コード例 #1
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
 public float4 XYZ2RGB( float4 _XYZ )
 {
     // Transform into RGB
     return _XYZ * MAT_XYZ2RGB;
 }
コード例 #2
0
ファイル: FourierTestForm.cs プロジェクト: Patapom/GodComplex
        void UpdateGraph()
        {
            double	time = (DateTime.Now - m_startTime).TotalSeconds;

            TestTransform( time );

            m_image.Clear( float4.One );

            float2	rangeX = new float2( 0.0f, 1024.0f );
            float2	rangeY = new float2( -1, 1 );

            // Plot input signal
            //			m_image.PlotGraphAutoRangeY( m_black, rangeX, ref rangeY, ( float x ) => {
            m_image.PlotGraph( m_black, rangeX, rangeY, ( float x ) => {
                int		X = Math.Max( 0, Math.Min( 1023, (int) x ) );
                return (float) m_signalSource[X].r;
            } );

            // Plot reconstructed signals (Real and Imaginary parts)
            m_image.PlotGraph( m_red, rangeX, rangeY, ( float x ) => {
                int		X = Math.Max( 0, Math.Min( 1023, (int) x ) );
                return (float) m_signalReconstructed[X].r;
            } );
            m_image.PlotGraph( m_blue, rangeX, rangeY, ( float x ) => {
                int		X = Math.Max( 0, Math.Min( 1023, (int) x ) );
                return (float) m_signalReconstructed[X].i;
            } );
            m_image.PlotAxes( m_black, rangeX, rangeY, 16.0f, 0.1f );

            //////////////////////////////////////////////////////////////////////////
            // Render spectrum as (Real=Red, Imaginary=Blue) vertical lines for each frequency
            float2	cornerMin = m_image.RangedCoordinates2ImageCoordinates( rangeX, rangeY, new float2( rangeX.x, -1.0f ) );
            float2	cornerMax = m_image.RangedCoordinates2ImageCoordinates( rangeX, rangeY, new float2( rangeX.y, +1.0f ) );
            float2	delta = cornerMax - cornerMin;
            float	zeroY = cornerMin.y + 0.5f * delta.y;

            float2	Xr0 = new float2( 0, zeroY );
            float2	Xr1 = new float2( 0, 0 );
            float2	Xi0 = new float2( 0, zeroY );
            float2	Xi1 = new float2( 0, 0 );

            float	scale = 10.0f;

            float4	spectrumColorRe = new float4( 1, 0.25f, 0, 1 );
            float4	spectrumColorIm = new float4( 0, 0.5f, 1, 1 );
            int		size = m_spectrum.Length;
            int		halfSize = size >> 1;
            for ( int i=0; i < m_spectrum.Length; i++ ) {
                float	X = cornerMin.x + i * delta.x / m_spectrum.Length;
            //				int		frequencyIndex = i;							// Show spectrum as output by FFT
                int		frequencyIndex = (i + halfSize) % size;		// Show offset spectrum with DC term in the middle
                Xr0.x = X;
                Xr1.x = X;
                Xr1.y = cornerMin.y + 0.5f * (scale * (float) m_spectrum[frequencyIndex].r + 1.0f) * delta.y;
                Xi0.x = X+1;
                Xi1.x = X+1;
                Xi1.y = cornerMin.y + 0.5f * (scale * (float) m_spectrum[frequencyIndex].i + 1.0f) * delta.y;

                m_image.DrawLine( spectrumColorRe, Xr0, Xr1 );
                m_image.DrawLine( spectrumColorIm, Xi0, Xi1 );
            }

