//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "core/util/rgb2luv.h" #include "core/util/rgb2xyz.h" #include "math/mPoint3.h" #include "math/mPoint2.h" namespace ConvertRGB { LinearColorF toLUV( const LinearColorF &rgbColor ) { static const Point3F scXYZLUVDot( 1.0f, 15.0f, 3.0f ); static const Point2F sc49( 4.0f, 9.0f ); LinearColorF xyzColor = ConvertRGB::toXYZ( rgbColor ); const Point2F &xyz_xy = *((Point2F *)&xyzColor); Point2F uvColor = sc49; uvColor.convolve( xyz_xy ); uvColor /= mDot( *(Point3F *)&xyzColor, scXYZLUVDot ); return LinearColorF( uvColor.x, uvColor.y, xyzColor.green, rgbColor.alpha ); } LinearColorF toLUVScaled( const LinearColorF &rgbColor ) { LinearColorF luvColor = toLUV( rgbColor ); luvColor.red /= 0.62f; luvColor.green /= 0.62f; return luvColor; } }