Files
effectcraft/crates/render/src/color.rs
T
Claude 8d32d67f0e Color: Project Settings ▸ Working Gamma 2.2 / 2.4 with no working space, as in After Effects (#495)
After Effects' `app.project.workingGamma` (2.2 or 2.4, ignored with a working space) sets
the curve an unmanaged project uses: at 2.2 the piecewise sRGB curve, at 2.4 a pure 2.4
power curve. EffectCraft always used sRGB, so linear EXRs (Interpret As Linear Light) from
a 2.4 project came out darker in the shadows (0.18 → 0.461 instead of 0.490).

- `ProjectSettings::working_gamma` (default 2.2, serde default for old projects).
- The colour pipe's unmanaged curve is the Working Gamma's (sRGB, or Rec. 709's pure 2.4
  curve): Interpret As Linear Light encodes untagged footage with it and Blend Colors Using
  1.0 Gamma linearizes with it; it is part of the pipe's cache key. The GPU path takes the
  same conversions.
- `file.projectSettings {workingGamma: 2.2|2.4}` (other values are refused, as in AE),
  `app.project.workingGamma` in scripts and a Working gamma choice in Project Settings.

Test: render test with linear 0.051 / 0.18 / 0.5 footage (0.290 / 0.490 / 0.749 at 2.4,
0.250 / 0.461 / 0.735 at 2.2, the values measured in AE), linear blending at 2.4, a working
space ignoring the setting, and the cache key.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
2026-10-10 19:54:17 +00:00

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//! Project colour settings in the compositor: bit depth, working space, linear blending.
//!
//! * **Bit depth.** Pixels are `f32` throughout, but 8 and 16 bpc projects behave like integer
//! pipelines: each layer's pixels are clamped to 0..1 and quantised to the depth after its
//! source and masks and after every effect, and the comp is clamped and quantised after every
//! layer is blended. Over-range values (Add/Screen of bright layers, Exposure…) therefore only
//! survive in 32 bpc. 16 bpc uses After Effects' 0..32768 range.
//! * **Working space** (colour management). Footage is converted from its colour profile (its
//! metadata, else sRGB) into the working space; the top-level comp output is converted from
//! the working space to the sRGB display. Without a working space nothing is converted.
//! * **Linearize Working Space**: the working space is linear light, so sources (footage and
//! the colours of solids, text and shapes, which are authored in the working space's encoding)
//! are linearised before masks and effects, and everything runs in linear.
//! * **Blend Colors Using 1.0 Gamma**: only blending is linear. Each layer's finished pixels
//! are linearised just before they are transformed and blended, the comp accumulates in linear
//! and is encoded back to the working space when the comp is done (so precomps hand encoded
//! pixels to their parent). Without a working space the Working Gamma's curve is used (sRGB
//! at 2.2, a pure 2.4 power curve at 2.4); so is it for Interpret As Linear Light footage.
use effectcraft_color::{ColorSpace, Conversion};
use effectcraft_project::{Footage, HdrMode, ProjectSettings};
use effectcraft_raster::Image;
use rayon::prelude::*;
/// The colour pipeline of a project (see the module docs).
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Pipe {
/// Quantisation levels (255, 32768) or `None` for 32 bpc float.
pub levels: Option<f32>,
/// Working space (`None` = unmanaged).
pub space: Option<ColorSpace>,
/// The working space is linear.
pub linear: bool,
/// Blend in linear light (and the working space is not already linear).
pub linear_blend: bool,
/// The top-level output's space (sRGB unless Project Settings choose another).
pub out: ColorSpace,
/// HDR handling for standard-dynamic-range output.
pub hdr: HdrMode,
/// Unmanaged with Working Gamma 2.4: the pure 2.4 power curve instead of sRGB's.
pub gamma24: bool,
}
impl Pipe {
pub fn of(s: &ProjectSettings) -> Pipe {
// ACES working spaces are linear light by definition.
let linear = s.working_space.is_some_and(|w| s.linearize || w.is_linear());
Pipe {
levels: s.bit_depth.levels(),
space: s.working_space,
linear,
linear_blend: s.blend_linear && !linear,
out: s.output_space.unwrap_or(ColorSpace::Srgb),
hdr: s.hdr,
gamma24: s.working_space.is_none() && s.working_gamma_24(),
}
}
/// The space whose curve encodes working-space pixels (unmanaged: the Working Gamma's, sRGB
/// at 2.2 and Rec. 709's pure 2.4 power curve at 2.4).
fn curve(&self) -> ColorSpace {
self.space.unwrap_or(if self.gamma24 { ColorSpace::Rec709 } else { ColorSpace::Srgb })
}
/// The space Interpret As Linear Light encodes footage `f` in: its colour profile, else sRGB
/// (managed; the working space converts from there) or the Working Gamma's curve (unmanaged).
