IM: im_color.h Source File
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im_color.h
Go to the documentation of this file.00001 /** \file 00002 * \brief Color Manipulation 00003 * 00004 * See Copyright Notice in im_lib.h 00005 * $Id: im_color.h,v 1.1 2005/04/02 22:07:00 scuri Exp $ 00006 */ 00007 00008 #ifndef __IM_COLOR_H 00009 #define __IM_COLOR_H 00010 00011 #include "im_math.h" 00012 00013 /** \defgroup color Color Manipulation 00014 * 00015 * \par 00016 * Functions to convert from one color space to another, 00017 * and color gammut utilities. 00018 * \par 00019 * See \ref im_color.h 00020 * 00021 * \section s1 Some Color Science 00022 * \par 00023 * Y is luminance, a linear-light quantity. 00024 * It is directly proportional to physical intensity 00025 * weighted by the spectral sensitivity of human vision. 00026 * \par 00027 * L* is lightness, a nonlinear luminance 00028 * that aproximates the perception of brightness. 00029 * It is nearly perceptual uniform. 00030 * It has a range of 0 to 100. 00031 * \par 00032 * Y' is luma, a nonlinear luminance that aproximates lightness. 00033 * \par 00034 * Brightness is a visual sensation according to which an area 00035 * apears to exhibit more or less light. 00036 * It is a subjective quantity and can not be measured. 00037 * \par 00038 * One unit of euclidian distante in CIE L*u*v* or CIE L*a*b* corresponds 00039 * roughly to a just-noticeable difference (JND) of color. 00040 * \par 00041 \verbatim 00042 ChromaUV = sqrt(u*u + v*v) 00043 HueUV = atan2(v, u) 00044 SaturationUV = ChromaUV / L (called psychometric saturation) 00045 (the same can be calculated for Lab) 00046 \endverbatim 00047 * \par 00048 * IEC 61966-2.1 Default RGB colour space - sRGB 00049 * \li ITU-R Recommendation BT.709 (D65 white point). 00050 * \li D65 White Point (X,Y,Z) = (0.9505 1.0000 1.0890) 00051 * \par 00052 * Documentation extracted from Charles Poynton - Digital Video and HDTV - Morgan Kaufmann - 2003. 00053 * 00054 * \section Links 00055 * \li www.color.org - ICC 00056 * \li www.srgb.com - sRGB 00057 * \li www.poynton.com - Charles Poynton 00058 * \li www.littlecms.com - A free Color Management System (use this if you need precise color conversions) 00059 * 00060 * \section cci Color Component Intervals 00061 * \par 00062 * All the color components are stored in the 0-max interval, even the signed ones. \n 00063 * Here are the pre-defined intervals for each data type. These values are used for standard color conversion. 00064 * You should normalize data before converting betwwen color spaces. 