nb - 1.0f) * s + 1.0f) * v;
#endif
}
void hsl_to_rgb(float h, float s, float l, float *r_r, float *r_g, float *r_b)
{
#ifdef WITH_OK_COLOR
ok_color_hsl_to_rgb(h, s, l, r_r, r_g, r_b);
#else
float nr, ng, nb, chroma;
nr = fabsf(h * 6.0f - 3.0f) - 1.0f;
@ -44,6 +55,7 @@ void hsl_to_rgb(float h, float s, float l, float *r_r, float *r_g, float *r_b)
*r_r = (nr - 0.5f) * chroma + l;
*r_g = (ng - 0.5f) * chroma + l;
*r_b = (nb - 0.5f) * chroma + l;
#endif
}
void hsv_to_rgb_v(const float hsv[3], float r_rgb[3])
@ -207,6 +219,9 @@ void hex_to_rgb(const char *hexcol, float *r_r, float *r_g, float *r_b)
void rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v)
{
#ifdef WITH_OK_COLOR
ok_color_rgb_to_hsv(r, g, b, r_h, r_s, r_v);
#else
float k = 0.0f;
float chroma;
float min_gb;
@ -227,6 +242,7 @@ void rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v)
*r_h = fabsf(k + (g - b) / (6.0f * chroma + 1e-20f));
*r_s = chroma / (r + 1e-20f);
*r_v = r;
#endif
}
void rgb_to_hsv_v(const float rgb[3], float r_hsv[3])
@ -236,6 +252,9 @@ void rgb_to_hsv_v(const float rgb[3], float r_hsv[3])
void rgb_to_hsl(float r, float g, float b, float *r_h, float *r_s, float *r_l)
{
#ifdef WITH_OK_COLOR
ok_color_rgb_to_hsl(r, g, b, r_h, r_s, r_l);
#else
const float cmax = max_fff(r, g, b);
const float cmin = min_fff(r, g, b);
float h, s, l = min_ff(1.0f, (cmax + cmin) / 2.0f);
@ -261,6 +280,7 @@ void rgb_to_hsl(float r, float g, float b, float *r_h, float *r_s, float *r_l)
*r_h = h;
*r_s = s;
*r_l = l;
#endif
}
void rgb_to_hsl_compat(float r, float g, float b, float *r_h, float *r_s, float *r_l)

View File

@ -1312,6 +1312,8 @@ typedef enum eColorPicker_Types {
USER_CP_SQUARE_HS = 2,
USER_CP_SQUARE_HV = 3,
USER_CP_CIRCLE_HSL = 4,
USER_CP_CIRCLE_OK_HSV = 5,
USER_CP_CIRCLE_OK_HSL = 6,
} eColorPicker_Types;
/**

View File

@ -4560,6 +4560,18 @@ static void rna_def_userdef_view(BlenderRNA *brna)
0,
"Square (HV + S)",
"A square showing Hue/Value, with Saturation slider"},
{USER_CP_CIRCLE_OK_HSV,
"CIRCLE_OK_HSV",
0,
"Circle (OK HSV)",
"A circular Hue/Saturation color wheel, with "
"Value slider"},
{USER_CP_CIRCLE_OK_HSL,
"CIRCLE_OK_HSL",
0,
"Circle (OK HSL)",
"A circular Hue/Saturation color wheel, with "
"Lightness slider"},
{0, NULL, 0, NULL, NULL},
};