source: NonGTP/OpenEXR/include/Imath/ImathColorAlgo.h @ 855

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1///////////////////////////////////////////////////////////////////////////
2//
3// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
4// Digital Ltd. LLC
5//
6// All rights reserved.
7//
8// Redistribution and use in source and binary forms, with or without
9// modification, are permitted provided that the following conditions are
10// met:
11// *       Redistributions of source code must retain the above copyright
12// notice, this list of conditions and the following disclaimer.
13// *       Redistributions in binary form must reproduce the above
14// copyright notice, this list of conditions and the following disclaimer
15// in the documentation and/or other materials provided with the
16// distribution.
17// *       Neither the name of Industrial Light & Magic nor the names of
18// its contributors may be used to endorse or promote products derived
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20//
21// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
22// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
23// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
24// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
25// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
26// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
27// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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30// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
31// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
32//
33///////////////////////////////////////////////////////////////////////////
34
35
36
37#ifndef INCLUDED_IMATHCOLORALGO_H
38#define INCLUDED_IMATHCOLORALGO_H
39
40
41#include <ImathColor.h>
42#include <ImathMath.h>
43#include <ImathLimits.h>
44
45namespace Imath {
46
47
48//
49//      Non-templated helper routines for color conversion.
50//      These routines eliminate type warnings under g++.
51//
52
53Vec3<double>    hsv2rgb_d(const Vec3<double> &hsv);
54
55Color4<double>  hsv2rgb_d(const Color4<double> &hsv);
56
57
58Vec3<double>    rgb2hsv_d(const Vec3<double> &rgb);
59
60Color4<double>  rgb2hsv_d(const Color4<double> &rgb);
61
62
63//
64//      Color conversion functions and general color algorithms
65//
66//      hsv2rgb(), rgb2hsv(), rgb2packed(), packed2rgb()
67//      see each funtion definition for details.
68//
69
70template<class T>
71Vec3<T> 
72hsv2rgb(const Vec3<T> &hsv)
73{
74    if ( limits<T>::isIntegral() )
75    {
76        Vec3<double> v = Vec3<double>(hsv.x / double(limits<T>::max()),
77                                      hsv.y / double(limits<T>::max()),
78                                      hsv.z / double(limits<T>::max()));
79        Vec3<double> c = hsv2rgb_d(v);
80        return Vec3<T>((T) (c.x * limits<T>::max()),
81                       (T) (c.y * limits<T>::max()),
82                       (T) (c.z * limits<T>::max()));
83    }
84    else
85    {
86        Vec3<double> v = Vec3<double>(hsv.x, hsv.y, hsv.z);
87        Vec3<double> c = hsv2rgb_d(v);
88        return Vec3<T>((T) c.x, (T) c.y, (T) c.z);
89    }
90}
91
92
93template<class T>
94Color4<T> 
95hsv2rgb(const Color4<T> &hsv)
96{
97    if ( limits<T>::isIntegral() )
98    {
99        Color4<double> v = Color4<double>(hsv.r / float(limits<T>::max()),
100                                          hsv.g / float(limits<T>::max()),
101                                          hsv.b / float(limits<T>::max()),
102                                          hsv.a / float(limits<T>::max()));
103        Color4<double> c = hsv2rgb_d(v);
104        return Color4<T>((T) (c.r * limits<T>::max()),
105                         (T) (c.g * limits<T>::max()),
106                         (T) (c.b * limits<T>::max()),
107                         (T) (c.a * limits<T>::max()));
108    }
109    else
110    {
111        Color4<double> v = Color4<double>(hsv.r, hsv.g, hsv.g, hsv.a);
112        Color4<double> c = hsv2rgb_d(v);
113        return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a);
114    }
115}
116
117
118template<class T>
119Vec3<T> 
120rgb2hsv(const Vec3<T> &rgb)
121{
122    if ( limits<T>::isIntegral() )
123    {
124        Vec3<double> v = Vec3<double>(rgb.x / double(limits<T>::max()),
