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1 ///////////////////////////////////////////////////////////////////////////
2 //
3 // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
4 // Digital Ltd. LLC
5 //
6 // All rights reserved.
7 //
8 // Redistribution and use in source and binary forms, with or without
9 // modification, are permitted provided that the following conditions are
10 // met:
11 // *       Redistributions of source code must retain the above copyright
12 // notice, this list of conditions and the following disclaimer.
13 // *       Redistributions in binary form must reproduce the above
14 // copyright notice, this list of conditions and the following disclaimer
15 // in the documentation and/or other materials provided with the
16 // distribution.
17 // *       Neither the name of Industrial Light & Magic nor the names of
18 // its contributors may be used to endorse or promote products derived
19 // from this software without specific prior written permission.
20 //
21 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
22 // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
23 // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
24 // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
25 // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
26 // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
27 // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
28 // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
29 // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
30 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
31 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
32 //
33 ///////////////////////////////////////////////////////////////////////////
34 
35 
36 
37 #ifndef INCLUDED_IMF_LUT_H
38 #define INCLUDED_IMF_LUT_H
39 
40 //-----------------------------------------------------------------------------
41 //
42 //	Lookup tables for efficient application
43 //	of half --> half functions to pixel data,
44 //	and some commonly applied functions.
45 //
46 //-----------------------------------------------------------------------------
47 
48 #include <ImfRgbaFile.h>
49 #include <ImfFrameBuffer.h>
50 #include "ImathBox.h"
51 #include "halfFunction.h"
52 
53 namespace Imf {
54 
55 //
56 // Lookup table for individual half channels.
57 //
58 
59 class HalfLut
60 {
61   public:
62 
63     //------------
64     // Constructor
65     //------------
66 
67     template <class Function>
68     HalfLut (Function f);
69 
70 
71     //----------------------------------------------------------------------
72     // Apply the table to data[0], data[stride] ... data[(nData-1) * stride]
73     //----------------------------------------------------------------------
74 
75     void apply (half *data,
76         int nData,
77         int stride = 1) const;
78 
79 
80     //---------------------------------------------------------------
81     // Apply the table to a frame buffer slice (see ImfFrameBuffer.h)
82     //---------------------------------------------------------------
83 
84     void apply (const Slice &data,
85         const Imath::Box2i &dataWindow) const;
86 
87   private:
88 
89     halfFunction <half>	_lut;
90 };
91 
92 
93 //
94 // Lookup table for combined RGBA data.
95 //
96 
97 class RgbaLut
98 {
99   public:
100 
101     //------------
102     // Constructor
103     //------------
104 
105     template <class Function>
106     RgbaLut (Function f, RgbaChannels chn = WRITE_RGB);
107 
108 
109     //----------------------------------------------------------------------
110     // Apply the table to data[0], data[stride] ... data[(nData-1) * stride]
111     //----------------------------------------------------------------------
112 
113     void apply (Rgba *data,
114         int nData,
115         int stride = 1) const;
116 
117 
118     //-----------------------------------------------------------------------
119     // Apply the table to a frame buffer (see RgbaOutpuFile.setFrameBuffer())
120     //-----------------------------------------------------------------------
121 
122     void apply (Rgba *base,
123         int xStride,
124         int yStride,
125         const Imath::Box2i &dataWindow) const;
126 
127   private:
128 
129     halfFunction <half>	_lut;
130     RgbaChannels	_chn;
131 };
132 
133 
134 //
135 // 12bit log rounding reduces data to 20 stops with 200 steps per stop.
136 // That makes 4000 numbers.  An extra 96 just come along for the ride.
137 // Zero explicitly remains zero.  The first non-zero half will map to 1
138 // in the 0-4095 12log space.  A nice power of two number is placed at
139 // the center [2000] and that number is near 0.18.
140 //
141 
142 half round12log (half x);
143 
144 
145 //
146 // Round to n-bit precision (n should be between 0 and 10).
147 // After rounding, the significand's 10-n least significant
148 // bits will be zero.
149 //
150 
151 struct roundNBit
152 {
roundNBitroundNBit153     roundNBit (int n): n(n) {}
operatorroundNBit154     half operator () (half x) {return x.round(n);}
155     int n;
156 };
157 
158 
159 //
160 // Template definitions
161 //
162 
163 
164 template <class Function>
HalfLut(Function f)165 HalfLut::HalfLut (Function f):
166     _lut(f, -HALF_MAX, HALF_MAX, half (0),
167      half::posInf(), half::negInf(), half::qNan())
168 {
169     // empty
170 }
171 
172 
173 template <class Function>
RgbaLut(Function f,RgbaChannels chn)174 RgbaLut::RgbaLut (Function f, RgbaChannels chn):
175     _lut(f, -HALF_MAX, HALF_MAX, half (0),
176      half::posInf(), half::negInf(), half::qNan()),
177     _chn(chn)
178 {
179     // empty
180 }
181 
182 
183 } // namespace Imf
184 
185 #endif
186