/* * This file is part of RawTherapee. * * Copyright (c) 2004-2010 Gabor Horvath * * RawTherapee is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * RawTherapee is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with RawTherapee. If not, see . */ #include "rt_math.h" #include "color.h" #include "iccmatrices.h" using namespace std; namespace rtengine { #define eps_max 580.40756 //(MAXVAL* 216.0f/24389.0); #define kappa 903.29630 //24389.0/27.0; LUTf Color::cachef ; LUTf Color::gamma2curve = 0; LUTf Color::gammatab; LUTf Color::igammatab_srgb; LUTf Color::gammatab_srgb; // Wikipedia sRGB: Unlike most other RGB color spaces, the sRGB gamma cannot be expressed as a single numerical value. // The overall gamma is approximately 2.2, consisting of a linear (gamma 1.0) section near black, and a non-linear section elsewhere involving a 2.4 exponent // and a gamma (slope of log output versus log input) changing from 1.0 through about 2.3. const double Color::sRGBGamma = 2.2; const double Color::sRGBGammaCurve = 2.4; void Color::init () { int maxindex = 65536; cachef(maxindex,0/*LUT_CLIP_BELOW*/); gamma2curve(maxindex,0); for (int i=0; ieps_max) { cachef[i] = 327.68*( exp(1.0/3.0 * log((double)i / MAXVAL) )); } else { cachef[i] = 327.68*((kappa*i/MAXVAL+16.0)/116.0); } } for (int i=0; i 1 ) h -= 1; } } void Color::rgb2hsv (int r, int g, int b, float &h, float &s, float &v) { double var_R = r / 65535.0; double var_G = g / 65535.0; double var_B = b / 65535.0; double var_Min = min(var_R,var_G,var_B); double var_Max = max(var_R,var_G,var_B); double del_Max = var_Max - var_Min; v = var_Max; if (fabs(del_Max)<0.00001) { h = 0; s = 0; } else { s = del_Max/var_Max; if ( var_R == var_Max ) h = (var_G - var_B)/del_Max; else if ( var_G == var_Max ) h = 2.0 + (var_B - var_R)/del_Max; else if ( var_B == var_Max ) h = 4.0 + (var_R - var_G)/del_Max; h /= 6.0; if ( h < 0 ) h += 1; if ( h > 1 ) h -= 1; } } void Color::hsv2rgb (float h, float s, float v, float &r, float &g, float &b) { float h1 = h*6; // sector 0 to 5 int i = floor( h1 ); float f = h1 - i; // fractional part of h float p = v * ( 1 - s ); float q = v * ( 1 - s * f ); float t = v * ( 1 - s * ( 1 - f ) ); float r1,g1,b1; if (i==0) {r1 = v; g1 = t; b1 = p;} else if (i==1) {r1 = q; g1 = v; b1 = p;} else if (i==2) {r1 = p; g1 = v; b1 = t;} else if (i==3) {r1 = p; g1 = q; b1 = v;} else if (i==4) {r1 = t; g1 = p; b1 = v;} else if (i==5) {r1 = v; g1 = p; b1 = q;} r = ((r1)*65535.0); g = ((g1)*65535.0); b = ((b1)*65535.0); } // The same function but set float values instead if int // Function copied for speed concerns /* Not exactly the same as above ; this one return a result in the [0.0 ; 1.0] range void Color::hsv2rgb (float h, float s, float v, float &r, float &g, float &b) { float h1 = h*6; // sector 0 to 5 int i = floor( h1 ); float f = h1 - i; // fractional part of h float p = v * ( 1 - s ); float q = v * ( 1 - s * f ); float t = v * ( 1 - s * ( 1 - f ) ); if (i==0) {r = v; g = t; b = p;} else if (i==1) {r = q; g = v; b = p;} else if (i==2) {r = p; g = v; b = t;} else if (i==3) {r = p; g = q; b = v;} else if (i==4) {r = t; g = p; b = v;} else if (i==5) {r = v; g = p; b = q;} } */ void Color::hsv2rgb (float h, float s, float v, int &r, int &g, int &b) { float h1 = h*6; // sector 0 to 5 int i = floor( h1 ); float f = h1 - i; // fractional part of h float p = v * ( 1 - s ); float q = v * ( 1 - s * f ); float t = v * ( 1 - s * ( 1 - f ) ); float r1,g1,b1; if (i==0) {r1 = v; g1 = t; b1 = p;} else if (i==1) {r1 = q; g1 = v; b1 = p;} else if (i==2) {r1 = p; g1 = v; b1 = t;} else if (i==3) {r1 = p; g1 = q; b1 = v;} else if (i==4) {r1 = t; g1 = p; b1 = v;} else if (i==5) {r1 = v; g1 = p; b1 = q;} r = (int)( r1 * 65535); g = (int)( g1 * 65535); b = (int)( b1 * 65535); } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void Color::xyz2srgb (float x, float y, float z, float &r, float &g, float &b) { //Transform to output color. Standard sRGB is D65, but internal representation is D50 //Note that it is only at this point that we should have need of clipping color data /*float x65 = d65_d50[0][0]*x + d65_d50[0][1]*y + d65_d50[0][2]*z ; float y65 = d65_d50[1][0]*x + d65_d50[1][1]*y + d65_d50[1][2]*z ; float z65 = d65_d50[2][0]*x + d65_d50[2][1]*y + d65_d50[2][2]*z ; r = sRGB_xyz[0][0]*x65 + sRGB_xyz[0][1]*y65 + sRGB_xyz[0][2]*z65; g = sRGB_xyz[1][0]*x65 + sRGB_xyz[1][1]*y65 + sRGB_xyz[1][2]*z65; b = sRGB_xyz[2][0]*x65 + sRGB_xyz[2][1]*y65 + sRGB_xyz[2][2]*z65;*/ /*r = sRGBd65_xyz[0][0]*x + sRGBd65_xyz[0][1]*y + sRGBd65_xyz[0][2]*z ; g = sRGBd65_xyz[1][0]*x + sRGBd65_xyz[1][1]*y + sRGBd65_xyz[1][2]*z ; b = sRGBd65_xyz[2][0]*x + sRGBd65_xyz[2][1]*y + sRGBd65_xyz[2][2]*z ;*/ r = ((sRGB_xyz[0][0]*x + sRGB_xyz[0][1]*y + sRGB_xyz[0][2]*z)) ; g = ((sRGB_xyz[1][0]*x + sRGB_xyz[1][1]*y + sRGB_xyz[1][2]*z)) ; b = ((sRGB_xyz[2][0]*x + sRGB_xyz[2][1]*y + sRGB_xyz[2][2]*z)) ; } void Color::xyz2rgb (float x, float y, float z, float &r, float &g, float &b, float rgb_xyz[3][3]) { //Transform to output color. Standard sRGB is D65, but internal representation is D50 //Note that it is only at this point that we should have need of clipping color data /*float x65 = d65_d50[0][0]*x + d65_d50[0][1]*y + d65_d50[0][2]*z ; float y65 = d65_d50[1][0]*x + d65_d50[1][1]*y + d65_d50[1][2]*z ; float z65 = d65_d50[2][0]*x + d65_d50[2][1]*y + d65_d50[2][2]*z ; r = sRGB_xyz[0][0]*x65 + sRGB_xyz[0][1]*y65 + sRGB_xyz[0][2]*z65; g = sRGB_xyz[1][0]*x65 + sRGB_xyz[1][1]*y65 + sRGB_xyz[1][2]*z65; b = sRGB_xyz[2][0]*x65 + sRGB_xyz[2][1]*y65 + sRGB_xyz[2][2]*z65;*/ /*r = sRGBd65_xyz[0][0]*x + sRGBd65_xyz[0][1]*y + sRGBd65_xyz[0][2]*z ; g = sRGBd65_xyz[1][0]*x + sRGBd65_xyz[1][1]*y + sRGBd65_xyz[1][2]*z ; b = sRGBd65_xyz[2][0]*x + sRGBd65_xyz[2][1]*y + sRGBd65_xyz[2][2]*z ;*/ r = ((rgb_xyz[0][0]*x + rgb_xyz[0][1]*y + rgb_xyz[0][2]*z)) ; g = ((rgb_xyz[1][0]*x + rgb_xyz[1][1]*y + rgb_xyz[1][2]*z)) ; b = ((rgb_xyz[2][0]*x + rgb_xyz[2][1]*y + rgb_xyz[2][2]*z)) ; } void Color::calcGamma (double pwr, double ts, int mode, int imax, double &gamma0, double &gamma1, double &gamma2, double &gamma3, double &gamma4, double &gamma5) { //from Dcraw (D.Coffin) int i; double g[6], bnd[2]={0,0}; g[0] = pwr; g[1] = ts; g[2] = g[3] = g[4] = 0; bnd[g[1] >= 1] = 1; if (g[1] && (g[1]-1)*(g[0]-1) <= 0) { for (i=0; i < 48; i++) { g[2] = (bnd[0] + bnd[1])/2; if (g[0]) bnd[(pow(g[2]/g[1],-g[0]) - 1)/g[0] - 1/g[2] > -1] = g[2]; else bnd[g[2]/exp(1-1/g[2]) < g[1]] = g[2]; } g[3] = g[2] / g[1]; if (g[0]) g[4] = g[2] * (1/g[0] - 1); } if (g[0]) g[5] = 1 / (g[1]*SQR(g[3])/2 - g[4]*(1 - g[3]) + (1 - pow(g[3],1+g[0]))*(1 + g[4])/(1 + g[0])) - 1; else g[5] = 1 / (g[1]*SQR(g[3])/2 + 1 - g[2] - g[3] - g[2]*g[3]*(log(g[3]) - 1)) - 1; if (!mode--) { gamma0=g[0];gamma1=g[1];gamma2=g[2];gamma3=g[3];gamma4=g[4];gamma5=g[5]; return; } } void Color::Lab2XYZ(float L, float a, float b, float &x, float &y, float &z) { float fy = (0.00862069 * L) + 0.137932; // (L+16)/116 float fx = (0.002 * a) + fy; float fz = fy - (0.005 * b); x = 65535.0*f2xyz(fx)*D50x; y = 65535.0*f2xyz(fy); z = 65535.0*f2xyz(fz)*D50z; } void Color::XYZ2Lab(float X, float Y, float Z, float &L, float &a, float &b) { float X1 = X/D50x; float Z1 = Z/D50z; float fx = (X1<65535.0 ? cachef[X1] : (327.68*exp(log(X1/MAXVAL)/3.0 ))); float fy = (Y<65535.0 ? cachef[Y] : (327.68*exp(log(Y/MAXVAL)/3.0 ))); float fz = (Z1<65535.0 ? cachef[Z1] : (327.68*exp(log(Z1/MAXVAL)/3.0 ))); L = (116.0 * fy - 5242.88); //5242.88=16.0*327.68; a = (500.0 * (fx - fy) ); b = (200.0 * (fy - fz) ); } void Color::Lab2Yuv(float L, float a, float b, float &Y, float &u, float &v) { float fy = (0.00862069 * L/327.68) + 0.137932; // (L+16)/116 float fx = (0.002 * a/327.68) + fy; float fz = fy - (0.005 * b/327.68); float X = 65535.0*f2xyz(fx)*D50x; Y = 65535.0*f2xyz(fy); float Z = 65535.0*f2xyz(fz)*D50z; u = 4.0*X/(X+15*Y+3*Z)-u0; v = 9.0*Y/(X+15*Y+3*Z)-v0; } void Color::Yuv2Lab(float Yin, float u, float v, float &L, float &a, float &b, double wp[3][3]) { float u1 = u + u0; float v1 = v + v0; float Y = Yin; float X = (9*u1*Y)/(4*v1*D50x); float Z = (12 - 3*u1 - 20*v1)*Y/(4*v1*D50z); gamutmap(X,Y,Z,wp); float fx = (X<65535.0 ? cachef[X] : (327.68*exp(log(X/MAXVAL)/3.0 ))); float fy = (Y<65535.0 ? cachef[Y] : (327.68*exp(log(Y/MAXVAL)/3.0 ))); float fz = (Z<65535.0 ? cachef[Z] : (327.68*exp(log(Z/MAXVAL)/3.0 ))); L = (116.0 * fy - 5242.88); //5242.88=16.0*327.68; a = (500.0 * (fx - fy) ); b = (200.0 * (fy - fz) ); } }