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|
if not modules then modules = { } end modules ['attr-col'] = {
version = 1.001,
comment = "companion to attr-col.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- this module is being reconstructed and code will move to other places
-- we can also do the nsnone via a metatable and then also se index 0
-- list could as well refer to the tables (instead of numbers that
-- index into another table) .. depends on what we need
local type, tonumber = type, tonumber
local concat = table.concat
local min, max, floor, mod = math.min, math.max, math.floor, math.mod
local attributes = attributes
local nodes = nodes
local utilities = utilities
local logs = logs
local backends = backends
local storage = storage
local context = context
local tex = tex
local variables = interfaces.variables
local v_yes = variables.yes
local v_no = variables.no
local p_split_comma = lpeg.tsplitat(",")
local p_split_colon = lpeg.splitat(":")
local lpegmatch = lpeg.match
local allocate = utilities.storage.allocate
local setmetatableindex = table.setmetatableindex
local report_attributes = logs.reporter("attributes","colors")
local report_colors = logs.reporter("colors","support")
local report_transparencies = logs.reporter("transparencies","support")
-- todo: document this but first reimplement this as it reflects the early
-- days of luatex / mkiv and we have better ways now
-- nb: attributes: color etc is much slower than normal (marks + literals) but ...
-- nb. too many "0 g"s
local states = attributes.states
local registrations = backends.registrations
local nodeinjections = backends.nodeinjections
local unsetvalue = attributes.unsetvalue
local enableaction = nodes.tasks.enableaction
local setaction = nodes.tasks.setaction
local registerstorage = storage.register
local formatters = string.formatters
local interfaces = interfaces
local implement = interfaces.implement
local texgetattribute = tex.getattribute
-- We can distinguish between rules and glyphs but it's not worth the trouble. A
-- first implementation did that and while it saves a bit for glyphs and rules, it
-- costs more resourses for transparencies. So why bother.
--
-- colors
--
-- we can also collapse the two attributes: n, n+1, n+2 and then
-- at the tex end add 0, 1, 2, but this is not faster and less
-- flexible (since sometimes we freeze color attribute values at
-- the lua end of the game)
--
-- we also need to store the colorvalues because we need then in mp
--
-- This is a compromis between speed and simplicity. We used to store the
-- values and data in one array, which made in neccessary to store the
-- converters that need node constructor into strings and evaluate them
-- at runtime (after reading from storage). Think of:
--
-- colors.strings = colors.strings or { }
--
-- if environment.initex then
-- colors.strings[color] = "return colors." .. colorspace .. "(" .. concat({...},",") .. ")"
-- end
--
-- registerstorage("attributes/colors/data", colors.strings, "attributes.colors.data") -- evaluated
--
-- We assume that only processcolors are defined in the format.
attributes.colors = attributes.colors or { }
local colors = attributes.colors
local a_color = attributes.private('color')
local a_selector = attributes.private('colormodel')
colors.data = allocate()
colors.values = colors.values or { }
colors.registered = colors.registered or { }
colors.weightgray = true
colors.attribute = a_color
colors.selector = a_selector
colors.default = 1
colors.main = nil
colors.triggering = true
colors.supported = true
colors.model = "all"
local data = colors.data
local values = colors.values
local registered = colors.registered
local cmykrgbmode = 0 -- only for testing, already defined colors are not affected
local numbers = attributes.numbers
local list = attributes.list
registerstorage("attributes/colors/values", values, "attributes.colors.values")
