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§Prisma - The Rust Color Library
§Table of Contents:
§Overview:
Prisma is a rust library aimed to be a comprehensive set of color representations, manipulations, conversions and algorithms that are easy to use for projects of all levels. Prisma follows a model of “opt-in” complexity, meaning that if you just want a library to convert from Rgb to Hsv and back, prisma will let you do it with minimal knowledge of color science. If you need to access the CIE spaces or do color space conversions however, prisma also provides that functionality with wrappers to use the type system to enforce validity.
Prisma aims to be the go-to source for color conversions and color science in rust. It is currently a work in progress, and any contributions or feature requests are appreciated.
§Color Models:
Currently prisma supports the following color models:
§Device Dependent:
Rgb
- The standard color model for displaysRgi
- A chromaticity model constructed from Rgb that decouples chromaticity and lightnessHsv
- Hue, saturation, value: a more intuitive polar Rgb modelHsl
- Hue, saturation, lightness: an alternate to Hsv fulfilling similar rolesHsi
- Hue, saturation, intensity: a hue-based model without distortioneHsi
- An extension toHsi
that rescaled saturation to avoid going out of gamut in RgbHwb
- Hue, whiteness, blackness: a hue-based model made to be easy for users to select colors inYCbCr
- A representation of the various YUV and YIQ models used in display and broadcast
§Device Independent:
Xyz
- The “parent” absolute color space other color spaces are defined in terms ofLms
- A color space simulating human cone responseLab
- A uniform perception color space transformation of XYZLchab
- A polar transformation of Lab. A uniform perception analog of HslLuv
- An alternative uniform perception color space useful in lighting calculationsLchuv
- A polar transformation of Luv
Prisma also supports these color spaces with an alpha channel via the Alpha
type.
§Why Prisma?
Currently, there are two main color libraries for rust:
-
color –
color
is a very old library that hasn’t been updated in several years. While it works for conversion through a few color spaces, and is easy to use, it has a very minimal set of features. -
palette –
palette
has significantly more features and can go into a few of the CIE spaces, but requiring all computations to be done in linear encoding is a serious drawback, as if you just want a nice looking gradient in a game, linear Hsv will not get you that. It also is built on predefined models and doesn’t support dynamic configuration.prisma
supports considerably more color spaces, as well as multiple encodings and spaces which can be built at runtime.prisma
also does not require you to specify a color space, as most applications don’t really care and use the device color space or sRgb.
Prisma aims to support all the features of the above libraries, while making it up to the user how much complexity they need.
§A Tour by Example:
§Converting from Rgb to Hsv, manipulating hue, and converting back
#[macro_use] extern crate approx;
extern crate angular_units as angle;
use prisma::{Rgb, Hsv, FromColor};
use angle::Deg;
let rgb = Rgb::new(0.5, 0.75, 1.0);
let mut hsv = Hsv::from_color(&rgb);
hsv.set_hue(Deg(180.0));
let rgb = Rgb::from_color(&hsv);
assert_relative_eq!(rgb, Rgb::new(0.5, 1.0, 1.0), epsilon=1e-6);
§Interpolating between two colors in Hsl.
#[macro_use] extern crate approx;
extern crate angular_units as angle;
use prisma::{Rgb, Hsl, FromColor, Lerp};
use angle::Deg;
let rgb1 = Rgb::new(0.8, 0.25, 0.0f32);
let rgb2 = Rgb::new(0.5, 0.66, 1.0);
// Specify the hue channel should use degrees
let hsl1: Hsl<_, Deg<f32>> = Hsl::from_color(&rgb1);
let hsl2 = Hsl::from_color(&rgb2);
// Note that hue channels will interpolate in the shortest direction. This is usually
// the expected behavior, but you can always go forward with `lerp_flat`.
let rgb_out = Rgb::from_color(&hsl1.lerp(&hsl2, 0.35));
assert_relative_eq!(rgb_out, Rgb::new(1.0, 0.045, 0.62648), epsilon=1e-4);
§Converting from Rgb to Rgb
#[macro_use] extern crate approx;
use prisma::Rgb;
let rgb_in = Rgb::new(100, 200, 255u8);
let rgb_out: Rgb<f32> = rgb_in.color_cast();
assert_relative_eq!(rgb_out, Rgb::new(0.39216, 0.78431, 1.0), epsilon=1e-4);
§Convert from sRgb encoded to linear encoded Rgb
#[macro_use] extern crate approx;
use prisma::Rgb;
use prisma::encoding::{EncodableColor, TranscodableColor, SrgbEncoding};
// This returns a `EncodedColor<Rgb<f32>, SrgbEncoding>`
// Note: no encodind is done. `srgb_encoded` says that this value is already in sRgb encoding.