pub fn linear_footage_space(&self, f: &Footage) -> ColorSpace {
f.color_profile.unwrap_or(if self.space.is_some() { ColorSpace::Srgb } else { self.curve() })
}
/// Footage `f` from its colour profile (`None` = sRGB) → working space; nothing for
/// Preserve RGB, whose values enter the working space as the file stores them.
pub fn media_in(&self, f: &Footage) -> Option<Conversion> {
let ws = self.space.filter(|_| !f.preserve_rgb)?;
Conversion::new(f.color_profile.unwrap_or(ColorSpace::Srgb), false, ws, self.linear)
}
/// Authored colours (solids, text, shapes) → working space: linearised in a linear working
/// space.
pub fn authored_in(&self) -> Option<Conversion> {
self.linear.then(|| Conversion::linearize(self.curve()))
}
/// Working space → blending space (linear when blending with 1.0 gamma).
pub fn to_blend(&self) -> Option<Conversion> {
self.linear_blend.then(|| Conversion::linearize(self.curve()))
}
/// Blending space → working space.
pub fn from_blend(&self) -> Option<Conversion> {
self.linear_blend.then(|| Conversion::delinearize(self.curve()))
}
/// Working space → the output space (top-level comp output; sRGB by default). `None` when
/// unmanaged or when [`Pipe::output_hdr`] applies.
pub fn output(&self) -> Option<Conversion> {
let ws = self.space?;
if self.output_hdr().is_some() {
return None;
}
Conversion::new(ws, self.linear, self.out, false)
}
/// Output with HDR compand / tone mapping (standard-dynamic-range outputs only): working
/// space → linear output primaries, the HDR curve, then the output's encoding.
pub fn output_hdr(&self) -> Option<(Option<Conversion>, HdrMode, Conversion)> {
let ws = self.space?;
(self.hdr != HdrMode::Clip && !self.out.is_hdr())
.then(|| (Conversion::new(ws, self.linear, self.out, true), self.hdr, Conversion::delinearize(self.out)))
}
/// One pixel clamped and quantised to the bit depth.
pub fn quantize_px(&self, mut p: [f32; 4]) -> [f32; 4] {
if let Some(l) = self.levels {
quantize_px(&mut p, l, 1.0 / l);
}
p
}
/// Clamp and quantise to the bit depth (no-op in 32 bpc).
pub fn quantize(&self, img: &mut Image) {
self.quantize_region(img, Region::Full);
}
/// Clamp and quantise the pixels of `region` (no-op in 32 bpc). Pixels outside it must
/// already be quantised (checked in debug builds).
pub fn quantize_region(&self, img: &mut Image, region: Region) {
let Some(l) = self.levels else { return };
let r = match region {
Region::Empty => None,
Region::Full => Some(PxRect { x0: 0, y0: 0, x1: img.width, y1: img.height }),
Region::Rect(r) => Some(r.clamp_to(img.width, img.height)),
};
if let Some(r) = r {
quantize_rect(img, r, l);
}
#[cfg(debug_assertions)]
if img.data.len() <= 1 << 20 {
let inv = 1.0 / l;
let bad = img.data.iter().position(|p| {
let q = |v: f32, hi: f32| (v.clamp(0.0, hi) * l).round() * inv;
let a = q(p[3], 1.0);
(p[3] - a).abs() > 1e-5 || (0..3).any(|c| (p[c] - q(p[c], a)).abs() > 1e-5)
});
if let Some(i) = bad {
debug_assert!(
false,
"pixel ({}, {}) outside the quantised region {region:?} is not quantised: {:?}",
i as u32 % img.width,
i as u32 / img.width,
img.data[i]
);
}
}
}
/// Hash of everything that changes pixels (for cache keys).
pub fn key(&self) -> u64 {
let mut k = self.levels.map_or(0, |l| l as u64);
k = k.wrapping_mul(31).wrapping_add(self.space.map_or(7, |s| s as u64 + 11));
k = k.wrapping_mul(31).wrapping_add(self.linear as u64 * 2 + self.linear_blend as u64);
k = k.wrapping_mul(31).wrapping_add(self.out as u64 * 4 + self.hdr as u64);
k = k.wrapping_mul(31).wrapping_add(self.gamma24 as u64);
k
}
}
/// A pixel rectangle `[x0, x1) × [y0, y1)`.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct PxRect {
pub x0: u32,
pub y0: u32,
pub x1: u32,
pub y1: u32,
}
impl PxRect {
/// The pixels covering the real-valued box `[x0, x1] × [y0, y1]` grown by `margin`.