            imagePanel.Bitmap = m_image.AsBitmap;
        }
コード例 #3
0
ファイル: Form1.cs プロジェクト: Patapom/GodComplex
 protected void DrawPoint( int _X, int _Y, int _size, ref float4 _color )
 {
     uint	minX = (uint) Math.Max( 0, _X-_size );
     uint	minY = (uint) Math.Max( 0, _Y-_size );
     uint	maxX = (uint) Math.Min( m_imageFile.Width, _X + _size+1 );
     uint	maxY = (uint) Math.Min( m_imageFile.Height, _Y + _size+1 );
     for ( uint Y=minY; Y < maxY; Y++ )
         for ( uint X=minX; X < maxX; X++ )
             m_imageFile[X,Y] = _color;
 }
コード例 #4
0
ファイル: Math.cs プロジェクト: Patapom/GodComplex
 public static float4 Parse( string v )
 {
     string[]	Components = v.Split( ';' );
     if ( Components.Length < 4 )
         throw new Exception( "Not enough vector components!" );
     float4		Result = new float4();
     if ( !float.TryParse( Components[0].Trim(), out Result.x ) )
         throw new Exception( "Can't parse X field!" );
     if ( !float.TryParse( Components[1].Trim(), out Result.y ) )
         throw new Exception( "Can't parse Y field!" );
     if ( !float.TryParse( Components[2].Trim(), out Result.z ) )
         throw new Exception( "Can't parse Z field!" );
     if ( !float.TryParse( Components[3].Trim(), out Result.w ) )
         throw new Exception( "Can't parse W field!" );
     return Result;
 }
コード例 #5
0
ファイル: Math.cs プロジェクト: Patapom/GodComplex
        private static int[] ms_Index = { 0, 1, 2, 3, 0, 1, 2 }; // This array gives the index of the current component

        #endregion Fields

        #region Constructors

        public float4x4( float[] _a )
        {
            row0 = new float4( _a[0], _a[1], _a[2], _a[3] );
            row1 = new float4( _a[4], _a[5], _a[6], _a[7] );
            row2 = new float4( _a[8], _a[9], _a[10], _a[11] );
            row3 = new float4( _a[12], _a[13], _a[14], _a[15] );
        }
コード例 #6
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
 public void Write( float4 _Color )
 {
     R = _Color.x;
     G = _Color.y;
 }
コード例 #7
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
 public void Write( float4 _Color )
 {
     R = PF_Empty.ToUShort(_Color.x);
     G = PF_Empty.ToUShort(_Color.y);
     B = PF_Empty.ToUShort(_Color.z);
     A = PF_Empty.ToUShort(_Color.w);
 }
コード例 #8
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
 /// <summary>
 /// Converts a RGB color to a CIEXYZ color
 /// </summary>
 /// <param name="_RGB"></param>
 /// <returns></returns>
 public float4 RGB2XYZ( float4 _RGB )
 {
     return m_InternalConverter.RGB2XYZ( _RGB );
 }
コード例 #9
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
 /// <summary>
 /// Converts a RGB color to a CIEXYZ color
 /// </summary>
 /// <param name="_RGB"></param>
 public void RGB2XYZ( float4[,] _RGB, float4[,] _XYZ )
 {
     m_InternalConverter.RGB2XYZ( _RGB, _XYZ );
 }
コード例 #10
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
            public float4 XYZ2RGB( float4 _XYZ )
            {
                // Transform into RGB
                _XYZ = _XYZ * MAT_XYZ2RGB;

                // Gamma correct
                _XYZ.x = _XYZ.x > 0.0031308f ? 1.055f * (float) Math.Pow( _XYZ.x, 1.0f / GAMMA_EXPONENT_sRGB ) - 0.055f : 12.92f * _XYZ.x;
                _XYZ.y = _XYZ.y > 0.0031308f ? 1.055f * (float) Math.Pow( _XYZ.y, 1.0f / GAMMA_EXPONENT_sRGB ) - 0.055f : 12.92f * _XYZ.y;
                _XYZ.z = _XYZ.z > 0.0031308f ? 1.055f * (float) Math.Pow( _XYZ.z, 1.0f / GAMMA_EXPONENT_sRGB ) - 0.055f : 12.92f * _XYZ.z;

                return _XYZ;
            }
コード例 #11
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
            public void XYZ2RGB( float4[,] _XYZ, float4[,] _RGB )
            {
                int		W = _XYZ.GetLength( 0 );
                int		H = _XYZ.GetLength( 1 );
                for ( int Y=0; Y < H; Y++ )
                    for ( int X=0; X < W; X++ )
                    {
                        float4	XYZ = _XYZ[X,Y];

