aboutsummaryrefslogtreecommitdiff
path: root/man/man7/color.html
diff options
context:
space:
mode:
Diffstat (limited to 'man/man7/color.html')
-rw-r--r--man/man7/color.html169
1 files changed, 169 insertions, 0 deletions
diff --git a/man/man7/color.html b/man/man7/color.html
new file mode 100644
index 00000000..262e4633
--- /dev/null
+++ b/man/man7/color.html
@@ -0,0 +1,169 @@
+<head>
+<title>color(7) - Plan 9 from User Space</title>
+<meta content="text/html; charset=utf-8" http-equiv=Content-Type>
+</head>
+<body bgcolor=#ffffff>
+<table border=0 cellpadding=0 cellspacing=0 width=100%>
+<tr height=10><td>
+<tr><td width=20><td>
+<tr><td width=20><td><b>COLOR(7)</b><td align=right><b>COLOR(7)</b>
+<tr><td width=20><td colspan=2>
+ <br>
+<p><font size=+1><b>NAME </b></font><br>
+
+<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
+
+ color &ndash; representation of pixels and colors<br>
+
+</table>
+<p><font size=+1><b>DESCRIPTION </b></font><br>
+
+<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
+
+ To address problems of consistency and portability among applications,
+ Plan 9 uses a fixed color map, called <tt><font size=+1>rgbv</font></tt>, on 8-bit-per-pixel
+ displays. Although this avoids problems caused by multiplexing
+ color maps between applications, it requires that the color map
+ chosen be suitable for most purposes and usable for
+ all. Other systems that use fixed color maps tend to sample the
+ color cube uniformly, which has advantages--mapping from a (red,
+ green, blue) triple to the color map and back again is easy--but
+ ignores an important property of the human visual system: eyes
+ are much more sensitive to small changes in intensity than
+ to changes in hue. Sampling the color cube uniformly gives a color
+ map with many different hues, but only a few shades of each. Continuous
+ tone images converted into such maps demonstrate conspicuous artifacts.
+
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+
+ Rather than dice the color cube into subregions of size 6&#215;6&#215;6 (as
+ in Netscape Navigator) or 8&#215;8&#215;4 (as in previous releases of Plan
+ 9), picking 1 color in each, the <tt><font size=+1>rgbv</font></tt> color map uses a 4&#215;4&#215;4 subdivision,
+ with 4 shades in each subcube. The idea is to reduce the color
+ resolution by dicing the color cube into fewer
+ cells, and to use the extra space to increase the intensity resolution.
+ This results in 16 grey shades (4 grey subcubes with 4 samples
+ in each), 13 shades of each primary and secondary color (3 subcubes
+ with 4 samples plus black) and a reasonable selection of colors
+ covering the rest of the color cube. The advantage is
+ better representation of continuous tones.
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+
+ The following function computes the 256 3-byte entries in the
+ color map:<br>
+
+ <table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
+
+ <tt><font size=+1>void<br>
+ setmaprgbv(uchar cmap[256][3])<br>
+ {<br>
+
+ <table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
+
+ uchar *c;<br>
+ int r, g, b, v;<br>
+ int num, den;<br>
+ int i, j;<br>
+ for(r=0,i=0; r!=4; r++)<br>
+ for(v=0; v!=4; v++,i+=16)<br>
+ for(g=0,j=v&#8722;r; g!=4; g++)<br>
+ for(b=0; b!=4; b++,j++){<br>
+ c = cmap[i+(j&amp;15)];<br>
+ den = r;<br>
+ if(g &gt; den)<br>
+ den = g;<br>
+ if(b &gt; den)<br>
+ den = b;<br>
+ if(den == 0) /* would divide check; pick grey shades */<br>
+ c[0] = c[1] = c[2] = 17*v;<br>
+ else{<br>
+ num = 17*(4*den+v);<br>
+ c[0] = r*num/den;<br>
+ c[1] = g*num/den;<br>
+ c[2] = b*num/den;<br>
+ }<br>
+ }<br>
+
+ </table>
+ }<br>
+
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+ </font></tt>
+
+ </table>
+ There are 4 nested loops to pick the (red,green,blue) coordinates
+ of the subcube, and the value (intensity) within the subcube,
+ indexed by <tt><font size=+1>r</font></tt>, <tt><font size=+1>g</font></tt>, <tt><font size=+1>b</font></tt>, and <tt><font size=+1>v</font></tt>, whence the name <i>rgbv</i>. The peculiar
+ order in which the color map is indexed is designed to distribute
+ the grey shades uniformly through the map--the <i>i</i>&#8217;th grey
+ shade, 0&lt;=<i>i</i>&lt;=15 has index <i>i</i>x17, with black going to 0 and white to
+ 255. Therefore, when a call to <tt><font size=+1>draw</font></tt> converts a 1, 2 or 4 bit-per-pixel
+ picture to 8 bits per pixel (which it does by replicating the
+ pixels&#8217; bits), the converted pixel values are the appropriate
+ grey shades.
