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1 ///////////////////////////////////////////////////////////////////////////
2 //
3 // Copyright (c) 2003, 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
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27 // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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31 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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33 ///////////////////////////////////////////////////////////////////////////
34 
35 
36 #ifndef INCLUDED_IMF_CHROMATICITIES_H
37 #define INCLUDED_IMF_CHROMATICITIES_H
38 
39 //-----------------------------------------------------------------------------
40 //
41 //	CIE (x,y) chromaticities, and conversions between
42 //	RGB tiples and CIE XYZ tristimulus values.
43 //
44 //-----------------------------------------------------------------------------
45 
46 #include "ImathVec.h"
47 #include "ImathMatrix.h"
48 
49 namespace Imf {
50 
51 
52 struct Chromaticities
53 {
54     //-----------------------------------------------
55     // The CIE x and y coordinates of the RGB triples
56     // (1,0,0), (0,1,0), (0,0,1) and (1,1,1).
57     //-----------------------------------------------
58 
59     Imath::V2f	red;
60     Imath::V2f	green;
61     Imath::V2f	blue;
62     Imath::V2f	white;
63 
64     //--------------------------------------------
65     // Default constructor produces chromaticities
66     // according to Rec. ITU-R BT.709-3
67     //--------------------------------------------
68 
69     Chromaticities (const Imath::V2f &red   = Imath::V2f (0.6400f, 0.3300f),
70             const Imath::V2f &green = Imath::V2f (0.3000f, 0.6000f),
71             const Imath::V2f &blue  = Imath::V2f (0.1500f, 0.0600f),
72             const Imath::V2f &white = Imath::V2f (0.3127f, 0.3290f));
73 };
74 
75 
76 //
77 // Conversions between RGB and CIE XYZ
78 //
79 // RGB to XYZ:
80 //
81 // 	Given a set of chromaticities, c, and the luminance, Y, of the RGB
82 // 	triple (1,1,1), or "white", RGBtoXYZ(c,Y) computes a matrix, M, so
83 // 	that multiplying an RGB value, v, with M produces an equivalent
84 // 	XYZ value, w.  (w == v * M)
85 //
86 // 	If we define that
87 //
88 // 	   (Xr, Yr, Zr) == (1, 0, 0) * M
89 // 	   (Xg, Yg, Zg) == (0, 1, 0) * M
90 // 	   (Xb, Yb, Zb) == (0, 0, 1) * M
91 // 	   (Xw, Yw, Zw) == (1, 1, 1) * M,
92 //
93 // 	then the following statements are true:
94 //
95 // 	   Xr / (Xr + Yr + Zr) == c.red.x
96 // 	   Yr / (Xr + Yr + Zr) == c.red.y
97 //
98 // 	   Xg / (Xg + Yg + Zg) == c.red.x
99 // 	   Yg / (Xg + Yg + Zg) == c.red.y
100 //
101 // 	   Xb / (Xb + Yb + Zb) == c.red.x
102 // 	   Yb / (Xb + Yb + Zb) == c.red.y
103 //
104 // 	   Xw / (Xw + Yw + Zw) == c.red.x
105 // 	   Yw / (Xw + Yw + Zw) == c.red.y
106 //
107 // 	   Yw == Y.
108 //
109 // XYZ to RGB:
110 //
111 // 	YYZtoRGB(c,Y) returns RGBtoXYZ(c,Y).inverse().
112 //
113 
114 Imath::M44f	RGBtoXYZ (const Chromaticities chroma, float Y);
115 Imath::M44f	XYZtoRGB (const Chromaticities chroma, float Y);
116 
117 
118 } // namespace Imf
119 
120 #endif
121