1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
|
/*
* ***** 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"
#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-multipled 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);
}
/* color macros for themes */
#define rgba_char_args_set_fl(col, r, g, b, a) rgba_char_args_set(col, r * 255, g * 255, b * 255, a * 255)
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;
}
/* TODO:
*
* regarding #rgb_to_bw vs #rgb_to_grayscale,
* it seems nobody knows why we have both functions which convert color to grays
* but with different influences, this is quite stupid, and should be resolved
* by someone who knows this stuff: see this thread
* http://lists.blender.org/pipermail/bf-committers/2012-June/037180.html
*
* Only conclusion is that rgb_to_grayscale is used more for compositing.
*/
MINLINE float rgb_to_bw(const float rgb[3])
{
return 0.35f * rgb[0] + 0.45f * rgb[1] + 0.2f * rgb[2];
}
/* non-linear luma from ITU-R BT.601-2
* see: http://www.poynton.com/notes/colour_and_gamma/ColorFAQ.html#RTFToC11
* note: the values used for are not exact matches to those documented above,
* but they are from the same */
MINLINE float rgb_to_grayscale(const float rgb[3])
{
return 0.3f * rgb[0] + 0.58f * rgb[1] + 0.12f * rgb[2];
}
MINLINE unsigned char rgb_to_grayscale_byte(const unsigned char rgb[3])
{
return (76 * (unsigned short) rgb[0] + 148 * (unsigned short) rgb[1] + 31 * (unsigned short) rgb[2]) / 255;
}
/* luma from defined by 'YCC_JFIF', see #rgb_to_ycc */
MINLINE float rgb_to_luma(const float rgb[3])
{
return 0.299f * rgb[0] + 0.587f * rgb[1] + 0.114f * rgb[2];
}
MINLINE unsigned char rgb_to_luma_byte(const unsigned char rgb[3])
{
return (76 * (unsigned short) rgb[0] + 150 * (unsigned short) rgb[1] + 29 * (unsigned short) rgb[2]) / 255;
}
/* gamma-corrected RGB --> CIE XYZ
* for this function we only get the Y component
* see: http://software.intel.com/sites/products/documentation/hpc/ipp/ippi/ippi_ch6/ch6_color_models.html
*
* also known as:
* luminance rec. 709 */
MINLINE float rgb_to_luma_y(const float rgb[3])
{
return 0.212671f * rgb[0] + 0.71516f * rgb[1] + 0.072169f * rgb[2];
}
MINLINE int compare_rgb_uchar(const unsigned char col_a[3], const unsigned char col_b[3], const int limit)
{
int r = (int)col_a[0] - (int)col_b[0];
if (ABS(r) < limit) {
int g = (int)col_a[1] - (int)col_b[1];
if (ABS(g) < limit) {
int b = (int)col_a[2] - (int)col_b[2];
if (ABS(b) < limit) {
return 1;
}
}
}
return 0;
}
/**************** 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 {
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])
{
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])
{
float alpha = color[3] / 255.0f;
float fac = alpha / 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 {
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__ */
|