#include <assert.h>
+#include <Eigen/Core>
+#include <Eigen/LU>
#include "colorspace_conversion_effect.h"
+#include "d65.h"
#include "util.h"
+using namespace Eigen;
+using namespace std;
+
+namespace movit {
+
// Color coordinates from Rec. 709; sRGB uses the same primaries.
-double rec709_x_R = 0.640, rec709_x_G = 0.300, rec709_x_B = 0.150;
-double rec709_y_R = 0.330, rec709_y_G = 0.600, rec709_y_B = 0.060;
+static const double rec709_x_R = 0.640, rec709_x_G = 0.300, rec709_x_B = 0.150;
+static const double rec709_y_R = 0.330, rec709_y_G = 0.600, rec709_y_B = 0.060;
// Color coordinates from Rec. 601. (Separate for 525- and 625-line systems.)
-double rec601_525_x_R = 0.630, rec601_525_x_G = 0.310, rec601_525_x_B = 0.155;
-double rec601_525_y_R = 0.340, rec601_525_y_G = 0.595, rec601_525_y_B = 0.070;
-double rec601_625_x_R = 0.640, rec601_625_x_G = 0.290, rec601_625_x_B = 0.150;
-double rec601_625_y_R = 0.330, rec601_625_y_G = 0.600, rec601_625_y_B = 0.060;
+static const double rec601_525_x_R = 0.630, rec601_525_x_G = 0.310, rec601_525_x_B = 0.155;
+static const double rec601_525_y_R = 0.340, rec601_525_y_G = 0.595, rec601_525_y_B = 0.070;
+static const double rec601_625_x_R = 0.640, rec601_625_x_G = 0.290, rec601_625_x_B = 0.150;
+static const double rec601_625_y_R = 0.330, rec601_625_y_G = 0.600, rec601_625_y_B = 0.060;
-double d65_x = 0.3127, d65_y = 0.3290;
+// Color coordinates from Rec. 2020.
+static const double rec2020_x_R = 0.708, rec2020_x_G = 0.170, rec2020_x_B = 0.131;
+static const double rec2020_y_R = 0.292, rec2020_y_G = 0.797, rec2020_y_B = 0.046;
-ColorSpaceConversionEffect::ColorSpaceConversionEffect()
+ColorspaceConversionEffect::ColorspaceConversionEffect()
: source_space(COLORSPACE_sRGB),
destination_space(COLORSPACE_sRGB)
{
register_int("destination_space", (int *)&destination_space);
}
-void get_xyz_matrix(ColorSpace space, Matrix3x3 m)
+Matrix3d ColorspaceConversionEffect::get_xyz_matrix(Colorspace space)
{
if (space == COLORSPACE_XYZ) {
- m[0] = 1.0f; m[3] = 0.0f; m[6] = 0.0f;
- m[1] = 0.0f; m[4] = 1.0f; m[7] = 0.0f;
- m[2] = 0.0f; m[5] = 0.0f; m[8] = 1.0f;
- return;
+ return Matrix3d::Identity();
}
double x_R, x_G, x_B;
x_R = rec601_625_x_R; x_G = rec601_625_x_G; x_B = rec601_625_x_B;
y_R = rec601_625_y_R; y_G = rec601_625_y_G; y_B = rec601_625_y_B;
break;
+ case COLORSPACE_REC_2020:
+ x_R = rec2020_x_R; x_G = rec2020_x_G; x_B = rec2020_x_B;
+ y_R = rec2020_y_R; y_G = rec2020_y_G; y_B = rec2020_y_B;
+ break;
default:
assert(false);
}
double z_G = 1.0 - x_G - y_G;
double z_B = 1.0 - x_B - y_B;
- // Find the XYZ coordinates of D65 (white point for both Rec. 601 and 709),
- // normalized so that Y=1.
- double d65_X = d65_x / d65_y;
- double d65_Y = 1.0;
- double d65_Z = (1.0 - d65_x - d65_y) / d65_y;
-
// We have, for each primary (example is with red):
//
// X_R / (X_R + Y_R + Z_R) = x_R
//
// Some algebraic fiddling yields (unsurprisingly):
//
- // X_R = (x_R / y_R) Y_R
- // Z_R = (z_R / y_R) Z_R
+ // X_R = (x_R / y_R) Y_R (so define k1 = x_R / y_R)
+ // Z_R = (z_R / y_R) Y_R (so define k4 = z_R / y_R)
//
// We also know that since RGB=(1,1,1) should give us the
// D65 illuminant, we must have
// Y_R + Y_G + Y_B = D65_Y
// Z_R + Z_G + Z_B = D65_Z
//
- // But since we already know how to express Y and Z by
- // some constant multiple of X, this reduces to
+ // But since we already know how to express X and Z by
+ // some constant multiple of Y, this reduces to
//
// k1 Y_R + k2 Y_G + k3 Y_B = D65_X
// Y_R + Y_G + Y_B = D65_Y
//
// Which we can solve for (Y_R, Y_G, Y_B) by inverting a 3x3 matrix.
