- Hue now wraps properly when negative or larger than 360
- The hsl to rgb conversion now closely mirrors the code example from
the spec.
This fixes a number of WPT tests in
/css/css-color/parsing/color-computed-hsl.html
TL;DR: There are two available sets of coefficients for the conversion
matrices from XYZ to sRGB. We switched from one set to the other, which
is what the WPT tests are expecting.
All RGB color spaces, like display-p3 or rec2020, are defined by their
three color chromacities and a white point. This is also the case for
the video color space Rec. 709, from which the sRGB color space is
derived. The sRGB specification is however a bit different.
In 1996, when formalizing the sRGB spec the authors published a draft
that is still available here [1]. In this document, they also provide
the matrix to convert from the XYZ color space to sRGB. This matrix can
be verified quite easily by using the usual math equations. But hold on,
here come the plot twist: at the time of publication, the spec contained
a different matrix than the one in the draft (the spec is obviously
behind a pay wall, but the numbers are also reported in this official
document [2]). This official matrix, is at a first glance simply a
wrongly rounded version of the one in the draft publication. It however
has some interesting properties: it can be inverted twice (so a
roundtrip) in 8 bits and not suffer from any errors from the
calculations.
So, we are here with two versions of the XYZ -> sRGB matrix, the one
from the spec, which is:
- better for computations in 8 bits,
- and official. This is the one that, by authority, we should use.
And a second version, that can be found in the draft, which:
- makes sense, as directly derived from the chromacities,
- is publicly available,
- and (thus?) used in most places.
The old coefficients were the one from the spec, this commit change them
for the one derived from the mathematical formulae. The Python script to
compute these values is available at the end of the commit description.
More details about this subject can be found here [3].
[1] https://www.w3.org/Graphics/Color/sRGB.html
[2] https://color.org/chardata/rgb/sRGB.pdf
[3] https://photosauce.net/blog/post/making-a-minimal-srgb-icc-profile-part-3-choose-your-colors-carefully
The Python script:
```python
# http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
from numpy.typing import NDArray
import numpy as np
### sRGB
# https://www.w3.org/TR/css-color-4/#predefined-sRGB
srgb_r_chromacity = np.array([0.640, 0.330])
srgb_g_chromacity = np.array([0.300, 0.600])
srgb_b_chromacity = np.array([0.150, 0.060])
##
## White points
white_point_d50 = np.array([0.345700, 0.358500])
white_point_d65 = np.array([0.312700, 0.329000])
#
r_chromacity = srgb_r_chromacity
g_chromacity = srgb_g_chromacity
b_chromacity = srgb_b_chromacity
white_point = white_point_d65
def tristmimulus_vector(chromacity: NDArray) -> NDArray:
return np.array([
chromacity[0] /chromacity[1],
1,
(1 - chromacity[0] - chromacity[1]) / chromacity[1]
])
tristmimulus_matrix = np.hstack((
tristmimulus_vector(r_chromacity).reshape(3, 1),
tristmimulus_vector(g_chromacity).reshape(3, 1),
tristmimulus_vector(b_chromacity).reshape(3, 1),
))
scaling_factors = (np.linalg.inv(tristmimulus_matrix) @
tristmimulus_vector(white_point))
M = tristmimulus_matrix * scaling_factors
np.set_printoptions(formatter={'float_kind':'{:.6f}'.format})
xyz_65_to_srgb = np.linalg.inv(M)
# http://www.brucelindbloom.com/index.html?Eqn_ChromAdapt.html
# Let's convert from D50 to D65 using the Bradford method.
m_a = np.array([
[0.8951000, 0.2664000, -0.1614000],
[-0.7502000, 1.7135000, 0.0367000],
[0.0389000, -0.0685000, 1.0296000]
])
cone_response_source = m_a @ tristmimulus_vector(white_point_d50)
cone_response_destination = m_a @ tristmimulus_vector(white_point_d65)
cone_response_ratio = cone_response_destination / cone_response_source
m = np.linalg.inv(m_a) @ np.diagflat(cone_response_ratio) @ m_a
D50_to_D65 = m
xyz_50_to_srgb = xyz_65_to_srgb @ D50_to_D65
print(xyz_50_to_srgb)
print(xyz_65_to_srgb)
```
Fixes wpt/png/exif-chunk.html.
At some point there should probably be some mechanism to handle this
outside of the individual decoder plugins. The TIFF decoder seems to
have its own version of this, and as far as I can tell, the JPEG decoder
doesn't handle this at all, even though that's probably the most common
use case for Exif orientations. :^)
These files seem to have been marked as executable by error.
Found by running the command:
find \( -name WPT -or -name Toolchain -or -name Build \) \
-prune -or -executable \! -type d -print \
| grep -Pv '\.(sh|py)$'
This will be the first step is making better use of system libraries
like fontconfig and CoreText to load system fonts for use by the UI
process and the CSS style computer.
This change removes wrappers inherited from Gfx::Typeface for WOFF and
WOFF2 fonts. The only purpose they served is owning of ttf ByteBuffer
produced by decoding a WOFF/WOFF2 font. Now new FontData class is
responsible for holding ByteBuffer when a font is constructed from
non-externally owned memory.
It currently doesn't support animated image.
Note that Gfx::Bitmap has no support for get_pixel when the format is
RGBA8888. This is why it has been removed from the tests.
This matches libwebp (see ZeroFillCanvas() call in
libwebp/src/demux/anim_decode.c:355 and ZeroFillFrameRect() call
in line 435, but in WebPAnimDecoderGetNext()) and makes files
written e.g. by asesprite look correct -- even though the old
behavior is also spec-compliant and arguably makes more sense.
Now nothing looks at the background color stored in the file.
See PR for an example image where it makes a visible difference.
Cherry-picked from serenityos master
276a904d20ffe260b5544a9ace9841d083e0243
We don't need intrinsic scale factors for Gfx::Bitmap in Ladybird,
as everything flows through the CSS / device pixel ratio mechanism.
This patch also removes various unused functions instead of adapting
them to the change.
The color indexing transform shouldn't make single-channel images
larger (by needlessly writing a palette). If there <= 16 colors
in the single channel, it should make the image smaller.
...and use a different color name until a (relatively harmless) bug
writing fully-opaque frames to an animation that also has transparent
frames is fixed. (I've had a local fix for that for a while, but
I'm waiting for #24397 to land.)