/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program 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 2 * of the License, or (at your option) any later version. * * This program 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 this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: some of this file. * * ***** END GPL LICENSE BLOCK ***** * */ /** \file blender/blenlib/intern/math_color_inline.c * \ingroup bli */ #include "BLI_math_color.h" #include "BLI_utildefines.h" #include "math.h" #ifndef __MATH_COLOR_INLINE_C__ #define __MATH_COLOR_INLINE_C__ /******************************** Color Space ********************************/ MINLINE void srgb_to_linearrgb_v3_v3(float linear[3], const float srgb[3]) { linear[0] = srgb_to_linearrgb(srgb[0]); linear[1] = srgb_to_linearrgb(srgb[1]); linear[2] = srgb_to_linearrgb(srgb[2]); } MINLINE void linearrgb_to_srgb_v3_v3(float srgb[3], const float linear[3]) { srgb[0] = linearrgb_to_srgb(linear[0]); srgb[1] = linearrgb_to_srgb(linear[1]); srgb[2] = linearrgb_to_srgb(linear[2]); } MINLINE void srgb_to_linearrgb_v4(float linear[4], const float srgb[4]) { srgb_to_linearrgb_v3_v3(linear, srgb); linear[3] = srgb[3]; } MINLINE void linearrgb_to_srgb_v4(float srgb[4], const float linear[4]) { linearrgb_to_srgb_v3_v3(srgb, linear); srgb[3] = linear[3]; } MINLINE void linearrgb_to_srgb_uchar3(unsigned char srgb[3], const float linear[3]) { float srgb_f[3]; linearrgb_to_srgb_v3_v3(srgb_f, linear); F3TOCHAR3(srgb_f, srgb); } MINLINE void linearrgb_to_srgb_uchar4(unsigned char srgb[4], const float linear[4]) { float srgb_f[4]; linearrgb_to_srgb_v4(srgb_f, linear); F4TOCHAR4(srgb_f, srgb); } /* predivide versions to work on associated/pre-multiplied alpha. if this should * be done or not depends on the background the image will be composited over, * ideally you would never do color space conversion on an image with alpha * because it is ill defined */ MINLINE void srgb_to_linearrgb_predivide_v4(float linear[4], const float srgb[4]) { float alpha, inv_alpha; if (srgb[3] == 1.0f || srgb[3] == 0.0f) { alpha = 1.0f; inv_alpha = 1.0f; } else { alpha = srgb[3]; inv_alpha = 1.0f / alpha; } linear[0] = srgb_to_linearrgb(srgb[0] * inv_alpha) * alpha; linear[1] = srgb_to_linearrgb(srgb[1] * inv_alpha) * alpha; linear[2] = srgb_to_linearrgb(srgb[2] * inv_alpha) * alpha; linear[3] = srgb[3]; } MINLINE void linearrgb_to_srgb_predivide_v4(float srgb[4], const float linear[4]) { float alpha, inv_alpha; if (linear[3] == 1.0f || linear[3] == 0.0f) { alpha = 1.0f; inv_alpha = 1.0f; } else { alpha = linear[3]; inv_alpha = 1.0f / alpha; } srgb[0] = linearrgb_to_srgb(linear[0] * inv_alpha) * alpha; srgb[1] = linearrgb_to_srgb(linear[1] * inv_alpha) * alpha; srgb[2] = linearrgb_to_srgb(linear[2] * inv_alpha) * alpha; srgb[3] = linear[3]; } /* LUT accelerated conversions */ extern float BLI_color_from_srgb_table[256]; extern unsigned short BLI_color_to_srgb_table[0x10000]; MINLINE unsigned short to_srgb_table_lookup(const float f) { union { float f; unsigned short us[2]; } tmp; tmp.f = f; #ifdef __BIG_ENDIAN__ return BLI_color_to_srgb_table[tmp.us[0]]; #else return BLI_color_to_srgb_table[tmp.us[1]]; #endif } MINLINE void linearrgb_to_srgb_ushort4(unsigned short srgb[4], const float linear[4]) { srgb[0] = to_srgb_table_lookup(linear[0]); srgb[1] = to_srgb_table_lookup(linear[1]); srgb[2] = to_srgb_table_lookup(linear[2]); srgb[3] = FTOUSHORT(linear[3]); } MINLINE void srgb_to_linearrgb_uchar4(float linear[4], const unsigned char srgb[4]) { linear[0] = BLI_color_from_srgb_table[srgb[0]]; linear[1] = BLI_color_from_srgb_table[srgb[1]]; linear[2] = BLI_color_from_srgb_table[srgb[2]]; linear[3] = srgb[3] * (1.0f / 255.0f); } MINLINE void srgb_to_linearrgb_uchar4_predivide(float linear[4], const unsigned char srgb[4]) { float fsrgb[4]; int i; if (srgb[3] == 255 || srgb[3] == 0) { srgb_to_linearrgb_uchar4(linear, srgb); return; } for (i = 0; i < 4; i++) fsrgb[i] = srgb[i] * (1.0f / 255.0f); srgb_to_linearrgb_predivide_v4(linear, fsrgb); } MINLINE void rgba_char_args_set(char col[4], const char r, const char g, const char b, const char