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📄 imfrgbayca.cpp

📁 image converter source code
💻 CPP
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////////////////////////////////////////////////////////////////////////////////// Copyright (c) 2004, Industrial Light & Magic, a division of Lucasfilm// Entertainment Company Ltd.  Portions contributed and copyright held by// others as indicated.  All rights reserved.//// Redistribution and use in source and binary forms, with or without// modification, are permitted provided that the following conditions are// met:////     * Redistributions of source code must retain the above//       copyright notice, this list of conditions and the following//       disclaimer.////     * Redistributions in binary form must reproduce the above//       copyright notice, this list of conditions and the following//       disclaimer in the documentation and/or other materials provided with//       the distribution.////     * Neither the name of Industrial Light & Magic nor the names of//       any other contributors to this software may be used to endorse or//       promote products derived from this software without specific prior//       written permission.//// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS// IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.//////////////////////////////////////////////////////////////////////////////////-----------------------------------------------------------------------------////	Conversion between RGBA and YCA data.////-----------------------------------------------------------------------------#include <ImfRgbaYca.h>#include <assert.h>#include <algorithm>using namespace Imath;using namespace std;namespace Imf {namespace RgbaYca {V3fcomputeYw (const Chromaticities &cr){    M44f m = RGBtoXYZ (cr, 1);    return V3f (m[0][1], m[1][1], m[2][1]) / (m[0][1] + m[1][1] + m[2][1]);}voidRGBAtoYCA (const V3f &yw,	   int n,	   bool aIsValid,	   const Rgba rgbaIn[/*n*/],	   Rgba ycaOut[/*n*/]){    for (int i = 0; i < n; ++i)    {	Rgba in = rgbaIn[i];	Rgba &out = ycaOut[i];	//	// Conversion to YCA and subsequent chroma subsampling	// work only if R, G and B are finite and non-negative.	//	if (!in.r.isFinite() || in.r < 0)	    in.r = 0;	if (!in.g.isFinite() || in.g < 0)	    in.g = 0;	if (!in.b.isFinite() || in.b < 0)	    in.b = 0;	if (in.r == in.g && in.g == in.b)	{	    //	    // Special case -- R, G and B are equal. To avoid rounding	    // errors, we explicitly set the output luminance channel	    // to G, and the chroma channels to 0.	    //	    // The special cases here and in YCAtoRGBA() ensure that	    // converting black-and white images from RGBA to YCA and	    // back is lossless.	    //	    out.r = 0;	    out.g = in.g;	    out.b = 0;	}	else	{	    out.g = in.r * yw.x + in.g * yw.y + in.b * yw.z;	    float Y = out.g;	    if (abs (in.r - Y) < HALF_MAX * Y)		out.r = (in.r - Y) / Y;	    else		out.r = 0;	    if (abs (in.b - Y) < HALF_MAX * Y)		out.b = (in.b - Y) / Y;	    else		out.b = 0;	}	if (aIsValid)	    out.a = in.a;	else	    out.a = 1;    }}voiddecimateChromaHoriz (int n,		     const Rgba ycaIn[/*n+N-1*/],		     Rgba ycaOut[/*n*/]){    #ifdef DEBUG	assert (ycaIn != ycaOut);    #endif    int begin = N2;    int end = begin + n;    for (int i = begin, j = 0; i < end; ++i, ++j)    {	if ((j & 1) == 0)	{	    ycaOut[j].r = ycaIn[i - 13].r *  0.001064 +			  ycaIn[i - 11].r * -0.003771 +			  ycaIn[i -  9].r *  0.009801 +			  ycaIn[i -  7].r * -0.021586 +			  ycaIn[i -  5].r *  0.043978 +			  ycaIn[i -  3].r * -0.093067 +			  ycaIn[i -  1].r *  0.313659 +			  ycaIn[i     ].r *  0.499846 +			  ycaIn[i +  1].r *  0.313659 +			  ycaIn[i +  3].r * -0.093067 +			  ycaIn[i +  5].r *  0.043978 +			  ycaIn[i +  7].r * -0.021586 +			  ycaIn[i +  9].r *  0.009801 +			  ycaIn[i + 11].r * -0.003771 +			  ycaIn[i + 13].r *  0.001064;	    ycaOut[j].b = ycaIn[i - 13].b *  0.001064 +			  ycaIn[i - 11].b * -0.003771 +			  ycaIn[i -  9].b *  0.009801 +			  ycaIn[i -  7].b * -0.021586 +			  ycaIn[i -  5].b *  0.043978 +			  ycaIn[i -  3].b * -0.093067 +			  ycaIn[i -  1].b *  0.313659 +			  ycaIn[i     ].b *  0.499846 +			  ycaIn[i +  1].b *  0.313659 +			  ycaIn[i +  3].b * -0.093067 +			  ycaIn[i +  5].b *  0.043978 +			  ycaIn[i +  7].b * -0.021586 +			  ycaIn[i +  9].b *  0.009801 +			  ycaIn[i + 11].b * -0.003771 +			  ycaIn[i + 13].b *  0.001064;	}	ycaOut[j].g = ycaIn[i].g;	ycaOut[j].a = ycaIn[i].a;    }}voiddecimateChromaVert (int n,		    const Rgba * const ycaIn[N],		    Rgba ycaOut[/*n*/]){    for (int i = 0; i < n; ++i)    {	if ((i & 1) == 0)	{	    ycaOut[i].r = ycaIn[ 0][i].r *  0.001064 +			  ycaIn[ 2][i].r * -0.003771 +			  ycaIn[ 4][i].r *  0.009801 +			  ycaIn[ 6][i].r * -0.021586 +			  ycaIn[ 8][i].r *  0.043978 +			  ycaIn[10][i].r * -0.093067 +			  ycaIn[12][i].r *  0.313659 +			  ycaIn[13][i].r *  0.499846 +			  ycaIn[14][i].r *  0.313659 +			  ycaIn[16][i].r * -0.093067 +			  ycaIn[18][i].r *  0.043978 +			  ycaIn[20][i].r * -0.021586 +			  ycaIn[22][i].r *  0.009801 +			  ycaIn[24][i].r * -0.003771 +			  ycaIn[26][i].r *  0.001064;	    ycaOut[i].b = ycaIn[ 0][i].b *  0.001064 +			  ycaIn[ 2][i].b * -0.003771 +			  ycaIn[ 4][i].b *  0.009801 +			  ycaIn[ 6][i].b * -0.021586 +			  ycaIn[ 8][i].b *  0.043978 +			  ycaIn[10][i].b * -0.093067 +			  ycaIn[12][i].b *  0.313659 +			  ycaIn[13][i].b *  0.499846 +			  ycaIn[14][i].b *  0.313659 +			  ycaIn[16][i].b * -0.093067 +			  ycaIn[18][i].b *  0.043978 +			  ycaIn[20][i].b * -0.021586 +			  ycaIn[22][i].b *  0.009801 +			  ycaIn[24][i].b * -0.003771 +			  ycaIn[26][i].b *  0.001064;	}	ycaOut[i].g = ycaIn[13][i].g;	ycaOut[i].a = ycaIn[13][i].a;    }}voidroundYCA (int n,	  unsigned int roundY,	  unsigned int roundC,	  const Rgba ycaIn[/*n*/],	  Rgba ycaOut[/*n*/]){    for (int i = 0; i < n; ++i)    {	ycaOut[i].g = ycaIn[i].g.round (roundY);	ycaOut[i].a = ycaIn[i].a;	if ((i & 1) == 0)	{	    ycaOut[i].r = ycaIn[i].r.round (roundC);	    ycaOut[i].b = ycaIn[i].b.round (roundC);	}    }}voidreconstructChromaHoriz (int n,			const Rgba ycaIn[/*n+N-1*/],			Rgba ycaOut[/*n*/]){    #ifdef DEBUG	assert (ycaIn != ycaOut);    #endif    int begin = N2;    int end = begin + n;    for (int i = begin, j = 0; i < end; ++i, ++j)    {	if (j & 1)	{	    ycaOut[j].r = ycaIn[i - 13].r *  0.002128 +			  ycaIn[i - 11].r * -0.007540 +			  ycaIn[i -  9].r *  0.019597 +			  ycaIn[i -  7].r * -0.043159 +			  ycaIn[i -  5].r *  0.087929 +			  ycaIn[i -  3].r * -0.186077 +			  ycaIn[i -  1].r *  0.627123 +			  ycaIn[i +  1].r *  0.627123 +			  ycaIn[i +  3].r * -0.186077 +			  ycaIn[i +  5].r *  0.087929 +			  ycaIn[i +  7].r * -0.043159 +			  ycaIn[i +  9].r *  0.019597 +			  ycaIn[i + 11].r * -0.007540 +			  ycaIn[i + 13].r *  0.002128;	    ycaOut[j].b = ycaIn[i - 13].b *  0.002128 +			  ycaIn[i - 11].b * -0.007540 +			  ycaIn[i -  9].b *  0.019597 +			  ycaIn[i -  7].b * -0.043159 +			  ycaIn[i -  5].b *  0.087929 +			  ycaIn[i -  3].b * -0.186077 +			  ycaIn[i -  1].b *  0.627123 +			  ycaIn[i +  1].b *  0.627123 +			  ycaIn[i +  3].b * -0.186077 +			  ycaIn[i +  5].b *  0.087929 +			  ycaIn[i +  7].b * -0.043159 +			  ycaIn[i +  9].b *  0.019597 +			  ycaIn[i + 11].b * -0.007540 +			  ycaIn[i + 13].b *  0.002128;	}	else	{	    ycaOut[j].r = ycaIn[i].r;	    ycaOut[j].b = ycaIn[i].b;	}	ycaOut[j].g = ycaIn[i].g;	ycaOut[j].a = ycaIn[i].a;    }}voidreconstructChromaVert (int n,		       const Rgba * const ycaIn[N],		       Rgba ycaOut[/*n*/]){    for (int i = 0; i < n; ++i)    {	ycaOut[i].r = ycaIn[ 0][i].r *  0.002128 +		      ycaIn[ 2][i].r * -0.007540 +		      ycaIn[ 4][i].r *  0.019597 +		      ycaIn[ 6][i].r * -0.043159 +		      ycaIn[ 8][i].r *  0.087929 +		      ycaIn[10][i].r * -0.186077 +		      ycaIn[12][i].r *  0.627123 +		      ycaIn[14][i].r *  0.627123 +		      ycaIn[16][i].r * -0.186077 +		      ycaIn[18][i].r *  0.087929 +		      ycaIn[20][i].r * -0.043159 +		      ycaIn[22][i].r *  0.019597 +		      ycaIn[24][i].r * -0.007540 +		      ycaIn[26][i].r *  0.002128;	ycaOut[i].b = ycaIn[ 0][i].b *  0.002128 +		      ycaIn[ 2][i].b * -0.007540 +		      ycaIn[ 4][i].b *  0.019597 +		      ycaIn[ 6][i].b * -0.043159 +		      ycaIn[ 8][i].b *  0.087929 +		      ycaIn[10][i].b * -0.186077 +		      ycaIn[12][i].b *  0.627123 +		      ycaIn[14][i].b *  0.627123 +		      ycaIn[16][i].b * -0.186077 +		      ycaIn[18][i].b *  0.087929 +		      ycaIn[20][i].b * -0.043159 +		      ycaIn[22][i].b *  0.019597 +		      ycaIn[24][i].b * -0.007540 +		      ycaIn[26][i].b *  0.002128;	ycaOut[i].g = ycaIn[13][i].g;	ycaOut[i].a = ycaIn[13][i].a;    }}			 voidYCAtoRGBA (const Imath::V3f &yw,	   int n,	   const Rgba ycaIn[/*n*/],	   Rgba rgbaOut[/*n*/]){    for (int i = 0; i < n; ++i)    {	const Rgba &in = ycaIn[i];	Rgba &out = rgbaOut[i];	if (in.r == 0 && in.b == 0)	{	    //	    // Special case -- both chroma channels are 0.  To avoid	    // rounding errors, we explicitly set the output R, G and B	    // channels equal to the input luminance.	    //	    // The special cases here and in RGBAtoYCA() ensure that	    // converting black-and white images from RGBA to YCA and	    // back is lossless.	    //	    out.r = in.g;	    out.g = in.g;	    out.b = in.g;	    out.a = in.a;	}	else	{	    float Y =  in.g;	    float r = (in.r + 1) * Y;	    float b = (in.b + 1) * Y;	    float g = (Y - r * yw.x - b * yw.z) / yw.y;	    out.r = r;	    out.g = g;	    out.b = b;	    out.a = in.a;	}    }}namespace {inline floatsaturation (const Rgba &in){    float rgbMax = max (in.r, max (in.g, in.b));    float rgbMin = min (in.r, min (in.g, in.b));    if (rgbMax > 0)	return 1 - rgbMin / rgbMax;    else	return 0;}voiddesaturate (const Rgba &in, float f, const V3f &yw, Rgba &out){    float rgbMax = max (in.r, max (in.g, in.b));    out.r = max (float (rgbMax - (rgbMax - in.r) * f), 0.0f);    out.g = max (float (rgbMax - (rgbMax - in.g) * f), 0.0f);    out.b = max (float (rgbMax - (rgbMax - in.b) * f), 0.0f);    out.a = in.a;    float Yin  = in.r  * yw.x + in.g  * yw.y + in.b  * yw.z;    float Yout = out.r * yw.x + out.g * yw.y + out.b * yw.z;    if (Yout > 0)    {	out.r *= Yin / Yout;	out.g *= Yin / Yout;	out.b *= Yin / Yout;    }}} // namespace			 voidfixSaturation (const Imath::V3f &yw,	       int n,	       const Rgba * const rgbaIn[3],	       Rgba rgbaOut[/*n*/]){    for (int i = 0; i < n; ++i)    {	const int i0 = max (i - 1, 0);	const int i1 = min (i + 1, n - 1);	const Rgba &neighbor0 = rgbaIn[0][i0];	const Rgba &neighbor1 = rgbaIn[0][i1];	const Rgba &neighbor2 = rgbaIn[2][i0];	const Rgba &neighbor3 = rgbaIn[2][i1];	float sMean = min (1.0f, 0.25f * (saturation (neighbor0) +					  saturation (neighbor1) +					  saturation (neighbor2) +					  saturation (neighbor3)));	const Rgba &in  = rgbaIn[1][i];	Rgba &out = rgbaOut[i];	float s = saturation (in);	if (s > sMean)	{	    float sMax = min (1.0f, 1 - (1 - sMean) * 0.25f);	    if (s > sMax)	    {		desaturate (in, sMax / s, yw, out);		continue;	    }	}	out = in;    }}} // namespace RgbaYca} // namespace Imf

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