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+
+ The <tt><font size=+1>rgbv</font></tt> map is not gamma-corrected, for two reasons. First, photographic
+ film and television are both normally under-corrected, the former
+ by an accident of physics and the latter by NTSC&#8217;s design. Second,
+ we require extra color resolution at low intensities because of
+ the non-linear response and adaptation of
+ the human visual system. Properly gamma-corrected displays with
+ adequate low-intensity resolution pack the high-intensity parts
+ of the color cube with colors whose differences are almost imperceptible.
+ Either reason suggests concentrating the available intensities
+ at the low end of the range.
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+
+ On &#8216;true-color&#8217; displays with separate values for the red, green,
+ and blue components of a pixel, the values are chosen so 0 represents
+ no intensity (black) and the maximum value (255 for an 8-bit-per-color
+ display) represents full intensity (e.g., full red). Common display
+ depths are 24 bits per pixel, with 8 bits per
+ color in order red, green, blue, and 16 bits per pixel, with 5
+ bits of red, 6 bits of green, and 5 bits of blue.
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+
+ Colors may also be created with an opacity factor called <tt><font size=+1>alpha</font></tt>,
+ which is scaled so 0 represents fully transparent and 255 represents
+ opaque color. The alpha is <i>premultiplied</i> into the other channels,
+ as described in the paper by Porter and Duff cited in <a href="../man3/draw.html"><i>draw</i>(3)</a>.
+ The function <tt><font size=+1>setalpha</font></tt> (see <a href="../man3/allocimage.html"><i>allocimage</i>(3)</a>) aids the
+ initialization of color values with non-trivial alpha.
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+
+ The packing of pixels into bytes and words is odd. For compatibility
+ with VGA frame buffers, the bits within a pixel byte are in big-endian
+ order (leftmost pixel is most significant bits in byte), while
+ bytes within a pixel are packed in little-endian order. Pixels
+ are stored in contiguous bytes. This results in unintuitive
+ pixel formats. For example, for the RGB24 format, the byte ordering
+ is blue, green, red.
+ <table border=0 cellpadding=0 cellspacing=0><tr height=5><td></table>
+
+ To maintain a constant external representation, the <a href="../man3/draw.html"><i>draw</i>(3)</a> interface
+ as well as the various graphics libraries represent colors by
+ 32-bit numbers, as described in <a href="../man3/color.html"><i>color</i>(3)</a>.<br>
+
+</table>
+<p><font size=+1><b>SEE ALSO </b></font><br>
+
+<table border=0 cellpadding=0 cellspacing=0><tr height=2><td><tr><td width=20><td>
+
+ <a href="../man3/color.html"><i>color</i>(3)</a>, <a href="../man3/graphics.html"><i>graphics</i>(3)</a>, <a href="../man3/draw.html"><i>draw</i>(3)</a><br>
+
+</table>
+
+<td width=20>
+<tr height=20><td>
+</table>
+<!-- TRAILER -->
+<table border=0 cellpadding=0 cellspacing=0 width=100%>
+<tr height=15><td width=10><td><td width=10>
+<tr><td><td>
+<center>
+<a href="../../"><img src="../../dist/spaceglenda100.png" alt="Space Glenda" border=1></a>
+</center>
+</table>
+<!-- TRAILER -->
+</body></html>