registerstorage("attributes/colors/registered", registered, "attributes.colors.registered")
directives.register("colors.cmykrgbmode", function(v) cmykrgbmode = tonumber(v) or 0 end)
local f_colors = {
rgb = formatters["r:%s:%s:%s"],
cmyk = formatters["c:%s:%s:%s:%s"],
gray = formatters["s:%s"],
spot = formatters["p:%s:%s:%s:%s"],
}
local models = {
[interfaces.variables.none] = unsetvalue,
black = unsetvalue,
bw = unsetvalue,
all = 1,
gray = 2,
rgb = 3,
cmyk = 4,
}
local function rgbtocmyk(r,g,b) -- we could reduce
if not r then
return 0, 0, 0
else
return 1-r, 1-g, 1-b, 0
end
end
local function cmyktorgb(c,m,y,k)
if not c then
return 0, 0, 0, 1
elseif cmykrgbmode == 1 then
local d = 1.0 - k
return 1.0 - min(1.0,c*d+k), 1.0 - min(1.0,m*d+k), 1.0 - min(1.0,y*d+k)
else
return 1.0 - min(1.0,c +k), 1.0 - min(1.0,m +k), 1.0 - min(1.0,y +k)
end
end
local function rgbtogray(r,g,b)
if not r then
return 0
end
local w = colors.weightgray
if w == true then
return .30*r + .59*g + .11*b
elseif not w then
return r/3 + g/3 + b/3
else
return w[1]*r + w[2]*g + w[3]*b
end
end
local function cmyktogray(c,m,y,k)
return rgbtogray(cmyktorgb(c,m,y,k))
end
-- http://en.wikipedia.org/wiki/HSI_color_space
-- http://nl.wikipedia.org/wiki/HSV_(kleurruimte)
-- h /= 60; // sector 0 to 5
-- i = floor( h );
-- f = h - i; // factorial part of h
local function hsvtorgb(h,s,v)
if s > 1 then
s = 1
elseif s < 0 then
s = 0
elseif s == 0 then
return v, v, v
end
if v > 1 then
s = 1
elseif v < 0 then
v = 0
end
if h < 0 then
h = 0
elseif h >= 360 then
h = mod(h,360)
end
local hd = h / 60
local hi = floor(hd)
local f = hd - hi
local p = v * (1 - s)
local q = v * (1 - f * s)
local t = v * (1 - (1 - f) * s)
if hi == 0 then
return v, t, p
elseif hi == 1 then
return q, v, p
elseif hi == 2 then
return p, v, t
elseif hi == 3 then
return p, q, v
elseif hi == 4 then
return t, p, v
elseif hi == 5 then
return v, p, q
else
print("error in hsv -> rgb",h,s,v)
return 0, 0, 0
end
end
local function rgbtohsv(r,g,b)
local offset, maximum, other_1, other_2
if r >= g and r >= b then
offset, maximum, other_1, other_2 = 0, r, g, b
elseif g >= r and g >= b then
offset, maximum, other_1, other_2 = 2, g, b, r
else
offset, maximum, other_1, other_2 = 4, b, r, g
end
if maximum == 0 then
return 0, 0, 0
end
local minimum = other_1 < other_2 and other_1 or other_2
if maximum == minimum then
return 0, 0, maximum
end
local delta = maximum - minimum
return (offset + (other_1-other_2)/delta)*60, delta/maximum, maximum
end
local function graytorgb(s) -- unweighted
return 1-s, 1-s, 1-s
end
local function hsvtogray(h,s,v)
return rgb_to_gray(hsv_to_rgb(h,s,v))
end
local function graytohsv(s)
return 0, 0, s
end
local function hwbtorgb(hue,black,white)
local r, g, b = hsvtorgb(hue,1,.5)
local f = 1 - white - black
return f * r + white, f * g + white , f * b + white
end
colors.rgbtocmyk = rgbtocmyk
colors.rgbtogray = rgbtogray
colors.cmyktorgb = cmyktorgb
colors.cmyktogray = cmyktogray
colors.rgbtohsv = rgbtohsv
colors.hsvtorgb = hsvtorgb
colors.hwbtorgb = hwbtorgb
colors.hsvtogray = hsvtogray
colors.graytohsv = graytohsv
-- we can share some *data by using s, rgb and cmyk hashes, but
-- normally the amount of colors is not that large; storing the
-- components costs a bit of extra runtime, but we expect to gain
-- some back because we have them at hand; the number indicates the
-- default color space
function colors.gray(s)
return { 2, s, s, s, s, 0, 0, 0, 1-s }
end
function colors.rgb(r,g,b)
local s = rgbtogray(r,g,b)
local c, m, y, k = rgbtocmyk(r,g,b)
return { 3, s, r, g, b, c, m, y, k }
end
function colors.cmyk(c,m,y,k)
local s = cmyktogray(c,m,y,k)
local r, g, b = cmyktorgb(c,m,y,k)
return { 4, s, r, g, b, c, m, y, k }
end
--~ function colors.spot(parent,f,d,p)
--~ return { 5, .5, .5, .5, .5, 0, 0, 0, .5, parent, f, d, p }
--~ end
function colors.spot(parent,f,d,p)
