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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2003, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDED_IMF_CHROMATICITIES_H
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#define INCLUDED_IMF_CHROMATICITIES_H
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//-----------------------------------------------------------------------------
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//
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// CIE (x,y) chromaticities, and conversions between
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// RGB tiples and CIE XYZ tristimulus values.
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//
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//-----------------------------------------------------------------------------
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#include "ImathVec.h"
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#include "ImathMatrix.h"
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namespace Imf {
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struct Chromaticities
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{
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//-----------------------------------------------
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// The CIE x and y coordinates of the RGB triples
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// (1,0,0), (0,1,0), (0,0,1) and (1,1,1).
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//-----------------------------------------------
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Imath::V2f red;
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Imath::V2f green;
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Imath::V2f blue;
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Imath::V2f white;
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//--------------------------------------------
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// Default constructor produces chromaticities
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// according to Rec. ITU-R BT.709-3
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//--------------------------------------------
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Chromaticities (const Imath::V2f &red = Imath::V2f (0.6400f, 0.3300f),
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const Imath::V2f &green = Imath::V2f (0.3000f, 0.6000f),
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const Imath::V2f &blue = Imath::V2f (0.1500f, 0.0600f),
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const Imath::V2f &white = Imath::V2f (0.3127f, 0.3290f));
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};
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//
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// Conversions between RGB and CIE XYZ
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//
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// RGB to XYZ:
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//
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// Given a set of chromaticities, c, and the luminance, Y, of the RGB
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// triple (1,1,1), or "white", RGBtoXYZ(c,Y) computes a matrix, M, so
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// that multiplying an RGB value, v, with M produces an equivalent
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// XYZ value, w. (w == v * M)
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//
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// If we define that
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//
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// (Xr, Yr, Zr) == (1, 0, 0) * M
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// (Xg, Yg, Zg) == (0, 1, 0) * M
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// (Xb, Yb, Zb) == (0, 0, 1) * M
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// (Xw, Yw, Zw) == (1, 1, 1) * M,
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//
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// then the following statements are true:
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//
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// Xr / (Xr + Yr + Zr) == c.red.x
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// Yr / (Xr + Yr + Zr) == c.red.y
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//
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// Xg / (Xg + Yg + Zg) == c.red.x
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// Yg / (Xg + Yg + Zg) == c.red.y
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//
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// Xb / (Xb + Yb + Zb) == c.red.x
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// Yb / (Xb + Yb + Zb) == c.red.y
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//
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// Xw / (Xw + Yw + Zw) == c.red.x
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// Yw / (Xw + Yw + Zw) == c.red.y
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//
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// Yw == Y.
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//
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// XYZ to RGB:
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//
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// YYZtoRGB(c,Y) returns RGBtoXYZ(c,Y).inverse().
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//
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Imath::M44f RGBtoXYZ (const Chromaticities chroma, float Y);
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Imath::M44f XYZtoRGB (const Chromaticities chroma, float Y);
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} // namespace Imf
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#endif
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