125                                      rgb.y / double(limits<T>::max()),
126                                      rgb.z / double(limits<T>::max()));
127        Vec3<double> c = rgb2hsv_d(v);
128        return Vec3<T>((T) (c.x * limits<T>::max()),
129                       (T) (c.y * limits<T>::max()),
130                       (T) (c.z * limits<T>::max()));
131    }
132    else
133    {
134        Vec3<double> v = Vec3<double>(rgb.x, rgb.y, rgb.z);
135        Vec3<double> c = rgb2hsv_d(v);
136        return Vec3<T>((T) c.x, (T) c.y, (T) c.z);
137    }
138}
139
140
141template<class T>
142Color4<T> 
143rgb2hsv(const Color4<T> &rgb)
144{
145    if ( limits<T>::isIntegral() )
146    {
147        Color4<double> v = Color4<double>(rgb.r / float(limits<T>::max()),
148                                          rgb.g / float(limits<T>::max()),
149                                          rgb.b / float(limits<T>::max()),
150                                          rgb.a / float(limits<T>::max()));
151        Color4<double> c = rgb2hsv_d(v);
152        return Color4<T>((T) (c.r * limits<T>::max()),
153                         (T) (c.g * limits<T>::max()),
154                         (T) (c.b * limits<T>::max()),
155                         (T) (c.a * limits<T>::max()));
156    }
157    else
158    {
159        Color4<double> v = Color4<double>(rgb.r, rgb.g, rgb.g, rgb.a);
160        Color4<double> c = rgb2hsv_d(v);
161        return Color4<T>((T) c.r, (T) c.g, (T) c.b, (T) c.a);
162    }
163}
164
165template <class T>
166PackedColor
167rgb2packed(const Vec3<T> &c)
168{
169    if ( limits<T>::isIntegral() )
170    {
171        float x = c.x / float(limits<T>::max());
172        float y = c.y / float(limits<T>::max());
173        float z = c.z / float(limits<T>::max());
174        return rgb2packed( V3f(x,y,z) );
175    }
176    else
177    {
178        return (  (PackedColor) (c.x * 255)             |
179                (((PackedColor) (c.y * 255)) << 8)      |
180                (((PackedColor) (c.z * 255)) << 16)     | 0xFF000000 );
181    }
182}
183
184template <class T>
185PackedColor
186rgb2packed(const Color4<T> &c)
187{
188    if ( limits<T>::isIntegral() )
189    {
190        float r = c.r / float(limits<T>::max());
191        float g = c.g / float(limits<T>::max());
192        float b = c.b / float(limits<T>::max());
193        float a = c.a / float(limits<T>::max());
194        return rgb2packed( C4f(r,g,b,a) );
195    }
196    else
197    {
198        return (  (PackedColor) (c.r * 255)             |
199                (((PackedColor) (c.g * 255)) << 8)      |
200                (((PackedColor) (c.b * 255)) << 16)     |
201                (((PackedColor) (c.a * 255)) << 24));
202    }
203}
204
205//
206//      This guy can't return the result because the template
207//      parameter would not be in the function signiture. So instead,
208//      its passed in as an argument.
209//
210
211template <class T>
212void
213packed2rgb(PackedColor packed, Vec3<T> &out)
214{
215    if ( limits<T>::isIntegral() )
216    {
217        T f = limits<T>::max() / ((PackedColor)0xFF);
218        out.x =  (packed &     0xFF) * f;
219        out.y = ((packed &   0xFF00) >>  8) * f;
220        out.z = ((packed & 0xFF0000) >> 16) * f;
221    }
222    else
223    {
224        T f = T(1) / T(255);
225        out.x =  (packed &     0xFF) * f;
226        out.y = ((packed &   0xFF00) >>  8) * f;
227        out.z = ((packed & 0xFF0000) >> 16) * f;
228    }
229}
230
231template <class T>
232void
233packed2rgb(PackedColor packed, Color4<T> &out)
234{
235    if ( limits<T>::isIntegral() )
236    {
237        T f = limits<T>::max() / ((PackedColor)0xFF);
238        out.r =  (packed &       0xFF) * f;
239        out.g = ((packed &     0xFF00) >>  8) * f;
240        out.b = ((packed &   0xFF0000) >> 16) * f;
241        out.a = ((packed & 0xFF000000) >> 24) * f;
242    }
243    else
244    {
245        T f = T(1) / T(255);
246        out.r =  (packed &       0xFF) * f;
247        out.g = ((packed &     0xFF00) >>  8) * f;
248        out.b = ((packed &   0xFF0000) >> 16) * f;
249        out.a = ((packed & 0xFF000000) >> 24) * f;
250    }
251}
252
253
254} // namespace Imath
255
256#endif 
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