-- inspect(parent) inspect(f) inspect(d) inspect(p)
if type(p) == "number" then
local n = list[numbers.color][parent] -- hard coded ref to color number
if n then
local v = values[n]
if v then
-- the via cmyk hack is dirty, but it scales better
local c, m, y, k = p*v[6], p*v[7], p*v[8], p*v[9]
local r, g, b = cmyktorgb(c,m,y,k)
local s = cmyktogray(c,m,y,k)
return { 5, s, r, g, b, c, m, y, k, parent, f, d, p }
end
end
else
-- todo, multitone (maybe p should be a table)
local ps = lpegmatch(p_split_comma,p)
local ds = lpegmatch(p_split_comma,d)
local c, m, y, k = 0, 0, 0, 0
local done = false
for i=1,#ps do
local p = tonumber(ps[i])
local d = ds[i]
if p and d then
local n = list[numbers.color][d] -- hard coded ref to color number
if n then
local v = values[n]
if v then
c = c + p*v[6]
m = m + p*v[7]
y = y + p*v[8]
k = k + p*v[9]
done = true
end
end
end
end
if done then
local r, g, b = cmyktorgb(c,m,y,k)
local s = cmyktogray(c,m,y,k)
local f = tonumber(f)
return { 5, s, r, g, b, c, m, y, k, parent, f, d, p }
end
end
return { 5, .5, .5, .5, .5, 0, 0, 0, .5, parent, f, d, p }
end
local graycolor = nodeinjections.graycolor
local rgbcolor = nodeinjections.rgbcolor
local cmykcolor = nodeinjections.cmykcolor
local spotcolor = nodeinjections.spotcolor
updaters.register("backends.injections.latebindings",function()
local nodeinjections = backends.nodeinjections
graycolor = nodeinjections.graycolor
rgbcolor = nodeinjections.rgbcolor
cmykcolor = nodeinjections.cmykcolor
spotcolor = nodeinjections.spotcolor
end)
local function extender(colors,key)
if colors.supported and key == "none" then
local d = graycolor(0)
colors.none = d
return d
end
end
local function reviver(data,n)
if colors.supported then
local v = values[n]
local d
if not v then
local gray = graycolor(0)
d = { gray, gray, gray, gray }
report_attributes("unable to revive color %a",n)
else
local model = colors.forcedmodel(v[1])
if model == 2 then
local gray = graycolor(v[2])
d = { gray, gray, gray, gray }
elseif model == 3 then
local gray = graycolor(v[2])
local rgb = rgbcolor(v[3],v[4],v[5])
local cmyk = cmykcolor(v[6],v[7],v[8],v[9])
d = { rgb, gray, rgb, cmyk }
elseif model == 4 then
local gray = graycolor(v[2])
local rgb = rgbcolor(v[3],v[4],v[5])
local cmyk = cmykcolor(v[6],v[7],v[8],v[9])
d = { cmyk, gray, rgb, cmyk }
elseif model == 5 then
local spot = spotcolor(v[10],v[11],v[12],v[13])
-- d = { spot, gray, rgb, cmyk }
d = { spot, spot, spot, spot }
end
end
data[n] = d
return d
end
end
setmetatableindex(colors, extender)
setmetatableindex(colors.data, reviver)
function colors.filter(n)
return concat(data[n],":",5)
end
-- unweighted (flat) gray could be another model but a bit work as we need to check:
--
-- attr-col colo-ini colo-run
-- grph-inc grph-wnd
-- lpdf-col lpdf-fmt lpdf-fld lpdf-grp
-- meta-pdf meta-pdh mlib-pps
--
-- but as we never needed it we happily delay that.
function colors.setmodel(name,weightgray)
if weightgray == true or weightgray == v_yes then
weightgray = true
elseif weightgray == false or weightgray == v_no then
weightgray = false
else
local r, g, b = lpegmatch(p_split_colon,weightgray)
if r and g and b then
weightgray = { r, g, b }
else
weightgray = true
end
end
local default = models[name] or 1
colors.model = name -- global, not useful that way
colors.default = default -- global
colors.weightgray = weightgray -- global
-- avoid selective checking is no need for it
local forced = colors.forced
if forced == nil then
-- unset
colors.forced = default
elseif forced == false then
-- assumed mixed
elseif forced ~= default then
-- probably mixed
colors.forced = false
else
-- stil the same
end
return default
end
function colors.register(name, colorspace, ...) -- passing 9 vars is faster (but not called that often)
local stamp = f_colors[colorspace](...)
local color = registered[stamp]
if not color then
color = #values + 1
values[color] = colors[colorspace](...)
