/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2003, 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. // /////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // CIE (x,y) chromaticities, and conversions between // RGB tiples and CIE XYZ tristimulus values. // //----------------------------------------------------------------------------- #include #include "ImfNamespace.h" #include OPENEXR_IMF_INTERNAL_NAMESPACE_SOURCE_ENTER Chromaticities::Chromaticities (const IMATH_NAMESPACE::V2f &red, const IMATH_NAMESPACE::V2f &green, const IMATH_NAMESPACE::V2f &blue, const IMATH_NAMESPACE::V2f &white) : red (red), green (green), blue (blue), white (white) { // empty } bool Chromaticities::operator == (const Chromaticities & c) const { return red == c.red && green == c.green && blue == c.blue; } bool Chromaticities::operator != (const Chromaticities & c) const { return red != c.red || green != c.green || blue != c.blue; } IMATH_NAMESPACE::M44f RGBtoXYZ (const Chromaticities chroma, float Y) { // // For an explanation of how the color conversion matrix is derived, // see Roy Hall, "Illumination and Color in Computer Generated Imagery", // Springer-Verlag, 1989, chapter 3, "Perceptual Response"; and // Charles A. Poynton, "A Technical Introduction to Digital Video", // John Wiley & Sons, 1996, chapter 7, "Color science for video". // // // X and Z values of RGB value (1, 1, 1), or "white" // float X = chroma.white.x * Y / chroma.white.y; float Z = (1 - chroma.white.x - chroma.white.y) * Y / chroma.white.y; // // Scale factors for matrix rows // float d = chroma.red.x * (chroma.blue.y - chroma.green.y) + chroma.blue.x * (chroma.green.y - chroma.red.y) + chroma.green.x * (chroma.red.y - chroma.blue.y); float Sr = (X * (chroma.blue.y - chroma.green.y) - chroma.green.x * (Y * (chroma.blue.y - 1) + chroma.blue.y * (X + Z)) + chroma.blue.x * (Y * (chroma.green.y - 1) + chroma.green.y * (X + Z))) / d; float Sg = (X * (chroma.red.y - chroma.blue.y) + chroma.red.x * (Y * (chroma.blue.y - 1) + chroma.blue.y * (X + Z)) - chroma.blue.x * (Y * (chroma.red.y - 1) + chroma.red.y * (X + Z))) / d; float Sb = (X * (chroma.green.y - chroma.red.y) - chroma.red.x * (Y * (chroma.green.y - 1) + chroma.green.y * (X + Z)) + chroma.green.x * (Y * (chroma.red.y - 1) + chroma.red.y * (X + Z))) / d; // // Assemble the matrix // IMATH_NAMESPACE::M44f M; M[0][0] = Sr * chroma.red.x; M[0][1] = Sr * chroma.red.y; M[0][2] = Sr * (1 - chroma.red.x - chroma.red.y); M[1][0] = Sg * chroma.green.x; M[1][1] = Sg * chroma.green.y; M[1][2] = Sg * (1 - chroma.green.x - chroma.green.y); M[2][0] = Sb * chroma.blue.x; M[2][1] = Sb * chroma.blue.y; M[2][2] = Sb * (1 - chroma.blue.x - chroma.blue.y); return M; } IMATH_NAMESPACE::M44f XYZtoRGB (const Chromaticities chroma, float Y) { return RGBtoXYZ (chroma, Y).inverse(); } OPENEXR_IMF_INTERNAL_NAMESPACE_SOURCE_EXIT