                        // Transform into RGB
                        XYZ =  XYZ * MAT_XYZ2RGB;

                        // Gamma correct
                        _RGB[X,Y].x = XYZ.x > 0.0031308f ? 1.055f * (float) Math.Pow( XYZ.x, 1.0f / GAMMA_EXPONENT_sRGB ) - 0.055f : 12.92f * XYZ.x;
                        _RGB[X,Y].y = XYZ.y > 0.0031308f ? 1.055f * (float) Math.Pow( XYZ.y, 1.0f / GAMMA_EXPONENT_sRGB ) - 0.055f : 12.92f * XYZ.y;
                        _RGB[X,Y].z = XYZ.z > 0.0031308f ? 1.055f * (float) Math.Pow( XYZ.z, 1.0f / GAMMA_EXPONENT_sRGB ) - 0.055f : 12.92f * XYZ.z;
                        _RGB[X,Y].w = XYZ.w;
                    }
            }
コード例 #12
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
            public void RGB2XYZ( float4[,] _RGB, float4[,] _XYZ )
            {
                int		W = _RGB.GetLength( 0 );
                int		H = _RGB.GetLength( 1 );
                for ( int Y=0; Y < H; Y++ )
                    for ( int X=0; X < W; X++ )
                    {
                        float4	RGB = _RGB[X,Y];

                        // Gamma un-correct
                        RGB.x = RGB.x < 0.04045f ? RGB.x / 12.92f : (float) Math.Pow( (RGB.x + 0.055f) / 1.055f, GAMMA_EXPONENT_sRGB );
                        RGB.y = RGB.y < 0.04045f ? RGB.y / 12.92f : (float) Math.Pow( (RGB.y + 0.055f) / 1.055f, GAMMA_EXPONENT_sRGB );
                        RGB.z = RGB.z < 0.04045f ? RGB.z / 12.92f : (float) Math.Pow( (RGB.z + 0.055f) / 1.055f, GAMMA_EXPONENT_sRGB );

                        // Transform into XYZ
                        _XYZ[X,Y] =  RGB *  MAT_RGB2XYZ;
                    }
            }
コード例 #13
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
            public float4 RGB2XYZ( float4 _RGB )
            {
                // Gamma un-correct
                _RGB.x = _RGB.x < 0.04045f ? _RGB.x / 12.92f : (float) Math.Pow( (_RGB.x + 0.055f) / 1.055f, GAMMA_EXPONENT_sRGB );
                _RGB.y = _RGB.y < 0.04045f ? _RGB.y / 12.92f : (float) Math.Pow( (_RGB.y + 0.055f) / 1.055f, GAMMA_EXPONENT_sRGB );
                _RGB.z = _RGB.z < 0.04045f ? _RGB.z / 12.92f : (float) Math.Pow( (_RGB.z + 0.055f) / 1.055f, GAMMA_EXPONENT_sRGB );