pub fn covering(x0: f64, y0: f64, x1: f64, y1: f64, margin: f64) -> Option<PxRect> {
if !(x0.is_finite() && y0.is_finite() && x1.is_finite() && y1.is_finite()) {
return None;
}
let c = |v: f64| v.clamp(0.0, u32::MAX as f64) as u32;
Some(PxRect { x0: c((x0 - margin).floor()), y0: c((y0 - margin).floor()), x1: c((x1 + margin).ceil()), y1: c((y1 + margin).ceil()) })
}
fn clamp_to(self, w: u32, h: u32) -> PxRect {
let (x1, y1) = (self.x1.min(w), self.y1.min(h));
PxRect { x0: self.x0.min(x1), y0: self.y0.min(y1), x1, y1 }
}
}
/// The part of a canvas that a drawing step may have changed.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Region {
Empty,
Rect(PxRect),
Full,
}
/// Clamp premultiplied pixels to 0..1 (colour ≤ alpha) and round to `levels` steps.
pub fn quantize(img: &mut Image, levels: f32) {
quantize_rect(img, PxRect { x0: 0, y0: 0, x1: img.width, y1: img.height }, levels);
}
/// Clamp (colour ≤ alpha ≤ 1, NaN → 0) and round half up; values are non-negative after the
/// clamp, so the integer conversion rounds like `round()` and vectorises.
#[allow(clippy::manual_clamp)] // max/min map NaN to 0; clamp would keep NaN
#[inline(always)]
fn quantize_px(p: &mut [f32; 4], levels: f32, inv: f32) {
let a = round_half_up(p[3].max(0.0).min(1.0) * levels) * inv;
let hi = [a, a, a, a];
for c in 0..3 {
p[c] = round_half_up(p[c].max(0.0).min(hi[c]) * levels) * inv;
}
p[3] = a;
}
/// `v` (0..=65 535) rounded half up. The same either way; the fastest on each target: x86-64's
/// baseline converts to integers in one instruction but has no `floor` (SSE4.1), while in wasm
/// `floor` is one instruction and converting back from `u32` several (about 1.5× faster there).
#[inline(always)]
fn round_half_up(v: f32) -> f32 {
if cfg!(target_arch = "wasm32") { (v + 0.5).floor() } else { (v + 0.5) as u32 as f32 }
}
/// [`quantize`] restricted to a rectangle (already clamped to the image), row-parallel.
fn quantize_rect(img: &mut Image, r: PxRect, levels: f32) {
if r.x0 >= r.x1 || r.y0 >= r.y1 {
return;
}
let inv = 1.0 / levels;
let w = img.width as usize;
let (x0, x1) = (r.x0 as usize, r.x1 as usize);
img.data[r.y0 as usize * w..r.y1 as usize * w].par_chunks_mut(w).for_each(|row| {
for p in &mut row[x0..x1] {
quantize_px(p, levels, inv);
}
});
}
/// Convert premultiplied pixels (on straight colour).
pub fn convert(img: &mut Image, c: &Conversion) {
img.data.par_iter_mut().for_each(|p| {
let a = p[3];
if a <= 0.0 {
return;
}
let o = c.apply([p[0] / a, p[1] / a, p[2] / a]);
*p = [o[0] * a, o[1] * a, o[2] * a, a];
});
}
/// Compand: an exponential knee from 80%, approaching 1.0 (linear light, per channel).
pub fn compand(v: f32) -> f32 {
const K: f32 = 0.8;
if v <= K { v } else { K + (1.0 - K) * (1.0 - (-(v - K) / (1.0 - K)).exp()) }
}
/// Extended Reinhard tone mapping of luminance with white at `W` (linear light).
pub fn tone_map(c: [f32; 3]) -> [f32; 3] {
const W: f32 = 4.0;
let l = effectcraft_color::luminance(c[0], c[1], c[2]);
if l <= 0.0 {
return c;
}
let lm = l * (1.0 + l / (W * W)) / (1.0 + l);
let k = lm / l;
c.map(|v| v * k)
}
/// The HDR step of [`Pipe::output_hdr`] on premultiplied pixels.
pub fn output_hdr(img: &mut Image, to_linear: Option<Conversion>, mode: HdrMode, encode: Conversion) {
img.data.par_iter_mut().for_each(|p| {
let a = p[3];
if a <= 0.0 {
return;
}
let mut c = [p[0] / a, p[1] / a, p[2] / a];
if let Some(t) = &to_linear {
c = t.apply(c);
}
c = match mode {
HdrMode::Clip => c,
HdrMode::Compand => c.map(compand),
HdrMode::ToneMap => tone_map(c),
};
let o = encode.apply(c);
*p = [o[0] * a, o[1] * a, o[2] * a, a];
});
}
#[cfg(test)]
mod tests {
/// Both forms `round_half_up` picks between agree on everything quantising feeds it:
/// 0..=levels, exact halves included.
#[test]
fn rounding_forms_agree() {
for levels in [255.0f32, 32_768.0] {
for i in 0..=(levels as u32 * 16) {
let v = i as f32 / 16.0;
assert_eq!((v + 0.5).floor(), (v + 0.5) as u32 as f32, "{v}");
}
for i in 0..=100_000 {
let v = (i as f32 / 100_000.0) * levels;
assert_eq!((v + 0.5).floor(), (v + 0.5) as u32 as f32, "{v}");
}
}
}
}