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