registered[stamp] = color
-- colors.reviver(color)
end
if name then
list[a_color][name] = color -- not grouped, so only global colors
end
return registered[stamp]
end
function colors.value(id)
return values[id]
end
attributes.colors.handler = nodes.installattributehandler {
name = "color",
namespace = colors,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.selective,
resolver = function() return colors.main end,
}
function colors.enable(value)
setaction("shipouts","attributes.colors.handler",not (value == false or not colors.supported))
end
function colors.forcesupport(value) -- can move to attr-div
colors.supported = value
report_colors("color is %ssupported",value and "" or "not ")
colors.enable(value)
end
function colors.toattributes(name)
local mc = list[a_color][name]
local mm = texgetattribute(a_selector)
return (mm == unsetvalue and 1) or mm or 1, mc or list[a_color][1] or unsetvalue
end
-- transparencies
local a_transparency = attributes.private('transparency')
attributes.transparencies = attributes.transparencies or { }
local transparencies = attributes.transparencies
transparencies.registered = transparencies.registered or { }
transparencies.data = allocate()
transparencies.values = transparencies.values or { }
transparencies.triggering = true
transparencies.attribute = a_transparency
transparencies.supported = true
local registered = transparencies.registered -- we could use a 2 dimensional table instead
local data = transparencies.data
local values = transparencies.values
local f_transparency = formatters["%s:%s"]
registerstorage("attributes/transparencies/registered", registered, "attributes.transparencies.registered")
registerstorage("attributes/transparencies/values", values, "attributes.transparencies.values")
local register_transparency = registrations.transparency
local inject_transparency = nodeinjections.transparency
updaters.register("backends.injections.latebindings",function()
register_transparency = backends.registrations.transparency
inject_transparency = backends.nodeinjections.transparency
end)
function transparencies.register(name,a,t,force) -- name is irrelevant here (can even be nil)
-- Force needed here for metapost converter. We could always force
-- but then we'd end up with transparencies resources even if we
-- would not use transparencies (but define them only). This is
-- somewhat messy.
local stamp = f_transparency(a,t)
local n = registered[stamp]
if not n then
n = #values + 1
values[n] = { a, t }
registered[stamp] = n
if force then
register_transparency(n,a,t)
end
elseif force and not data[n] then
register_transparency(n,a,t)
end
if name then
list[a_transparency][name] = n -- not grouped, so only global transparencies
end
return registered[stamp]
end
local function extender(transparencies,key)
if colors.supported and key == "none" then
local d = inject_transparency(0)
transparencies.none = d
return d
end
end
local function reviver(data,n)
if n and transparencies.supported then
local v = values[n]
local d
if not v then
d = inject_transparency(0)
else
d = inject_transparency(n)
register_transparency(n,v[1],v[2])
end
data[n] = d
return d
else
return ""
end
end
setmetatableindex(transparencies,extender)
setmetatableindex(transparencies.data,reviver) -- register if used
-- check if there is an identity
function transparencies.value(id)
return values[id]
end
attributes.transparencies.handler = nodes.installattributehandler {
name = "transparency",
namespace = transparencies,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.process,
}
function transparencies.enable(value) -- nil is enable
setaction("shipouts","attributes.transparencies.handler",not (value == false or not transparencies.supported))
end
function transparencies.forcesupport(value) -- can move to attr-div
transparencies.supported = value
report_transparencies("transparency is %ssupported",value and "" or "not ")
transparencies.enable(value)
end
function transparencies.toattribute(name)
return list[a_transparency][name] or unsetvalue
end
--- colorintents: overprint / knockout
attributes.colorintents = attributes.colorintents or { }
local colorintents = attributes.colorintents
colorintents.data = allocate() -- colorintents.data or { }
colorintents.attribute = attributes.private('colorintent')
colorintents.registered = allocate {
overprint = 1,
knockout = 2,
}
local inject_overprint = nodeinjections.injectoverprint
local inject_knockout = nodeinjections.injectknockout
updaters.register("backends.injections.latebindings",function()
local nodeinjections = backends.nodeinjections
inject_overprint = nodeinjections.injectoverprint
inject_knockout = nodeinjections.injectknockout
end)
local data = colorintents.data
local registered = colorintents.registered
local function extender(colorintents,key)
if key == "none" then
local d = data[2]
colorintents.none = d
return d
end
end
local function reviver(data,n)
if n == 1 then
local d = inject_overprint() -- called once
data[1] = d
return d
elseif n == 2 then
local d = inject_knockout() -- called once
data[2] = d
return d
end
end
setmetatableindex(colorintents, extender)
setmetatableindex(colorintents.data, reviver)
function colorintents.register(stamp)
return registered[stamp] or registered.overprint
end
colorintents.handler = nodes.installattributehandler {
name = "colorintent",
namespace = colorintents,
initializer = states.initialize,
finalizer = states.finalize,
processor = states.process,
}
function colorintents.enable()
enableaction("shipouts","attributes.colorintents.handler")
end
-- interface
implement { name = "enablecolor", onlyonce = true, actions = colors.enable }
implement { name = "enabletransparency", onlyonce = true, actions = transparencies.enable }
implement { name = "enablecolorintents", onlyonce = true, actions = colorintents.enable }
--------- { name = "registercolor", actions = { colors .register, context }, arguments = "string" }
--------- { name = "registertransparency", actions = { transparencies.register, context }, arguments = "string" }
implement { name = "registercolorintent", actions = { colorintents .register, context }, arguments = "string" }
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