let rgb_srgb = Rgb::new(0.5, 1.0, 0.25f32).srgb_encoded();
// Decode goes from an encoding to linear.
let rgb_linear = rgb_srgb.clone().decode();
assert_relative_eq!(rgb_linear, Rgb::new(0.21404, 1.0, 0.05088).linear(), epsilon=1e-4);
// We can then go back with `encode`
let rgb_out = rgb_linear.encode(SrgbEncoding);
assert_relative_eq!(rgb_out, rgb_srgb, epsilon=1e-6);
§Going to XYZ
#[macro_use] extern crate approx;
use prisma::{Rgb, Xyz};
use prisma::encoding::{EncodableColor, TranscodableColor};
use prisma::color_space::{ColorSpace, EncodedColorSpace, ConvertToXyz};
use prisma::color_space::named::SRgb;
let rgb = Rgb::new(0.25, 0.5, 0.75f32).srgb_encoded();
let color_space = SRgb::new();
// In this case, since rgb and color_space know their own encodings, the conversion to linear
// is automatic.
let xyz = color_space.convert_to_xyz(&rgb);
assert_relative_eq!(xyz, Xyz::new(0.191803, 0.201605, 0.523050), epsilon=1e-5);
Modules§
- channel
- Provides helper scalar and channel types used internally by the color types allowing them to be used generically over the underlying types.
- color_
space - Traits and structures to define color spaces and convert from device-dependent to device-independent spaces
- encoding
- Traits and structs for dealing with and changing a color’s encoding
- lms
- The LMS cone response device-independent color space
- tags
- Unit structs for identifying the various color models in generic contexts
- white_
point - Defines the named standard illuminants for both 2 and 10 degree observers
- ycbcr
- A module for encoded values in the YUV and YIQ family of device-dependent color models.
Structs§
- Alpha
- A wrapper around a color with an alpha channel
- Chromaticity
Coordinates - A pair of chromaticity coordinates $
\alpha
$ and $\beta
$ - Hsi
- The HSI device-dependent polar color space
- Hsl
- The HSL device-dependent polar color model
- Hsv
- The HSV device-dependent polar color model
- Hwb
- The HWB device-dependent polar color model
- Lab
- The CIELAB perceptually uniform device-independent color space
- Lchab
- The $
\textrm{Lch}_{(\textrm{ab})}
$ device-independent polar color space - Lchuv
- The $
\textrm{Lch}_{(\textrm{uv})}
$ device-independent polar color space - Luv
- The CIELUV perceptually uniform device-independent color space
- Matrix3
- A 3x3 matrix used for linear color transformations
- Rgb
- The
Rgb
device-dependent cartesian color model. - Rgi
- The rgI device-dependent chromaticity color model
- XyY
- The xyY device-independent chromaticity space
- Xyz
- The CIE XYZ device-independent color space
- eHsi
- The eHSI device-dependent polar color model
Enums§
- HsiOut
OfGamut Mode - Defines methods for handling out-of-gamut transformations from Hsi to Rgb
Traits§
- Bounded
- A value that is constrained between a minimum and maximum in its “normal” form
- Broadcast
- A color that can have all of its channels set from a single value
- Color
- The base color trait, representing any color
- Color3
- A color with three channels
- Color4
- A color with four channels
- Device
Dependent Color - A color which must have a space specified in order to uniquely represent a color
- Flatten
- A color that can be represented as a slice without any conversion
- From
Color - Infallibly convert between two color models
- FromHsi
- Convert from Hsi to another color model
- From
Tuple - A trait for colors that can be constructed from a tuple of channels
- FromY
CbCr - Convert from YCbCr to another color model
- Homogeneous
Color - A color only having one type of channel
- Invert
- A value that can be inverted
- Lerp
- A value that can be linearly interpolated between two values
- Polar
Color - A color that has a angular hue channel
Type Aliases§
- Hsia
- An
Hsi
value with an alpha channel - Hsla
- An
Hsl
value with an alpha channel - Hsva
- An
Hsv
value with an alpha channel - Hwba
- An
Hwb
value with an alpha channel - Laba
- An
Lab
value with an alpha channel - Lchaba
- An
Lchab
value with an alpha channel - Lchauv
- An
Lchuv
value with an alpha channel - Lmsa
- An
Lmsa
value with an alpha channel - Luva
- An
Luv
value with an alpha channel - Rgba
- An
Rgb
value with an alpha channel - Rgia
- An
Rgi
value with an alpha channel - XyYa
- An
XyY
value with an alpha channel - Xyza
- An
Xyz
value with an alpha channel - YCbCra
- An
YCbCr
value with an alpha channel - eHsia
- An
eHsi
value with an alpha channel