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-<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 -->
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-<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>
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