00065 * \par 00066 \verbatim 00067 byte [0,255] or [-128,+127] (1 byte) 00068 ushort [0,65535] or [-32768,+32767] (2 bytes) 00069 int [0,16777215] or [-8388608,+8388607] (3 bytes) 00070 float [0,1] or [-0.5,+0.5] (4 bytes) 00071 \endverbatim 00072 * \ingroup util */ 00073 00074 /** Returns the zero value for color conversion porpouses. \n 00075 * This is a value to be compensated when the data_type is unsigned and component is signed. \n 00076 * \ingroup color */ 00077 inline float imColorZero(int data_type) 00078 { 00079 float zero[] = {128.0f, 32768.0f, 8388608.0f, 0.5f}; 00080 return zero[data_type]; 00081 } 00082 00083 /** Returns the maximum value for color conversion porpouses. \n 00084 * \ingroup color */ 00085 inline int imColorMax(int data_type) 00086 { 00087 int max[] = {255, 65535, 16777215, 1}; 00088 return max[data_type]; 00089 } 00090 00091 /** Quantize 0-1 values into 0-max. \n 00092 * q = r * (max + 1) \n 00093 * Divide by the size of each interval 1/(max+1), 00094 * then the value is rounded down in the typecast. \n 00095 * But 0 is mapped to 0, and 1 is mapped to max. 00096 * \ingroup color */ 00097 template <class T> 00098 inline T imColorQuantize(const float& value, const T& max) 00099 { 00100 if (max == 1) return (T)value; // to allow a dummy quantize 00101 if (value >= 1) return max; 00102 if (value <= 0) return 0; 00103 return (T)(value*(max + 1)); 00104 } 00105 00106 /** Reconstruct 0-max values into 0-1. \n 00107 * r = (q + 0.5)/(max + 1) \n 00108 * Add 0.5 to set the same origin, then multiply by the size of each interval 1/(max+1). \n 00109 * But 0 is mapped to 0, and max is mapped to 1. 00110 * \ingroup color */ 00111 template <class T> 00112 inline float imColorReconstruct(const T& value, const T& max) 00113 { 00114 if (max == 1) return (float)value; // to allow a dummy reconstruct 00115 if (value <= 0) return 0; 00116 if (value >= max) return 1; 00117 return (((float)value + 0.5f)/((float)max + 1.0f)); 00118 } 00119 00120 /** Converts Y'CbCr to R'G'B' (all nonlinear). \n 00121 * ITU-R Recommendation 601-1 with no headroom/footroom. 00122 \verbatim 00123 0 <= Y <= 1 ; -0.5 <= CbCr <= 0.5 ; 0 <= RGB <= 1 00124 00125 R'= Y' + 0.000 *Cb + 1.402 *Cr 00126 G'= Y' - 0.344 *Cb - 0.714 *Cr 00127 B'= Y' + 1.772 *Cb + 0.000 *Cr 00128 \endverbatim 00129 * \ingroup color */ 00130 template <class T> 00131 inline void imColorYCbCr2RGB(const T Y, const T Cb, const T Cr, 00132 T& R, T& G, T& B, 00133 const T& zero, const T& max) 00134 { 00135 float r = float(Y + 1.402f * (Cr - zero)); 00136 float g = float(Y - 0.344f * (Cb - zero) - 0.714f * (Cr - zero)); 00137 float b = float(Y + 1.772f * (Cb - zero)); 00138 00139 // now we should enforce 0<= rgb <= max 00140 00141 R = (T)IM_CROPMAX(r, max); 00142 G = (T)IM_CROPMAX(g, max); 00143 B = (T)IM_CROPMAX(b, max); 00144 } 00145 00146 /** Converts R'G'B' to Y'CbCr (all nonlinear). \n 00147 * ITU-R Recommendation 601-1 with no headroom/footroom. 00148 \verbatim 00149 0 <= Y <= 1 ; -0.5 <= CbCr <= 0.5 ; 0 <= RGB <= 1 00150 00151 Y' = 0.299 *R' + 0.587 *G' + 0.114 *B' 00152 Cb = -0.169 *R' - 0.331 *G' + 0.500 *B' 00153 Cr = 0.500 *R' - 0.419 *G' - 0.081 *B' 00154 \endverbatim 00155 * \ingroup color */ 00156 template <class T> 00157 inline void imColorRGB2YCbCr(const T R, const T G, const T B, 00158 T& Y, T& Cb, T& Cr, 00159 const T& zero) 00160 { 00161 Y = (T)( 0.299f *R + 0.587f *G + 0.114f *B); 00162 Cb = (T)(-0.169f *R - 0.331f *G + 0.500f *B + (float)zero); 00163 Cr = (T)( 0.500f *R - 0.419f *G - 0.081f *B + (float)zero); 00164 00165 // there is no need for cropping here, YCrCr is already at the limits 00166 } 00167 00168 /** Converts C'M'Y'K' to R'G'B' (all nonlinear). \n 00169 * This is a poor conversion that works for a simple visualization. 