A color management and conversion library that focuses on maintaining correctness, flexibility and ease of use. It makes use of the type system to prevent mistakes, support a wide range of color spaces (including user defined variants) and offer different ways of integrating with other libraries.
The announcement post for 0.7.0.
#[no_std]
.serde
, rand
, and bytemuck
integration.This version of Palette has been automatically tested with Rust version 1.60.0
and the stable
, beta
, and nightly
channels. Future versions of the library may advance the minimum supported version to make use of new language features, but this will normally be considered a breaking change. Exceptions may be made for security patches and similar changes.
Add the following lines to your Cargo.toml
file:
toml
[dependencies]
palette = "0.7.1"
or these lines if you want to opt out of std
:
toml
[dependencies.palette]
version = "0.7.1"
default-features = false
features = ["libm"] # Uses libm instead of std for floating point math
These features are enabled by default:
"named"
- Enables color constants, located in the named
module."named_from_str"
- Enables named::from_str
, which maps name strings to colors."std"
- Enables use of the standard library."approx"
- Enables approximate comparison using [approx
].These features are disabled by default:
"serializing"
- Enables color serializing and deserializing using [serde
]."random"
- Enables generating random colors using [rand
]."libm"
- Uses the [libm
] floating point math library (for when the std
feature is disabled)."bytemuck"
- Enables casting between plain data types using [bytemuck
]."wide"
- Enables support for using SIMD types from [wide
]."find-crate"
- Enables derives to find the palette
crate when it's renamed in Cargo.toml
.Palette supports #![no_std]
environments by disabling the "std"
feature. It uses [libm
] to provide the floating-point operations that are typically in std
. However, serializing with serde
is not available without the standard library.
These are examples of some of the features listed in the feature summary.
It's possible to convert from one color space to another with the FromColor
and IntoColor
traits. They are similar to From
and Into
, but tailored for colors:
```rust use palette::{FromColor, Hsl, IntoColor, Lch, Srgb};
let my_rgb = Srgb::new(0.8, 0.3, 0.3);
let mut mylch = Lch::fromcolor(myrgb); mylch.hue += 180.0;
let mut myhsl: Hsl = mylch.intocolor(); myhsl.lightness *= 0.6;
let mynewrgb = Srgb::fromcolor(myhsl); ```
This image shows the starting color and the results of the two changes:
Most of the common color spaces are already implemented in Palette, but some situations may require something more customized. The conversion traits make it possible to integrate custom color types into the system. For example, this can be used for adding new color spaces or making a simpler user-facing API.
A longer and more advanced example that shows how to implement the conversion traits for a custom color type can be found further down.
When working with image or pixel buffers, or any color type that can be converted to a slice of components (ex. &[u8]
), the cast
module provides functions for turning them into slices of Palette colors without cloning the whole buffer:
```rust use palette::{cast, Srgb};
// The input to this function could be data from an image file or
// maybe a texture in a game.
fn swapredandblue(myrgbimage: &mut [u8]) {
// Convert my_rgb_image
into &mut [Srgb<u8>]
without copying.
let myrgbimage: &mut [Srgb
for color in my_rgb_image {
std::mem::swap(&mut color.red, &mut color.blue);
}
} ```
| Before | After |
|--------|-------|
| |
|
It's also possible to create a single color from a slice or array. Let's say we are using something that implements AsMut<[u8; 3]>
:
```rust use palette::Srgb;
fn swapredandblue(mut myrgb: impl AsMut<[u8; 3]>) {
let myrgb: &mut Srgb
std::mem::swap(&mut my_rgb.red, &mut my_rgb.blue);
} ```
This makes it possible to use Palette with any other crate that can convert their color types to slices and arrays, with minimal glue code and little to no overhead. It's also possible to go the opposite direction and convert Palette types to slices and arrays.
Palette comes with a number of color operations built in, such as saturate/desaturate, hue shift, etc., in the form of operator traits. That means it's possible to write generic functions that perform these operation on any color space that supports them. The output will vary depending on the color space's characteristics.
```rust use palette::{Hsl, Hsv, Lighten, Mix, ShiftHue};
fn transformcolor
// Interpolate between the old and new color.
color.mix(new_color, amount)
}
let newhsl = transformcolor(Hsl::newsrgb(0.00, 0.70, 0.20), 0.8); let newhsv = transformcolor(Hsv::newsrgb(0.00, 0.82, 0.34), 0.8); ```
This image shows the transition from the color to new_color
in HSL and HSV:
In addition to the operator traits, the SVG blend and composition functions have also been implemented.