- Matrix3x3 temp, inverted;
- temp[0] = x_R / y_R;
- temp[3] = x_G / y_G;
- temp[6] = x_B / y_B;
+ Matrix3d temp;
+ temp(0,0) = x_R / y_R;
+ temp(0,1) = x_G / y_G;
+ temp(0,2) = x_B / y_B;
- temp[1] = 1.0;
- temp[4] = 1.0;
- temp[7] = 1.0;
+ temp(1,0) = 1.0;
+ temp(1,1) = 1.0;
+ temp(1,2) = 1.0;
- temp[2] = z_R / y_R;
- temp[5] = z_G / y_G;
- temp[8] = z_B / y_B;
+ temp(2,0) = z_R / y_R;
+ temp(2,1) = z_G / y_G;
+ temp(2,2) = z_B / y_B;
- invert_3x3_matrix(temp, inverted);
- float Y_R, Y_G, Y_B;
- multiply_3x3_matrix_float3(inverted, d65_X, d65_Y, d65_Z, &Y_R, &Y_G, &Y_B);
+ Vector3d d65_XYZ(d65_X, d65_Y, d65_Z);
+ Vector3d Y_RGB = temp.inverse() * d65_XYZ;
// Now convert xyY -> XYZ.
- double X_R = temp[0] * Y_R;
- double Z_R = temp[2] * Y_R;
- double X_G = temp[3] * Y_G;
- double Z_G = temp[5] * Y_G;
- double X_B = temp[6] * Y_B;
- double Z_B = temp[8] * Y_B;
-
- m[0] = X_R; m[3] = X_G; m[6] = X_B;
- m[1] = Y_R; m[4] = Y_G; m[7] = Y_B;
- m[2] = Z_R; m[5] = Z_G; m[8] = Z_B;
+ double X_R = temp(0,0) * Y_RGB[0];
+ double Z_R = temp(2,0) * Y_RGB[0];
+
+ double X_G = temp(0,1) * Y_RGB[1];
+ double Z_G = temp(2,1) * Y_RGB[1];
+
+ double X_B = temp(0,2) * Y_RGB[2];
+ double Z_B = temp(2,2) * Y_RGB[2];
+
+ Matrix3d m;
+ m(0,0) = X_R; m(0,1) = X_G; m(0,2) = X_B;
+ m(1,0) = Y_RGB[0]; m(1,1) = Y_RGB[1]; m(1,2) = Y_RGB[2];
+ m(2,0) = Z_R; m(2,1) = Z_G; m(2,2) = Z_B;
+
+ return m;
}
-std::string ColorSpaceConversionEffect::output_fragment_shader()
+string ColorspaceConversionEffect::output_fragment_shader()
{
// Create a matrix to convert from source space -> XYZ,
// another matrix to convert from XYZ -> destination space,
//
// Since we right-multiply the RGB column vector, the matrix
// concatenation order needs to be the opposite of the operation order.
- Matrix3x3 m;
-
- Matrix3x3 source_space_to_xyz;
- Matrix3x3 destination_space_to_xyz;
- Matrix3x3 xyz_to_destination_space;
-
- get_xyz_matrix(source_space, source_space_to_xyz);
- get_xyz_matrix(destination_space, destination_space_to_xyz);
- invert_3x3_matrix(destination_space_to_xyz, xyz_to_destination_space);
-
- multiply_3x3_matrices(xyz_to_destination_space, source_space_to_xyz, m);
-
- char buf[1024];
- sprintf(buf,
- "const mat3 PREFIX(conversion_matrix) = mat3(\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f);\n\n",
- m[0], m[1], m[2],
- m[3], m[4], m[5],
- m[6], m[7], m[8]);
- return buf + read_file("colorspace_conversion_effect.frag");
+ Matrix3d source_space_to_xyz = get_xyz_matrix(source_space);
+ Matrix3d xyz_to_destination_space = get_xyz_matrix(destination_space).inverse();
+ Matrix3d m = xyz_to_destination_space * source_space_to_xyz;
+
+ return output_glsl_mat3("PREFIX(conversion_matrix)", m) +
+ read_file("colorspace_conversion_effect.frag");
}
+
+} // namespace movit