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      3 // Copyright (c) 2003, Industrial Light & Magic, a division of Lucas
      4 // Digital Ltd. LLC
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     33 ///////////////////////////////////////////////////////////////////////////
     34 
     35 
     36 //-----------------------------------------------------------------------------
     37 //
     38 //	CIE (x,y) chromaticities, and conversions between
     39 //	RGB tiples and CIE XYZ tristimulus values.
     40 //
     41 //-----------------------------------------------------------------------------
     42 
     43 #include <ImfChromaticities.h>
     44 
     45 namespace Imf {
     46 
     47 
     48 Chromaticities::Chromaticities (const Imath::V2f &red,
     49                 const Imath::V2f &green,
     50                 const Imath::V2f &blue,
     51                 const Imath::V2f &white)
     52 :
     53     red (red),
     54     green (green),
     55     blue (blue),
     56     white (white)
     57 {
     58     // empty
     59 }
     60 
     61 
     62 Imath::M44f
     63 RGBtoXYZ (const Chromaticities chroma, float Y)
     64 {
     65     //
     66     // For an explanation of how the color conversion matrix is derived,
     67     // see Roy Hall, "Illumination and Color in Computer Generated Imagery",
     68     // Springer-Verlag, 1989, chapter 3, "Perceptual Response"; and
     69     // Charles A. Poynton, "A Technical Introduction to Digital Video",
     70     // John Wiley & Sons, 1996, chapter 7, "Color science for video".
     71     //
     72 
     73     //
     74     // X and Z values of RGB value (1, 1, 1), or "white"
     75     //
     76 
     77     float X = chroma.white.x * Y / chroma.white.y;
     78     float Z = (1 - chroma.white.x - chroma.white.y) * Y / chroma.white.y;
     79 
     80     //
     81     // Scale factors for matrix rows
     82     //
     83 
     84     float d = chroma.red.x   * (chroma.blue.y  - chroma.green.y) +
     85           chroma.blue.x  * (chroma.green.y - chroma.red.y) +
     86           chroma.green.x * (chroma.red.y   - chroma.blue.y);
     87 
     88     float Sr = (X * (chroma.blue.y - chroma.green.y) -
     89             chroma.green.x * (Y * (chroma.blue.y - 1) +
     90         chroma.blue.y  * (X + Z)) +
     91         chroma.blue.x  * (Y * (chroma.green.y - 1) +
     92         chroma.green.y * (X + Z))) / d;
     93 
     94     float Sg = (X * (chroma.red.y - chroma.blue.y) +
     95         chroma.red.x   * (Y * (chroma.blue.y - 1) +
     96         chroma.blue.y  * (X + Z)) -
     97         chroma.blue.x  * (Y * (chroma.red.y - 1) +
     98         chroma.red.y   * (X + Z))) / d;
     99 
    100     float Sb = (X * (chroma.green.y - chroma.red.y) -
    101         chroma.red.x   * (Y * (chroma.green.y - 1) +
    102         chroma.green.y * (X + Z)) +
    103         chroma.green.x * (Y * (chroma.red.y - 1) +
    104         chroma.red.y   * (X + Z))) / d;
    105 
    106     //
    107     // Assemble the matrix
    108     //
    109 
    110     Imath::M44f M;
    111 
    112     M[0][0] = Sr * chroma.red.x;
    113     M[0][1] = Sr * chroma.red.y;
    114     M[0][2] = Sr * (1 - chroma.red.x - chroma.red.y);
    115 
    116     M[1][0] = Sg * chroma.green.x;
    117     M[1][1] = Sg * chroma.green.y;
    118     M[1][2] = Sg * (1 - chroma.green.x - chroma.green.y);
    119 
    120     M[2][0] = Sb * chroma.blue.x;
    121     M[2][1] = Sb * chroma.blue.y;
    122     M[2][2] = Sb * (1 - chroma.blue.x - chroma.blue.y);
    123 
    124     return M;
    125 }
    126 
    127 
    128 Imath::M44f
    129 XYZtoRGB (const Chromaticities chroma, float Y)
    130 {
    131     return RGBtoXYZ (chroma, Y).inverse();
    132 }
    133 
    134 
    135 } // namespace Imf
    136