00170 \verbatim 00171 0 <= CMYK <= 1 ; 0 <= RGB <= 1 00172 00173 R = (1 - K) * (1 - C) 00174 G = (1 - K) * (1 - M) 00175 B = (1 - K) * (1 - Y) 00176 \endverbatim 00177 * \ingroup color */ 00178 template <class T> 00179 inline void imColorCMYK2RGB(const T C, const T M, const T Y, const T K, 00180 T& R, T& G, T& B, const T& max) 00181 { 00182 T W = max - K; 00183 R = (T)((W * (max - C)) / max); 00184 G = (T)((W * (max - M)) / max); 00185 B = (T)((W * (max - Y)) / max); 00186 00187 // there is no need for cropping here, RGB is already at the limits 00188 } 00189 00190 /** Converts CIE XYZ to Rec 709 RGB (all linear). \n 00191 * ITU-R Recommendation BT.709 (D65 white point). \n 00192 \verbatim 00193 0 <= XYZ <= 1 ; 0 <= RGB <= 1 00194 00195 R = 3.2406 *X - 1.5372 *Y - 0.4986 *Z 00196 G = -0.9689 *X + 1.8758 *Y + 0.0415 *Z 00197 B = 0.0557 *X - 0.2040 *Y + 1.0570 *Z 00198 \endverbatim 00199 * \ingroup color */ 00200 template <class T> 00201 inline void imColorXYZ2RGB(const T X, const T Y, const T Z, 00202 T& R, T& G, T& B, const T& max) 00203 { 00204 float r = 3.2406f *X - 1.5372f *Y - 0.4986f *Z; 00205 float g = -0.9689f *X + 1.8758f *Y + 0.0415f *Z; 00206 float b = 0.0557f *X - 0.2040f *Y + 1.0570f *Z; 00207 00208 // we need to crop because not all XYZ colors are visible 00209 00210 R = (T)IM_CROPMAX(r, max); 00211 G = (T)IM_CROPMAX(g, max); 00212 B = (T)IM_CROPMAX(b, max); 00213 } 00214 00215 /** Converts Rec 709 RGB to CIE XYZ (all linear). \n 00216 * ITU-R Recommendation BT.709 (D65 white point). \n 00217 \verbatim 00218 0 <= XYZ <= 1 ; 0 <= RGB <= 1 00219 00220 X = 0.4124 *R + 0.3576 *G + 0.1805 *B 00221 Y = 0.2126 *R + 0.7152 *G + 0.0722 *B 00222 Z = 0.0193 *R + 0.1192 *G + 0.9505 *B 00223 \endverbatim 00224 * \ingroup color */ 00225 template <class T> 00226 inline void imColorRGB2XYZ(const T R, const T G, const T B, 00227 T& X, T& Y, T& Z) 00228 { 00229 X = (T)(0.4124f *R + 0.3576f *G + 0.1805f *B); 00230 Y = (T)(0.2126f *R + 0.7152f *G + 0.0722f *B); 00231 Z = (T)(0.0193f *R + 0.1192f *G + 0.9505f *B); 00232 00233 // there is no need for cropping here, XYZ is already at the limits 00234 } 00235 00236 #define IM_FWLAB(_w) (_w > 0.008856f? \ 00237 powf(_w, 1.0f/3.0f): \ 00238 7.787f * _w + 0.16f/1.16f) 00239 00240 /** Converts CIE XYZ (linear) to CIE L*a*b* (nonlinear). \n 00241 * The white point is D65. \n 00242 \verbatim 00243 0 <= L <= 1 ; -0.5 <= ab <= +0.5 ; 0 <= XYZ <= 1 00244 00245 if (t > 0.008856) 00246 f(t) = pow(t, 1/3) 00247 else 00248 f(t) = 7.787*t + 16/116 00249 00250 fX = f(X / Xn) fY = f(Y / Yn) fZ = f(Z / Zn) 