opencv/3rdparty/openexr/Imath/ImathColorAlgo.cpp

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2012-08-24 22:31:49 +02:00
///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// 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
// its contributors 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.
//
///////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
//
// Implementation of non-template items declared in ImathColorAlgo.h
//
//----------------------------------------------------------------------------
#include "ImathColorAlgo.h"
namespace Imath {
Vec3<double>
hsv2rgb_d(const Vec3<double> &hsv)
{
double hue = hsv.x;
double sat = hsv.y;
double val = hsv.z;
double x = 0.0, y = 0.0, z = 0.0;
if (hue == 1) hue = 0;
else hue *= 6;
int i = int(Math<double>::floor(hue));
double f = hue-i;
double p = val*(1-sat);
double q = val*(1-(sat*f));
double t = val*(1-(sat*(1-f)));
switch (i)
{
case 0: x = val; y = t; z = p; break;
case 1: x = q; y = val; z = p; break;
case 2: x = p; y = val; z = t; break;
case 3: x = p; y = q; z = val; break;
case 4: x = t; y = p; z = val; break;
case 5: x = val; y = p; z = q; break;
}
return Vec3<double>(x,y,z);
}
Color4<double>
hsv2rgb_d(const Color4<double> &hsv)
{
double hue = hsv.r;
double sat = hsv.g;
double val = hsv.b;
double r = 0.0, g = 0.0, b = 0.0;
if (hue == 1) hue = 0;
else hue *= 6;
int i = int(Math<double>::floor(hue));
double f = hue-i;
double p = val*(1-sat);
double q = val*(1-(sat*f));
double t = val*(1-(sat*(1-f)));
switch (i)
{
case 0: r = val; g = t; b = p; break;
case 1: r = q; g = val; b = p; break;
case 2: r = p; g = val; b = t; break;
case 3: r = p; g = q; b = val; break;
case 4: r = t; g = p; b = val; break;
case 5: r = val; g = p; b = q; break;
}
return Color4<double>(r,g,b,hsv.a);
}
Vec3<double>
rgb2hsv_d(const Vec3<double> &c)
{
const double &x = c.x;
const double &y = c.y;
const double &z = c.z;
double max = (x > y) ? ((x > z) ? x : z) : ((y > z) ? y : z);
double min = (x < y) ? ((x < z) ? x : z) : ((y < z) ? y : z);
double range = max - min;
double val = max;
double sat = 0;
double hue = 0;
if (max != 0) sat = range/max;
if (sat != 0)
{
double h;
if (x == max) h = (y - z) / range;
else if (y == max) h = 2 + (z - x) / range;
else h = 4 + (x - y) / range;
hue = h/6.;
if (hue < 0.)
hue += 1.0;
}
return Vec3<double>(hue,sat,val);
}
Color4<double>
rgb2hsv_d(const Color4<double> &c)
{
const double &r = c.r;
const double &g = c.g;
const double &b = c.b;
double max = (r > g) ? ((r > b) ? r : b) : ((g > b) ? g : b);
double min = (r < g) ? ((r < b) ? r : b) : ((g < b) ? g : b);
double range = max - min;
double val = max;
double sat = 0;
double hue = 0;
if (max != 0) sat = range/max;
if (sat != 0)
{
double h;
if (r == max) h = (g - b) / range;
else if (g == max) h = 2 + (b - r) / range;
else h = 4 + (r - g) / range;
hue = h/6.;
if (hue < 0.)
hue += 1.0;
}
return Color4<double>(hue,sat,val,c.a);
}
} // namespace Imath