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color: add HSL/HSV conversions, fix XYZ/RGB conversions that I mixed up,

add XYZ to xyY conversion (which gives us a pretty accurate xy graph of
the sRGB gamut), and normalise XYZ using a D65 white point.
legacy
Sam Hocevar sam 12 years ago
parent
commit
1b9b5be4b7
1 changed files with 52 additions and 8 deletions
  1. +52
    -8
      src/lol/image/color.h

+ 52
- 8
src/lol/image/color.h View File

@@ -79,14 +79,42 @@ public:
return vec4(HSVToLinearRGB(src.rgb), src.a);
}

/*
* Convert linear HSV to linear HSL
*/
static vec3 HSVToHSL(vec3 src)
{
float tmp = (2 - src.y) * src.z;
return vec3(src.x, src.y * src.z / (1.f - abs(1.f - tmp)), 0.5f * tmp);
}

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

/*
* Convert linear HSL to linear HSV
*/
static vec3 HSLToHSV(vec3 src)
{
float tmp = src.y * (0.5f - abs(0.5f - src.z));
return vec3(src.x, 2.f * tmp / (src.z + tmp), src.z + tmp);
}

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

/*
* Convert linear RGB to CIE XYZ
*/
static vec3 LinearRGBToCIEXYZ(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(0.4124f, 0.2126f, 0.0193f),
vec3(0.3576f, 0.7152f, 0.1192f),
vec3(0.1805f, 0.0722f, 0.9505f));
return m * src;
}

@@ -100,9 +128,9 @@ public:
*/
static vec3 CIEXYZToLinearRGB(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(3.2406f, -0.9689f, 0.0557f),
vec3(-1.5372f, 1.8758f, -0.2040f),
vec3(-0.4986f, 0.0415f, 1.0570f));
return m * src;
}

@@ -111,10 +139,23 @@ public:
return vec4(CIEXYZToLinearRGB(src.rgb), src.a);
}

/*
* Convert CIE XYZ to CIE xyY
*/
static vec3 CIEXYZToCIExyY(vec3 src)
{
float tmp = 1.0f / (src.x + src.y + src.z);
return vec3(src.x * tmp, src.y * tmp, src.y);
}

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

/*
* Convert CIE XYZ to CIE L*a*b*
* Note: XYZ values should be normalised, ie. divided by the
* corresponding components for white.
* Note: XYZ values are normalised using a D65 illuminant.
*/
static vec3 CIEXYZToCIELab(vec3 src)
{
@@ -123,6 +164,9 @@ public:
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);

vec3 f = b * src + vec3(c);
if (src.x > a)
f.x = pow(src.x, d);


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