a) { col[0] = r; col[1] = g; col[2] = b; col[3] = a; } MINLINE void rgba_char_args_test_set(char col[4], const char r, const char g, const char b, const char a) { if (col[3] == 0) { col[0] = r; col[1] = g; col[2] = b; col[3] = a; } } MINLINE void cpack_cpy_3ub(unsigned char r_col[3], const unsigned int pack) { r_col[0] = ((pack) >> 0) & 0xFF; r_col[1] = ((pack) >> 8) & 0xFF; r_col[2] = ((pack) >> 16) & 0xFF; } /** \name RGB/Grayscale Functions * * \warning * These are only an approximation, * in almost _all_ cases, #IMB_colormanagement_get_luminance should be used instead. * however for screen-only colors which don't depend on the currently loaded profile - this is preferred. * Checking theme colors for contrast, etc. Basically anything outside the render pipeline. * * \{ */ /** * ITU-R BT.709 primaries * http://en.wikipedia.org/wiki/Relative_luminance * * Real values are: * ``Y = 0.2126390059(R) + 0.7151686788(G) + 0.0721923154(B)`` * according to: "Derivation of Basic Television Color Equations", RP 177-1993 * * As this sums slightly above 1.0, the document recommends to use: * ``0.2126(R) + 0.7152(G) + 0.0722(B)``, as used here. * * The high precision values are used to calculate the rounded byte weights so they add up to 255: * ``54(R) + 182(G) + 19(B)`` */ MINLINE float rgb_to_grayscale(const float rgb[3]) { return (0.2126f * rgb[0]) + (0.7152f * rgb[1]) + (0.0722f * rgb[2]); } MINLINE unsigned char rgb_to_grayscale_byte(const unsigned char rgb[3]) { return (unsigned char)(((54 * (unsigned short)rgb[0]) + (182 * (unsigned short)rgb[1]) + (19 * (unsigned short)rgb[2])) / 255); } /** \} */ MINLINE int compare_rgb_uchar(const unsigned char col_a[3], const unsigned char col_b[3], const int limit) { const int r = (int)col_a[0] - (int)col_b[0]; if (ABS(r) < limit) { const int g = (int)col_a[1] - (int)col_b[1]; if (ABS(g) < limit) { const int b = (int)col_a[2] - (int)col_b[2]; if (ABS(b) < limit) { return 1; } } } return 0; } MINLINE float dither_random_value(float s, float t) { static float vec[2] = {12.9898f, 78.233f}; float value; value = sinf(s * vec[0] + t * vec[1]) * 43758.5453f; return value - floorf(value); } MINLINE void float_to_byte_dither_v3(unsigned char b[3], const float f[3], float dither, float s, float t) { float dither_value = dither_random_value(s, t) * 0.005f * dither; b[0] = FTOCHAR(dither_value + f[0]); b[1] = FTOCHAR(dither_value + f[1]); b[2] = FTOCHAR(dither_value + f[2]); } /**************** Alpha Transformations *****************/ MINLINE void premul_to_straight_v4_v4(float straight[4], const float premul[4]) { if (premul[3] == 0.0f || premul[3] == 1.0f) { straight[0] = premul[0]; straight[1] = premul[1]; straight[2] = premul[2]; straight[3] = premul[3]; } else { const float alpha_inv = 1.0f / premul[3]; straight[0] = premul[0] * alpha_inv; straight[1] = premul[1] * alpha_inv; straight[2] = premul[2] * alpha_inv; straight[3] = premul[3]; } } MINLINE void premul_to_straight_v4(float color[4]) { premul_to_straight_v4_v4(color, color); } MINLINE void straight_to_premul_v4_v4(float premul[4], const float straight[4]) { const float alpha = straight[3]; premul[0] = straight[0] * alpha; premul[1] = straight[1] * alpha; premul[2] = straight[2] * alpha; premul[3] = straight[3]; } MINLINE void straight_to_premul_v4(float color[4]) { straight_to_premul_v4_v4(color, color); } MINLINE void straight_uchar_to_premul_float(float result[4], const unsigned char color[4]) { const float alpha = color[3] * (1.0f / 255.0f); const float fac = alpha * (1.0f / 255.0f); result[0] = color[0] * fac; result[1] = color[1] * fac; result[2] = color[2] * fac; result[3] = alpha; } MINLINE void premul_float_to_straight_uchar(unsigned char *result, const float color[4]) { if (color[3] == 0.0f || color[3] == 1.0f) { result[0] = FTOCHAR(color[0]); result[1] = FTOCHAR(color[1]); result[2] = FTOCHAR(color[2]); result[3] = FTOCHAR(color[3]); } else { const float alpha_inv = 1.0f / color[3]; /* hopefully this would be optimized */ result[0] = FTOCHAR(color[0] * alpha_inv); result[1] = FTOCHAR(color[1] * alpha_inv); result[2] = FTOCHAR(color[2] * alpha_inv); result[3] = FTOCHAR(color[3]); } } #endif /* __MATH_COLOR_INLINE_C__ */