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color: ensure XYZ values use the [0 100] scale and add an optional

white value in case we want to convert XYZ to L*a*b* with something
else than D65.
legacy
Sam Hocevar sam 12 jaren geleden
bovenliggende
commit
02bea89c0e
1 gewijzigde bestanden met toevoegingen van 26 en 16 verwijderingen
  1. +26
    -16
      src/lol/image/color.h

+ 26
- 16
src/lol/image/color.h Bestand weergeven

@@ -68,15 +68,15 @@ public:
/*
* Convert linear HSV to linear RGB
*/
static vec3 HSVToLinearRGB(vec3 src)
static vec3 HSVToRGB(vec3 src)
{
vec3 tmp = abs(fract(vec3(src.x) + vec3(3.f, 2.f, 1.f) / 3.f) * 6.f - vec3(3.f));
return mix(vec3(1.f), clamp(tmp - vec3(1.f), 0.f, 1.f), src.y) * src.z;
}

static vec4 HSVToLinearRGB(vec4 src)
static vec4 HSVToRGB(vec4 src)
{
return vec4(HSVToLinearRGB(src.rgb), src.a);
return vec4(HSVToRGB(src.rgb), src.a);
}

/*
@@ -108,13 +108,13 @@ public:
}

/*
* Convert linear RGB to CIE XYZ
* Convert linear RGB [0 1] to CIE XYZ [0 100]
*/
static vec3 LinearRGBToCIEXYZ(vec3 src)
{
mat3 m(vec3(0.4124f, 0.2126f, 0.0193f),
vec3(0.3576f, 0.7152f, 0.1192f),
vec3(0.1805f, 0.0722f, 0.9505f));
mat3 m(vec3(41.24f, 21.26f, 1.93f),
vec3(35.76f, 71.52f, 11.92f),
vec3(18.05f, 7.22f, 95.05f));
return m * src;
}

@@ -124,13 +124,13 @@ public:
}

/*
* Convert CIE XYZ to linear RGB
* Convert CIE XYZ [0 100] to linear RGB [0 1]
*/
static vec3 CIEXYZToLinearRGB(vec3 src)
{
mat3 m(vec3(3.2406f, -0.9689f, 0.0557f),
vec3(-1.5372f, 1.8758f, -0.2040f),
vec3(-0.4986f, 0.0415f, 1.0570f));
mat3 m(vec3( 0.032406f, -0.009689f, 0.000557f),
vec3(-0.015372f, 0.018758f, -0.002040f),
vec3(-0.004986f, 0.000415f, 0.010570f));
return m * src;
}

@@ -155,17 +155,17 @@ public:

/*
* Convert CIE XYZ to CIE L*a*b*
* Note: XYZ values are normalised using a D65 illuminant.
* Note: XYZ values are normalised using a D65 illuminant if
* no white value is provided.
*/
static vec3 CIEXYZToCIELab(vec3 src)
static vec3 CIEXYZToCIELab(vec3 src, vec3 white)
{
float const a = (6.0 * 6.0 * 6.0) / (29 * 29 * 29);
float const b = (29.0 * 29.0) / (3 * 6 * 6);
float const c = 4.0 / 29;
float const d = 1.0 / 3;

/* Normalise XYZ using D65 illuminant */
src *= vec3(1.f / 95.047f, 1.f / 100.f, 1.f / 108.883f);
src /= white;

vec3 f = b * src + vec3(c);
if (src.x > a)
@@ -180,9 +180,19 @@ public:
200.f * (f.y - f.z));
}

static vec3 CIEXYZToCIELab(vec3 src)
{
return CIEXYZToCIELab(src, vec3(95.047f, 100.f, 108.883f));
}

static vec4 CIEXYZToCIELab(vec4 src, vec4 white)
{
return vec4(CIEXYZToCIELab(src.rgb, white.rgb), src.a);
}

static vec4 CIEXYZToCIELab(vec4 src)
{
return vec4(CIEXYZToLinearRGB(src.rgb), src.a);
return vec4(CIEXYZToCIELab(src.rgb), src.a);
}

/*


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