////////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2004, Industrial Light & Magic, a division of Lucasfilm // Entertainment Company Ltd. Portions contributed and copyright held by // others as indicated. All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // // * Redistributions of source code must retain the above // copyright notice, this list of conditions and the following // disclaimer. // // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following // disclaimer in the documentation and/or other materials provided with // the distribution. // // * Neither the name of Industrial Light & Magic nor the names of // any other contributors to this software may be used to endorse or // promote products derived from this software without specific prior // written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS // IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF // LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // ////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Conversion between RGBA and YCA data. // //----------------------------------------------------------------------------- #include #include #include using namespace Imath; using namespace std; namespace Imf { namespace RgbaYca { V3f computeYw (const Chromaticities &cr) { M44f m = RGBtoXYZ (cr, 1); return V3f (m[0][1], m[1][1], m[2][1]) / (m[0][1] + m[1][1] + m[2][1]); } void RGBAtoYCA (const V3f &yw, int n, bool aIsValid, const Rgba rgbaIn[/*n*/], Rgba ycaOut[/*n*/]) { for (int i = 0; i < n; ++i) { Rgba in = rgbaIn[i]; Rgba &out = ycaOut[i]; // // Conversion to YCA and subsequent chroma subsampling // work only if R, G and B are finite and non-negative. // if (!in.r.isFinite() || in.r < 0) in.r = 0; if (!in.g.isFinite() || in.g < 0) in.g = 0; if (!in.b.isFinite() || in.b < 0) in.b = 0; if (in.r == in.g && in.g == in.b) { // // Special case -- R, G and B are equal. To avoid rounding // errors, we explicitly set the output luminance channel // to G, and the chroma channels to 0. // // The special cases here and in YCAtoRGBA() ensure that // converting black-and white images from RGBA to YCA and // back is lossless. // out.r = 0; out.g = in.g; out.b = 0; } else { out.g = in.r * yw.x + in.g * yw.y + in.b * yw.z; float Y = out.g; if (abs (in.r - Y) < HALF_MAX * Y) out.r = (in.r - Y) / Y; else out.r = 0; if (abs (in.b - Y) < HALF_MAX * Y) out.b = (in.b - Y) / Y; else out.b = 0; } if (aIsValid) out.a = in.a; else out.a = 1; } } void decimateChromaHoriz (int n, const Rgba ycaIn[/*n+N-1*/], Rgba ycaOut[/*n*/]) { #ifdef DEBUG assert (ycaIn != ycaOut); #endif int begin = N2; int end = begin + n; for (int i = begin, j = 0; i < end; ++i, ++j) { if ((j & 1) == 0) { ycaOut[j].r = ycaIn[i - 13].r * 0.001064f + ycaIn[i - 11].r * -0.003771f + ycaIn[i - 9].r * 0.009801f + ycaIn[i - 7].r * -0.021586f + ycaIn[i - 5].r * 0.043978f + ycaIn[i - 3].r * -0.093067f + ycaIn[i - 1].r * 0.313659f + ycaIn[i ].r * 0.499846f + ycaIn[i + 1].r * 0.313659f + ycaIn[i + 3].r * -0.093067f + ycaIn[i + 5].r * 0.043978f + ycaIn[i + 7].r * -0.021586f + ycaIn[i + 9].r * 0.009801f + ycaIn[i + 11].r * -0.003771f + ycaIn[i + 13].r * 0.001064f; ycaOut[j].b = ycaIn[i - 13].b * 0.001064f + ycaIn[i - 11].b * -0.003771f + ycaIn[i - 9].b * 0.009801f + ycaIn[i - 7].b * -0.021586f + ycaIn[i - 5].b * 0.043978f + ycaIn[i - 3].b * -0.093067f + ycaIn[i - 1].b * 0.313659f + ycaIn[i ].b * 0.499846f + ycaIn[i + 1].b * 0.313659f + ycaIn[i + 3].b * -0.093067f + ycaIn[i + 5].b * 0.043978f + ycaIn[i + 7].b * -0.021586f + ycaIn[i + 9].b * 0.009801f + ycaIn[i + 11].b * -0.003771f + ycaIn[i + 13].b * 0.001064f; } ycaOut[j].g = ycaIn[i].g; ycaOut[j].a = ycaIn[i].a; } } void decimateChromaVert (int n, const Rgba * const ycaIn[N], Rgba ycaOut[/*n*/]) { for (int i = 0; i < n; ++i) { if ((i & 1) == 0) { ycaOut[i].r = ycaIn[ 0][i].r * 0.001064f + ycaIn[ 2][i].r * -0.003771f + ycaIn[ 4][i].r * 0.009801f + ycaIn[ 6][i].r * -0.021586f + ycaIn[ 8][i].r * 0.043978f + ycaIn[10][i].r * -0.093067f + ycaIn[12][i].r * 0.313659f + ycaIn[13][i].r * 0.499846f + ycaIn[14][i].r * 0.313659f + ycaIn[16][i].r * -0.093067f + ycaIn[18][i].r * 0.043978f + ycaIn[20][i].r * -0.021586f + ycaIn[22][i].r * 0.009801f + ycaIn[24][i].r * -0.003771f + ycaIn[26][i].r * 0.001064f; ycaOut[i].b = ycaIn[ 0][i].b * 0.001064f + ycaIn[ 2][i].b * -0.003771f + ycaIn[ 4][i].b * 0.009801f + ycaIn[ 6][i].b * -0.021586f + ycaIn[ 8][i].b * 0.043978f + ycaIn[10][i].b * -0.093067f + ycaIn[12][i].b * 0.313659f + ycaIn[13][i].b * 0.499846f + ycaIn[14][i].b * 0.313659f + ycaIn[16][i].b * -0.093067f + ycaIn[18][i].b * 0.043978f + ycaIn[20][i].b * -0.021586f + ycaIn[22][i].b * 0.009801f + ycaIn[24][i].b * -0.003771f + ycaIn[26][i].b * 0.001064f; } ycaOut[i].g = ycaIn[13][i].g; ycaOut[i].a = ycaIn[13][i].a; } } void roundYCA (int n, unsigned int roundY, unsigned int roundC, const Rgba ycaIn[/*n*/], Rgba ycaOut[/*n*/]) { for (int i = 0; i < n; ++i) { ycaOut[i].g = ycaIn[i].g.round (roundY); ycaOut[i].a = ycaIn[i].a; if ((i & 1) == 0) { ycaOut[i].r = ycaIn[i].r.round (roundC); ycaOut[i].b = ycaIn[i].b.round (roundC); } } } void reconstructChromaHoriz (int n, const Rgba ycaIn[/*n+N-1*/], Rgba ycaOut[/*n*/]) { #ifdef DEBUG assert (ycaIn != ycaOut); #endif int begin = N2; int end = begin + n; for (int i = begin, j = 0; i < end; ++i, ++j) { if (j & 1) { ycaOut[j].r = ycaIn[i - 13].r * 0.002128f + ycaIn[i - 11].r * -0.007540f + ycaIn[i - 9].r * 0.019597f + ycaIn[i - 7].r * -0.043159f + ycaIn[i - 5].r * 0.087929f + ycaIn[i - 3].r * -0.186077f + ycaIn[i - 1].r * 0.627123f + ycaIn[i + 1].r * 0.627123f + ycaIn[i + 3].r * -0.186077f + ycaIn[i + 5].r * 0.087929f + ycaIn[i + 7].r * -0.043159f + ycaIn[i + 9].r * 0.019597f + ycaIn[i + 11].r * -0.007540f + ycaIn[i + 13].r * 0.002128f; ycaOut[j].b = ycaIn[i - 13].b * 0.002128f + ycaIn[i - 11].b * -0.007540f + ycaIn[i - 9].b * 0.019597f + ycaIn[i - 7].b * -0.043159f + ycaIn[i - 5].b * 0.087929f + ycaIn[i - 3].b * -0.186077f + ycaIn[i - 1].b * 0.627123f + ycaIn[i + 1].b * 0.627123f + ycaIn[i + 3].b * -0.186077f + ycaIn[i + 5].b * 0.087929f + ycaIn[i + 7].b * -0.043159f + ycaIn[i + 9].b * 0.019597f + ycaIn[i + 11].b * -0.007540f + ycaIn[i + 13].b * 0.002128f; } else { ycaOut[j].r = ycaIn[i].r; ycaOut[j].b = ycaIn[i].b; } ycaOut[j].g = ycaIn[i].g; ycaOut[j].a = ycaIn[i].a; } } void reconstructChromaVert (int n, const Rgba * const ycaIn[N], Rgba ycaOut[/*n*/]) { for (int i = 0; i < n; ++i) { ycaOut[i].r = ycaIn[ 0][i].r * 0.002128f + ycaIn[ 2][i].r * -0.007540f + ycaIn[ 4][i].r * 0.019597f + ycaIn[ 6][i].r * -0.043159f + ycaIn[ 8][i].r * 0.087929f + ycaIn[10][i].r * -0.186077f + ycaIn[12][i].r * 0.627123f + ycaIn[14][i].r * 0.627123f + ycaIn[16][i].r * -0.186077f + ycaIn[18][i].r * 0.087929f + ycaIn[20][i].r * -0.043159f + ycaIn[22][i].r * 0.019597f + ycaIn[24][i].r * -0.007540f + ycaIn[26][i].r * 0.002128f; ycaOut[i].b = ycaIn[ 0][i].b * 0.002128f + ycaIn[ 2][i].b * -0.007540f + ycaIn[ 4][i].b * 0.019597f + ycaIn[ 6][i].b * -0.043159f + ycaIn[ 8][i].b * 0.087929f + ycaIn[10][i].b * -0.186077f + ycaIn[12][i].b * 0.627123f + ycaIn[14][i].b * 0.627123f + ycaIn[16][i].b * -0.186077f + ycaIn[18][i].b * 0.087929f + ycaIn[20][i].b * -0.043159f + ycaIn[22][i].b * 0.019597f + ycaIn[24][i].b * -0.007540f + ycaIn[26][i].b * 0.002128f; ycaOut[i].g = ycaIn[13][i].g; ycaOut[i].a = ycaIn[13][i].a; } } void YCAtoRGBA (const Imath::V3f &yw, int n, const Rgba ycaIn[/*n*/], Rgba rgbaOut[/*n*/]) { for (int i = 0; i < n; ++i) { const Rgba &in = ycaIn[i]; Rgba &out = rgbaOut[i]; if (in.r == 0 && in.b == 0) { // // Special case -- both chroma channels are 0. To avoid // rounding errors, we explicitly set the output R, G and B // channels equal to the input luminance. // // The special cases here and in RGBAtoYCA() ensure that // converting black-and white images from RGBA to YCA and // back is lossless. // out.r = in.g; out.g = in.g; out.b = in.g; out.a = in.a; } else { float Y = in.g; float r = (in.r + 1) * Y; float b = (in.b + 1) * Y; float g = (Y - r * yw.x - b * yw.z) / yw.y; out.r = r; out.g = g; out.b = b; out.a = in.a; } } } namespace { inline float saturation (const Rgba &in) { float rgbMax = max (in.r, max (in.g, in.b)); float rgbMin = min (in.r, min (in.g, in.b)); if (rgbMax > 0) return 1 - rgbMin / rgbMax; else return 0; } void desaturate (const Rgba &in, float f, const V3f &yw, Rgba &out) { float rgbMax = max (in.r, max (in.g, in.b)); out.r = max (float (rgbMax - (rgbMax - in.r) * f), 0.0f); out.g = max (float (rgbMax - (rgbMax - in.g) * f), 0.0f); out.b = max (float (rgbMax - (rgbMax - in.b) * f), 0.0f); out.a = in.a; float Yin = in.r * yw.x + in.g * yw.y + in.b * yw.z; float Yout = out.r * yw.x + out.g * yw.y + out.b * yw.z; if (Yout > 0) { out.r *= Yin / Yout; out.g *= Yin / Yout; out.b *= Yin / Yout; } } } // namespace void fixSaturation (const Imath::V3f &yw, int n, const Rgba * const rgbaIn[3], Rgba rgbaOut[/*n*/]) { float neighborA2 = saturation (rgbaIn[0][0]); float neighborA1 = neighborA2; float neighborB2 = saturation (rgbaIn[2][0]); float neighborB1 = neighborB2; for (int i = 0; i < n; ++i) { float neighborA0 = neighborA1; neighborA1 = neighborA2; float neighborB0 = neighborB1; neighborB1 = neighborB2; if (i < n - 1) { neighborA2 = saturation (rgbaIn[0][i + 1]); neighborB2 = saturation (rgbaIn[2][i + 1]); } // // A0 A1 A2 // rgbaOut[i] // B0 B1 B2 // float sMean = min (1.0f, 0.25f * (neighborA0 + neighborA2 + neighborB0 + neighborB2)); const Rgba &in = rgbaIn[1][i]; Rgba &out = rgbaOut[i]; float s = saturation (in); if (s > sMean) { float sMax = min (1.0f, 1 - (1 - sMean) * 0.25f); if (s > sMax) { desaturate (in, sMax / s, yw, out); continue; } } out = in; } } } // namespace RgbaYca } // namespace Imf