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+///////////////////////////////////////////////////////////////////////////
+//
+// 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 <ImfChromaticities.h>
+
+namespace Imf {
+
+
+Chromaticities::Chromaticities (const Imath::V2f &red,
+ const Imath::V2f &green,
+ const Imath::V2f &blue,
+ const Imath::V2f &white)
+:
+ red (red),
+ green (green),
+ blue (blue),
+ white (white)
+{
+ // empty
+}
+
+
+Imath::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::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::M44f
+XYZtoRGB (const Chromaticities chroma, float Y)
+{
+ return RGBtoXYZ (chroma, Y).inverse();
+}
+
+
+} // namespace Imf