// Package pixel contains pixel format definitions used in various displays and // fast operations on them. // // This package is just a base for pixel operations, it is _not_ a graphics // library. It doesn't define circles, lines, etc - just the bare minimum // graphics operations needed plus the ones that need to be specialized per // pixel format. package pixel import ( "image/color" "math/bits" ) // Pixel with a particular color, matching the underlying hardware of a // particular display. Each pixel is at least 1 byte in size. // The color format is sRGB (or close to it) in all cases except for 1-bit. type Color interface { RGB888 | RGB565BE | RGB555 | RGB444BE | Grayscale2bit | Monochrome BaseColor } // BaseColor contains all the methods needed in a color format. This can be used // in display drivers that want to define their own Color type with just the // pixel formats the display supports. type BaseColor interface { // The number of bits when stored. // This means for example that RGB555 (which is still stored as a 16-bit // integer) returns 16, while RGB444 returns 12. BitsPerPixel() int // Return the given color in color.RGBA format, which is always sRGB. The // alpha channel is always 255. RGBA() color.RGBA } // NewColor returns the given color based on the RGB values passed in the // parameters. The input value is assumed to be in sRGB color space. func NewColor[T Color](r, g, b uint8) T { // Ugly cast from color.RGBA to T. The type switch and interface casts are // trivially optimized away after instantiation. var value T switch any(value).(type) { case RGB888: return any(NewRGB888(r, g, b)).(T) case RGB565BE: return any(NewRGB565BE(r, g, b)).(T) case RGB555: return any(NewRGB555(r, g, b)).(T) case RGB444BE: return any(NewRGB444BE(r, g, b)).(T) case Grayscale2bit: return any(NewGrayscale2bit(r, g, b)).(T) case Monochrome: return any(NewMonochrome(r, g, b)).(T) default: panic("unknown color format") } } // NewLinearColor returns the given color based on the linear RGB values passed // in the parameters. Use this if the RGB values are actually linear colors // (like those that are used in most RGB LEDs) and not when it is in the usual // sRGB color space (which is not linear). // // The input is assumed to be in the linear sRGB color space. func NewLinearColor[T Color](r, g, b uint8) T { r = gammaEncodeTable[r] g = gammaEncodeTable[g] b = gammaEncodeTable[b] return NewColor[T](r, g, b) } // RGB888 format, more commonly used in other places (desktop PC displays, CSS, // etc). Less commonly used on embedded displays due to the higher memory usage. type RGB888 struct { R, G, B uint8 } func NewRGB888(r, g, b uint8) RGB888 { return RGB888{r, g, b} } func (c RGB888) BitsPerPixel() int { return 24 } func (c RGB888) RGBA() color.RGBA { return color.RGBA{ R: c.R, G: c.G, B: c.B, A: 255, } } // RGB565 as used in many SPI displays. Stored as a big endian value. // // The color format in integer form is gggbbbbb_rrrrrggg on little endian // systems, which is the standard RGB565 format but with the top and bottom // bytes swapped. // // There are a few alternatives to this weird big-endian format, but they're not // great: // - Storing the value in two 8-bit stores (to make the code endian-agnostic) // incurs too much of a performance penalty. // - Swapping the upper and lower bits just before storing. This is still less // efficient than it could be, since colors are usually constructed once and // then reused in many store operations. Doing the swap once instead of many // times for each store is a performance win. type RGB565BE uint16 func NewRGB565BE(r, g, b uint8) RGB565BE { val := uint16(r&0xF8)<<8 + uint16(g&0xFC)<<3 + uint16(b&0xF8)>>3 // Swap endianness (make big endian). // This is done using a single instruction on ARM (rev16). // TODO: this should only be done on little endian systems, but TinyGo // doesn't currently (2023) support big endian systems so it's difficult to // test. Also, big endian systems don't seem fasionable these days. val = bits.ReverseBytes16(val) return RGB565BE(val) } func (c RGB565BE) BitsPerPixel() int { return 16 } func (c RGB565BE) RGBA() color.RGBA { // Note: on ARM, the compiler uses a rev instruction instead of a rev16 // instruction. I wonder whether this can be optimized further to use rev16 // instead? c = c<<8 | c>>8 color := color.RGBA{ R: uint8(c>>11) << 3, G: uint8(c>>5) << 2, B: uint8(c) << 3, A: 255, } // Correct color rounding, so that 0xff roundtrips