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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>
#include "ImfNamespace.h"
#include <string.h>
#include <stdexcept>
#include <float.h>
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 && white == c.white;
}
bool
Chromaticities::operator != (const Chromaticities & c) const
{
return red != c.red || green != c.green || blue != c.blue || white != c.white;
}
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"
//
// prevent a division that rounds to zero
if (abs(chroma.white.y) <= 1.f && abs(chroma.white.x * Y) >= abs(chroma.white.y) * FLT_MAX)
{
throw std::invalid_argument("Bad chromaticities: white.y cannot be zero");
}
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, compute numerators and common denominator
//
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 SrN = (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)));
float SgN = (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)));
float SbN = (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)));
if ( abs(d)<1.f && (abs(SrN) >= abs(d)* FLT_MAX || abs(SgN) >= abs(d)* FLT_MAX || abs(SbN) >= abs(d)* FLT_MAX) )
{
// cannot generate matrix if all RGB primaries have the same y value
// or if they all have the an x value of zero
// in both cases, the primaries are colinear, which makes them unusable
throw std::invalid_argument("Bad chromaticities: RGBtoXYZ matrix is degenerate");
}
float Sr = SrN / d;
float Sg = SgN / d;
float Sb = SbN / 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
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