136 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////
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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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