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135 lines
4.3 KiB
135 lines
4.3 KiB
/////////////////////////////////////////////////////////////////////////// |
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// |
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// Copyright (c) 2003, Industrial Light & Magic, a division of Lucas |
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// Digital Ltd. LLC |
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// |
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// All rights reserved. |
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// |
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// Redistribution and use in source and binary forms, with or without |
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// modification, are permitted provided that the following conditions are |
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// met: |
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// * Redistributions of source code must retain the above copyright |
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// notice, this list of conditions and the following disclaimer. |
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// * Redistributions in binary form must reproduce the above |
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// copyright notice, this list of conditions and the following disclaimer |
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// in the documentation and/or other materials provided with the |
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// distribution. |
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// * Neither the name of Industrial Light & Magic nor the names of |
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// its contributors may be used to endorse or promote products derived |
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// from this software without specific prior written permission. |
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// |
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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// |
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/////////////////////////////////////////////////////////////////////////// |
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//----------------------------------------------------------------------------- |
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// |
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// CIE (x,y) chromaticities, and conversions between |
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// RGB tiples and CIE XYZ tristimulus values. |
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// |
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//----------------------------------------------------------------------------- |
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#include <ImfChromaticities.h> |
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namespace Imf { |
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Chromaticities::Chromaticities (const Imath::V2f &red, |
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const Imath::V2f &green, |
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const Imath::V2f &blue, |
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const Imath::V2f &white) |
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: |
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red (red), |
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green (green), |
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blue (blue), |
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white (white) |
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{ |
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// empty |
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} |
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Imath::M44f |
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RGBtoXYZ (const Chromaticities chroma, float Y) |
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{ |
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// |
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// For an explanation of how the color conversion matrix is derived, |
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// see Roy Hall, "Illumination and Color in Computer Generated Imagery", |
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// Springer-Verlag, 1989, chapter 3, "Perceptual Response"; and |
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// Charles A. Poynton, "A Technical Introduction to Digital Video", |
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// John Wiley & Sons, 1996, chapter 7, "Color science for video". |
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// |
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// |
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// X and Z values of RGB value (1, 1, 1), or "white" |
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// |
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float X = chroma.white.x * Y / chroma.white.y; |
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float Z = (1 - chroma.white.x - chroma.white.y) * Y / chroma.white.y; |
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// |
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// Scale factors for matrix rows |
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// |
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float d = chroma.red.x * (chroma.blue.y - chroma.green.y) + |
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chroma.blue.x * (chroma.green.y - chroma.red.y) + |
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chroma.green.x * (chroma.red.y - chroma.blue.y); |
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float Sr = (X * (chroma.blue.y - chroma.green.y) - |
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chroma.green.x * (Y * (chroma.blue.y - 1) + |
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chroma.blue.y * (X + Z)) + |
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chroma.blue.x * (Y * (chroma.green.y - 1) + |
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chroma.green.y * (X + Z))) / d; |
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float Sg = (X * (chroma.red.y - chroma.blue.y) + |
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chroma.red.x * (Y * (chroma.blue.y - 1) + |
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chroma.blue.y * (X + Z)) - |
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chroma.blue.x * (Y * (chroma.red.y - 1) + |
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chroma.red.y * (X + Z))) / d; |
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float Sb = (X * (chroma.green.y - chroma.red.y) - |
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chroma.red.x * (Y * (chroma.green.y - 1) + |
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chroma.green.y * (X + Z)) + |
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chroma.green.x * (Y * (chroma.red.y - 1) + |
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chroma.red.y * (X + Z))) / d; |
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// |
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// Assemble the matrix |
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// |
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Imath::M44f M; |
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M[0][0] = Sr * chroma.red.x; |
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M[0][1] = Sr * chroma.red.y; |
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M[0][2] = Sr * (1 - chroma.red.x - chroma.red.y); |
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M[1][0] = Sg * chroma.green.x; |
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M[1][1] = Sg * chroma.green.y; |
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M[1][2] = Sg * (1 - chroma.green.x - chroma.green.y); |
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M[2][0] = Sb * chroma.blue.x; |
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M[2][1] = Sb * chroma.blue.y; |
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M[2][2] = Sb * (1 - chroma.blue.x - chroma.blue.y); |
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return M; |
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} |
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Imath::M44f |
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XYZtoRGB (const Chromaticities chroma, float Y) |
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{ |
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return RGBtoXYZ (chroma, Y).inverse(); |
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} |
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} // namespace Imf
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