00251 00252 L = 1.16 * fY - 0.16 00253 a = 2.5 * (fX - fY) 00254 b = (fY - fZ) 00255 00256 \endverbatim 00257 * \ingroup color */ 00258 inline void imColorXYZ2Lab(const float X, const float Y, const float Z, 00259 float& L, float& a, float& b) 00260 { 00261 float fX = X / 0.9505f; // white point D65 00262 float fY = Y / 1.0f; 00263 float fZ = Z / 1.0890f; 00264 00265 fX = IM_FWLAB(fX); 00266 fY = IM_FWLAB(fY); 00267 fZ = IM_FWLAB(fZ); 00268 00269 L = 1.16f * fY - 0.16f; 00270 a = 2.5f * (fX - fY); 00271 b = (fY - fZ); 00272 } 00273 00274 #define IM_GWLAB(_w) (_w > 0.20689f? \ 00275 powf(_w, 3.0f): \ 00276 0.1284f * (_w - 0.16f/1.16f)) 00277 00278 /** Converts CIE L*a*b* (nonlinear) to CIE XYZ (linear). \n 00279 * The white point is D65. \n 00280 * 0 <= L <= 1 ; -0.5 <= ab <= +0.5 ; 0 <= XYZ <= 1 00281 * \ingroup color */ 00282 inline void imColorLab2XYZ(const float L, const float a, const float b, 00283 float& X, float& Y, float& Z) 00284 00285 { 00286 float fY = (L + 0.16f) / 1.16f; 00287 float gY = IM_GWLAB(fY); 00288 00289 float fgY = IM_FWLAB(gY); 00290 float gX = fgY + a / 2.5f; 00291 float gZ = fgY - b; 00292 gX = IM_GWLAB(gX); 00293 gZ = IM_GWLAB(gZ); 00294 00295 X = gX * 0.9505f; // white point D65 00296 Y = gY * 1.0f; 00297 Z = gZ * 1.0890f; 00298 } 00299 00300 /** Converts CIE XYZ (linear) to CIE L*u*v* (nonlinear). \n 00301 * The white point is D65. \n 00302 \verbatim 00303 0 <= L <= 1 ; -1 <= uv <= +1 ; 0 <= XYZ <= 1 00304 00305 Y = Y / 1.0 (for D65) 00306 if (Y > 0.008856) 00307 fY = pow(Y, 1/3) 00308 else 00309 fY = 7.787 * Y + 0.16/1.16 00310 L = 1.16 * fY - 0.16 00311 00312 U(x, y, z) = (4 * x)/(x + 15 * y + 3 * z) 00313 V(x, y, z) = (9 * x)/(x + 15 * y + 3 * z) 00314 un = U(Xn, Yn, Zn) = 0.1978 (for D65) 00315 vn = V(Xn, Yn, Zn) = 0.4683 (for D65) 00316 fu = U(X, Y, Z) 00317 fv = V(X, Y, Z) 00318 00319 u = 13 * L * (fu - un) 00320 v = 13 * L * (fv - vn) 00321 \endverbatim 00322 * \ingroup color */ 00323 inline void imColorXYZ2Luv(const float X, const float Y, const float Z, 00324 float& L, float& u, float& v) 00325 { 00326 float XYZ = (float)(X + 15 * Y + 3 * Z); 00327 float fY = Y / 1.0f; 00328 00329 if (XYZ != 0) 00330 { 00331 L = 1.16f * IM_FWLAB(fY) - 0.16f; 00332 u = 6.5f * L * ((4 * X)/XYZ - 0.1978f); 00333 v = 6.5f * L * ((9 * Y)/XYZ - 0.4683f); 00334 } 00335 else 00336 { 00337 L = u = v = 0; 00338 } 00339 } 00340 00341 /** Converts CIE L*u*v* (nonlinear) to CIE XYZ (linear). \n 00342 * The white point is D65. 00343 * 0 <= L <= 1 ; -0.5 <= uv <= +0.5 ; 0 <= XYZ <= 1 \n 00344 * \ingroup color */ 00345 inline void imColorLuv2XYZ(const float L, const float u, const float v, 00346 float& X, float& Y, float& Z) 00347 00348 { 00349 float fY = (L + 0.16f) / 1.16f; 00350 Y = IM_GWLAB(fY) * 1.0f; 00351 00352 float ul = 0.1978f, vl = 0.4683f; 00353 if (L != 0) 00354 { 00355 ul = u / (6.5f * L) + 0.1978f; 00356 vl = v / (6.5f * L) + 0.4683f; 00357 } 00358 00359 X = ((9 * ul) / (4 * vl)) * Y; 00360 Z = ((12 - 3 * ul - 20 * vl) / (4 * vl)) * Y; 00361 } 00362 00363 /** Converts nonlinear values to linear values. \n 00364 * We use the sRGB transfer function. sRGB uses ITU-R 709 primaries and D65 white point. \n 00365 \verbatim 00366 0 <= l <= 1 ; 0 <= v <= 1 00367 00368 if (v < 0.03928) 00369 l = v / 12.92 00370 else 00371 l = pow((v + 0.055) / 1.055, 2.4) 00372 \endverbatim 00373 * \ingroup color */ 00374 inline float imColorTransfer2Linear(const float& nonlinear_value) 00375 { 00376 if (nonlinear_value < 0.03928f) 00377 return nonlinear_value / 12.92f; 00378 else 00379 return powf((nonlinear_value + 0.055f) / 1.055f, 2.4f); 00380 } 00381 00382 /** Converts linear values to nonlinear values. \n 00383 * We use the sRGB transfer function. sRGB uses ITU-R 709 primaries and D65 white point. \n 00384 \verbatim 00385 0 <= l <= 1 ; 0 <= v <= 1 00386 00387 if (l < 0.0031308) 00388 v = 12.92 * l 00389 else 00390 v = 1.055 * pow(l, 1/2.4) - 0.055 00391 \endverbatim 00392 * \ingroup color */ 00393 inline float imColorTransfer2Nonlinear(const float& value) 00394 { 00395 if (value < 0.0031308f) 00396 return 12.92f * value; 00397 else 00398 return 1.055f * powf(value, 1.0f/2.4f) - 0.055f; 00399 } 00400 00401 /** Converts RGB (linear) to R'G'B' (nonlinear). 00402 * \ingroup color */ 00403 inline void imColorRGB2RGBNonlinear(const float RL, const float GL, const float BL, 00404 float& R, float& G, float& B) 00405 { 00406 R = imColorTransfer2Nonlinear(RL); 00407 G = imColorTransfer2Nonlinear(GL); 00408 B = imColorTransfer2Nonlinear(BL); 00409 } 00410 00411 /** Converts R'G'B' to Y' (all nonlinear). \n 00412 \verbatim 00413 Y' = 0.299 *R' + 0.587 *G' + 0.114 *B' 00414 \endverbatim 00415 * \ingroup color */ 00416 template <class T> 00417 inline T imColorRGB2Luma(const T R, const T G, const T B) 00418 { 00419 return (T)((299 * R + 587 * G + 114 * B) / 1000); 00420 } 00421 00422 /** Converts Luminance (CIE Y) to Lightness (CIE L*) (all linear). \n 00423 * The white point is D65. 00424 \verbatim 00425 0 <= Y <= 1 ; 0 <= L* <= 1 00426 00427 Y = Y / 1.0 (for D65) 00428 if (Y > 0.008856) 00429 fY = pow(Y, 1/3) 00430 else 00431 fY = 7.787 * Y + 0.16/1.16 00432 L = 1.16 * fY - 0.16 00433 \endverbatim 00434 * \ingroup color */ 00435 inline float imColorLuminance2Lightness(const float& Y) 00436 { 00437 return 1.16f * IM_FWLAB(Y) - 0.16f; 00438 } 00439 00440 /** Converts Lightness (CIE L*) to Luminance (CIE Y) (all linear). \n 00441 * The white point is D65. 00442 \verbatim 00443 0 <= Y <= 1 ; 0 <= L* <= 1 00444 00445 fY = (L + 0.16)/1.16 00446 if (fY > 0.20689) 00447 Y = pow(fY, 3) 00448 else 00449 Y = 0.1284 * (fY - 0.16/1.16) 00450 Y = Y * 1.0 (for D65) 00451 \endverbatim 00452 * \ingroup color */ 00453 inline float imColorLightness2Luminance(const float& L) 00454 { 00455 float fY = (L + 0.16f) / 1.16f; 00456 return IM_GWLAB(fY); 00457 } 00458 00459 #undef IM_FWLAB 00460 #undef IM_GWLAB 00461 #undef IM_CROPL 00462 #undef IM_CROPC 00463 00464 #endif