                // Transform into XYZ
                return _RGB * MAT_RGB2XYZ;
            }
コード例 #14
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
 public void XYZ2RGB( float4[,] _XYZ, float4[,] _RGB )
 {
     int		W = _XYZ.GetLength( 0 );
     int		H = _XYZ.GetLength( 1 );
     for ( int Y=0; Y < H; Y++ )
         for ( int X=0; X < W; X++ )
             _RGB[X,Y] = _XYZ[X,Y] * MAT_XYZ2RGB;
 }
コード例 #15
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
 public void Write( float4 _Color )
 {
 }
コード例 #16
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
 /// <summary>
 /// Converts a CIEXYZ color to a RGB color
 /// </summary>
 /// <param name="_XYZ"></param>
 /// <returns></returns>
 public float4 XYZ2RGB( float4 _XYZ )
 {
     return m_InternalConverter.XYZ2RGB( _XYZ );
 }
コード例 #17
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
 public void Write( float4 _Color )
 {
     R = PF_Empty.ToUShort(_Color.x);
 }
コード例 #18
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
 /// <summary>
 /// Converts a CIEXYZ color to a RGB color
 /// </summary>
 /// <param name="_XYZ"></param>
 public void XYZ2RGB( float4[,] _XYZ, float4[,] _RGB )
 {
     m_InternalConverter.XYZ2RGB( _XYZ, _RGB );
 }
コード例 #19
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
 public void Write( float4 _Color )
 {
     R = PF_Empty.ToByte(_Color.x);
     G = PF_Empty.ToByte(_Color.y);
 }
コード例 #20
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
        /// <summary>
        /// Builds the RGB<->XYZ transforms from chromaticities
        /// (refer to http://wiki.nuaj.net/index.php/Color_Transforms#XYZ_Matrices for explanations)
        /// </summary>
        protected void BuildTransformFromChroma( bool _bCheckGammaCurveOverride )
        {
            float3	xyz_R = new float3( m_Chromaticities.R.x, m_Chromaticities.R.y, 1.0f - m_Chromaticities.R.x - m_Chromaticities.R.y );
            float3	xyz_G = new float3( m_Chromaticities.G.x, m_Chromaticities.G.y, 1.0f - m_Chromaticities.G.x - m_Chromaticities.G.y );
            float3	xyz_B = new float3( m_Chromaticities.B.x, m_Chromaticities.B.y, 1.0f - m_Chromaticities.B.x - m_Chromaticities.B.y );
            float3	XYZ_W = xyY2XYZ( new float3( m_Chromaticities.W.x, m_Chromaticities.W.y, 1.0f ) );

            float4x4	M_xyz = new float4x4() {
                row0 = new float4( xyz_R, 0.0f ),
                row1 = new float4( xyz_G, 0.0f ),
                row2 = new float4( xyz_B, 0.0f ),
                row3 = new float4( 0.0f, 0.0f, 0.0f, 1.0f )
            };

            M_xyz.Invert();

            float4	Sum_RGB = new float4( XYZ_W, 1.0f ) * M_xyz;

            // Finally, we can retrieve the RGB->XYZ transform
            m_RGB2XYZ.row0 = new float4( Sum_RGB.x * xyz_R, 0.0f );
            m_RGB2XYZ.row1 = new float4( Sum_RGB.y * xyz_G, 0.0f );
            m_RGB2XYZ.row2 = new float4( Sum_RGB.z * xyz_B, 0.0f );

            // And the XYZ->RGB transform
            m_XYZ2RGB = m_RGB2XYZ;
            m_XYZ2RGB.Invert();

            // ============= Attempt to recognize a standard profile =============
            STANDARD_PROFILE	RecognizedChromaticity = m_Chromaticities.RecognizedChromaticity;

            if ( _bCheckGammaCurveOverride )
            {	// Also ensure the gamma ramp is correct before assigning a standard profile
                bool	bIsGammaCorrect = true;
                switch ( RecognizedChromaticity )
                {
                    case STANDARD_PROFILE.sRGB:				bIsGammaCorrect = EnsureGamma( GAMMA_CURVE.sRGB, GAMMA_EXPONENT_sRGB ); break;
                    case STANDARD_PROFILE.ADOBE_RGB_D50:	bIsGammaCorrect = EnsureGamma( GAMMA_CURVE.STANDARD, GAMMA_EXPONENT_ADOBE ); break;
                    case STANDARD_PROFILE.ADOBE_RGB_D65:	bIsGammaCorrect = EnsureGamma( GAMMA_CURVE.STANDARD, GAMMA_EXPONENT_ADOBE ); break;
                    case STANDARD_PROFILE.PRO_PHOTO:		bIsGammaCorrect = EnsureGamma( GAMMA_CURVE.PRO_PHOTO, GAMMA_EXPONENT_PRO_PHOTO ); break;
                    case STANDARD_PROFILE.RADIANCE:			bIsGammaCorrect = EnsureGamma( GAMMA_CURVE.STANDARD, 1.0f ); break;
                }

