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/*
* 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) 2015 by Blender Foundation.
* All rights reserved.
*/
/** \file blender/imbuf/intern/colormanagement_inline.c
* \ingroup imbuf
*/
#ifndef __IMB_COLORMANAGEMENT_INLINE_C__
#define __IMB_COLORMANAGEMENT_INLINE_C__
#include "IMB_colormanagement_intern.h"
#include "BLI_math_vector.h"
/* Convert a float RGB triplet to the correct luminance weighted average.
*
* Grayscale, or Luma is a distillation of RGB data values down to a weighted average
* based on the luminance positions of the red, green, and blue primaries.
* Given that the internal reference space may be arbitrarily set, any
* effort to glean the luminance coefficients must be aware of the reference
* space primaries.
*
* See http://wiki.blender.org/index.php/User:Nazg-gul/ColorManagement#Luminance
*/
float IMB_colormanagement_get_luminance(const float rgb[3])
{
return dot_v3v3(imbuf_luma_coefficients, rgb);
}
/* Byte equivalent of IMB_colormanagement_get_luminance(). */
unsigned char IMB_colormanagement_get_luminance_byte(const unsigned char rgb[3])
{
float rgbf[3];
float val;
rgb_uchar_to_float(rgbf, rgb);
val = dot_v3v3(imbuf_luma_coefficients, rgbf);
return unit_float_to_uchar_clamp(val);
}
void IMB_colormangement_xyz_to_rgb(float rgb[3], const float xyz[3])
{
mul_v3_m3v3(rgb, imbuf_xyz_to_rgb, xyz);
}
void IMB_colormangement_rgb_to_xyz(float xyz[3], const float rgb[3])
{
mul_v3_m3v3(xyz, imbuf_rgb_to_xyz, rgb);
}
#endif /* __IMB_COLORMANAGEMENT_INLINE_H__ */
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