back to 0xff. color.R |= color.R >> 5 color.G |= color.G >> 6 color.B |= color.B >> 5 return color } // Color format used on the GameBoy Advance among others. // // Colors are stored as native endian values, with bits 0bbbbbgg_gggrrrrr (red // is least significant, blue is most significant). type RGB555 uint16 func NewRGB555(r, g, b uint8) RGB555 { return RGB555(r)>>3 | (RGB555(g)>>3)<<5 | (RGB555(b)>>3)<<10 } func (c RGB555) BitsPerPixel() int { // 15 bits per pixel, but there are 16 bits when stored return 16 } func (c RGB555) RGBA() color.RGBA { color := color.RGBA{ R: (uint8(c) & 0x1F) << 3, G: (uint8(c>>5) & 0x1F) << 3, B: (uint8(c>>10) & 0x1F) << 3, A: 255, } // Correct color rounding, so that 0xff roundtrips back to 0xff. color.R |= color.R >> 5 color.G |= color.G >> 5 color.B |= color.B >> 5 return color } // Color format that is supported by the ST7789 for example. // It may be a bit faster to use than RGB565BE on very slow SPI buses. // // The color format is native endian as a uint16 (0000rrrr_ggggbbbb), not big // endian which you might expect. I tried swapping the bytes, but it didn't have // much of a performance impact and made the code harder to read. It is stored // as a 12-bit big endian value in Image[RGB444BE] though. type RGB444BE uint16 func NewRGB444BE(r, g, b uint8) RGB444BE { return RGB444BE(r>>4)<<8 | RGB444BE(g>>4)<<4 | RGB444BE(b>>4) } func (c RGB444BE) BitsPerPixel() int { return 12 } func (c RGB444BE) RGBA() color.RGBA { color := color.RGBA{ R: uint8(c>>8) << 4, G: uint8(c>>4) << 4, B: uint8(c>>0) << 4, A: 255, } // Correct color rounding, so that 0xff roundtrips back to 0xff. color.R |= color.R >> 4 color.G |= color.G >> 4 color.B |= color.B >> 4 return color } // Grayscale2bit represents a 2-bit Grayscale value (4 levels: black, dark gray, light gray, white). type Grayscale2bit uint8 func NewGrayscale2bit(r, g, b uint8) Grayscale2bit { // Convert RGB to luminance using standard weights (approximation of human perception) // Use shift-based operations to reduce processing time. // luminance := (299*uint32(r) + 587*uint32(g) + 114*uint32(b)) / 1000 luminance := (77*uint32(r) + 150*uint32(g) + 29*uint32(b)) >> 8 // Map to 2-bit value: 0–63 => 0, 64–127 => 1, 128–191 => 2, 192–255 => 3 return Grayscale2bit((luminance >> 6) & 0b11) } func (c Grayscale2bit) BitsPerPixel() int { return 2 } func (c Grayscale2bit) RGBA() color.RGBA { // Expand 2-bit Grayscale back to 8-bit (0–255) using multiplication // 0 → 0x00, 1 → 0x55, 2 → 0xAA, 3 → 0xFF (i.e., multiply by 85) gray := uint8(c&0b11) * 85 return color.RGBA{ R: gray, G: gray, B: gray, A: 255, } } type Monochrome bool func NewMonochrome(r, g, b uint8) Monochrome { // Very simple black/white split. // This isn't very accurate (especially for sRGB colors) but is close enough. if int(r)+int(g)+int(b) > 128*3 { // light, convert to white return Monochrome(true) } // dark, convert to black return Monochrome(false) } func (c Monochrome) BitsPerPixel() int { return 1 } func (c Monochrome) RGBA() color.RGBA { value := uint8(0) if c { value = 255 } return color.RGBA{ R: value, G: value, B: value, A: 255, } } // Gamma brightness lookup table: // https://victornpb.github.io/gamma-table-generator // gamma = 0.45 steps = 256 range = 0-255 var gammaEncodeTable = [256]uint8{ 0, 21, 28, 34, 39, 43, 46, 50, 53, 56, 59, 61, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 85, 87, 89, 90, 92, 93, 95, 96, 98, 99, 101, 102, 103, 105, 106, 107, 109, 110, 111, 112, 114, 115, 116, 117, 118, 119, 120, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 144, 145, 146, 147, 148, 149, 150, 151, 151, 152, 153, 154, 155, 156, 156, 157, 158, 159, 160, 160, 161, 162, 163, 164, 164, 165, 166, 167, 167, 168, 169, 170, 170, 171, 172, 173, 173, 174, 175, 175, 176, 177, 178, 178, 179, 180, 180, 181, 182, 182, 183, 184, 184, 185, 186, 186, 187, 188, 188, 189, 190, 190, 191, 192, 192, 193, 194, 194, 195, 195, 196, 197, 197, 198, 199, 199, 200, 200, 201, 202, 202, 203, 203, 204, 205, 205, 206, 206, 207, 207, 208, 209, 209, 210, 210, 211, 212, 212, 213, 213, 214, 214, 215, 215, 216, 217, 217, 218, 218, 219, 219, 220, 220, 221, 221, 222, 223, 223, 224, 224, 225, 225, 226, 226, 227, 227, 228, 228, 229, 229, 230, 230, 231, 231, 232, 232, 233, 233, 234, 234, 235, 235, 236, 236, 237, 237, 238, 238, 239, 239, 240, 240, 241, 241, 242, 242, 243, 243, 244, 244, 245, 245, 246, 246, 247, 247, 248, 248, 249, 249, 249, 250, 250, 251, 251, 252, 252, 253, 253, 254, 254, 255, 255, }