```rust use palette::{blend::Compose, cast, Srgb, WithAlpha};
// The input to this function could be data from image files.
fn alphablendimages(image1: &mut [u8], image2: &[u8]) {
// Convert the images into &mut [Srgb<u8>]
and &[Srgb<u8>]
without copying.
let image1: &mut [Srgb
for (color1, color2) in image1.iter_mut().zip(image2) {
// Convert the colors to linear floating point format and give them transparency values.
let color1_alpha = color1.into_linear().opaque();
let color2_alpha = color2.into_linear().with_alpha(0.5);
// Alpha blend `color2_alpha` over `color1_alpha`.
let blended = color2_alpha.over(color1_alpha);
// Convert the color part back to `Srgb<u8>` and overwrite the value in image1.
*color1 = blended.color.into_encoding();
}
} ```
| Image 1 | Image 2 | Result |
|---------|---------|--------|
| |
|
There's also the option to explicitly convert to and from premultiplied alpha, to avoid converting back and forth more than necessary, using the PreAlpha
type.
Most color types are directly compatible with gradient and interpolation crates, such as [enterpolation
]:
```rust use enterpolation::{linear::ConstEquidistantLinear, Curve}; use palette::LinSrgb;
let gradient = ConstEquidistantLinear::
let taken_colors: Vec<_> = gradient.take(10).collect(); ```
Here's the gradient as both its continuous form and as the 10 colors from .take(10)
:
The built-in color spaces have been made customizable to account for as much variation as possible. The more common variants have been exposed as type aliases (like Srgb
, Srgba
and LinSrgb
from above), but it's entirely possible to make custom compositions, including with entirely new parameters. For example, making up your own RGB standard:
```rust use palette::{ encoding, whitepoint, rgb::Rgb, chromaticadaptation::AdaptFrom, Srgb };
// RgbStandard and RgbSpace are implemented for 2 and 3 element tuples,
// allowing mixing and matching of existing types. In this case we are
// combining sRGB primaries, the CIE equal energy white point and the
// sRGB transfer function (a.k.a. encoding or gamma).
type EqualEnergyStandard = (encoding::Srgb, white_point::E, encoding::Srgb);
type EqualEnergySrgb
let ee_rgb = EqualEnergySrgb::new(1.0, 0.5, 0.3);
// We need to use chromatic adaptation when going between white points. let srgb = Srgb::adaptfrom(eergb); ```
It's also possible to implement the traits for a custom type, for when the built-in options are not enough.
The following example shows how it's possible for Palette users to convert from and into a custom made Color
type. It's not exactly a one-liner, but it can still save a lot of repetitive manual work.
```rust use palette::{ convert::FromColorUnclamped, encoding, rgb::Rgb, IntoColor, WithAlpha, Clamp, Srgb, Lcha };
// This implements conversion to and from all Palette colors.
// We have to tell Palette that we will take care of converting to/from sRGB.
struct Color { r: f32, g: f32, b: f32, // Let Palette know this is our alpha channel. #[palette(alpha)] a: f32, }
// There's no blanket implementation for Self -> Self, unlike the From trait.
// This is to better allow cases like Self -> Self.
impl FromColorUnclamped
// Convert from any kind of f32 sRGB.
impl FromColorUnclamped) -> Color {
let srgb = Srgb::fromcolorunclamped(color);
Color { r: srgb.red, g: srgb.green, b: srgb.blue, a: 1.0 }
}
}
// Convert into any kind of f32 sRGB.
impl FromColorUnclamped
where
Rgb: FromColorUnclamped
// Add the required clamping. impl Clamp for Color { fn clamp(self) -> Self { Color { r: self.r.min(1.0).max(0.0), g: self.g.min(1.0).max(0.0), b: self.b.min(1.0).max(0.0), a: self.a.min(1.0).max(0.0), } } }
// This function uses only our Color
, but Palette users can convert to it.
fn do_something(color: Color) {
// ...
}
dosomething(Color { r: 1.0, g: 0.0, b: 1.0, a: 0.5 }); dosomething(Lcha::new(60.0, 116.0, 328.0, 0.5).into_color());
// This function has the conversion built in and takes any compatible
// color type as input.
fn genericdosomething(color: impl IntoColor
genericdosomething(Color { r: 1.0, g: 0.0, b: 1.0, a: 0.5 }); genericdosomething(Lcha::new(60.0, 116.0, 328.0, 0.5)); ```
Licensed under either of
at your option.