                if ( !bIsGammaCorrect )
                    RecognizedChromaticity = STANDARD_PROFILE.CUSTOM;	// A non-standard gamma curves fails our pre-defined design...
            }

            // ============= Assign the internal converter depending on the profile =============
            switch ( RecognizedChromaticity )
            {
                case STANDARD_PROFILE.sRGB:
                    m_GammaCurve = GAMMA_CURVE.sRGB;
                    m_Gamma = GAMMA_EXPONENT_sRGB;
                    m_InternalConverter = new InternalColorConverter_sRGB();
                    break;

                case STANDARD_PROFILE.ADOBE_RGB_D50:
                    m_GammaCurve = GAMMA_CURVE.STANDARD;
                    m_Gamma = GAMMA_EXPONENT_ADOBE;
                    m_InternalConverter = new InternalColorConverter_AdobeRGB_D50();
                    break;

                case STANDARD_PROFILE.ADOBE_RGB_D65:
                    m_GammaCurve = GAMMA_CURVE.STANDARD;
                    m_Gamma = GAMMA_EXPONENT_ADOBE;
                    m_InternalConverter = new InternalColorConverter_AdobeRGB_D65();
                    break;

                case STANDARD_PROFILE.PRO_PHOTO:
                    m_GammaCurve = GAMMA_CURVE.PRO_PHOTO;
                    m_Gamma = GAMMA_EXPONENT_PRO_PHOTO;
                    m_InternalConverter = new InternalColorConverter_ProPhoto();
                    break;

                case STANDARD_PROFILE.RADIANCE:
                    m_GammaCurve = GAMMA_CURVE.STANDARD;
                    m_Gamma = 1.0f;
                    m_InternalConverter = new InternalColorConverter_Radiance();
                    break;

                default:	// Switch to one of our generic converters
                    switch ( m_GammaCurve )
                    {
                        case GAMMA_CURVE.sRGB:
                            m_InternalConverter = new InternalColorConverter_Generic_sRGBGamma( m_RGB2XYZ, m_XYZ2RGB );
                            break;
                        case GAMMA_CURVE.PRO_PHOTO:
                            m_InternalConverter = new InternalColorConverter_Generic_ProPhoto( m_RGB2XYZ, m_XYZ2RGB );
                            break;
                        case GAMMA_CURVE.STANDARD:
                            if ( Math.Abs( m_Gamma - 1.0f ) < 1e-3f )
                                m_InternalConverter = new InternalColorConverter_Generic_NoGamma( m_RGB2XYZ, m_XYZ2RGB );
                            else
                                m_InternalConverter = new InternalColorConverter_Generic_StandardGamma( m_RGB2XYZ, m_XYZ2RGB, m_Gamma );
                            break;
                    }
                    break;
            }
        }
コード例 #21
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
 public void Write( float4 _Color )
 {
     R = _Color.x;
     G = _Color.y;
     B = _Color.z;
     A = _Color.w;
 }
コード例 #22
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
            public float4 RGB2XYZ( float4 _RGB )
            {
                // Gamma un-correct
                _RGB.x = (float) Math.Pow( _RGB.x, GAMMA_EXPONENT_ADOBE );
                _RGB.y = (float) Math.Pow( _RGB.y, GAMMA_EXPONENT_ADOBE );
                _RGB.z = (float) Math.Pow( _RGB.z, GAMMA_EXPONENT_ADOBE );

                // Transform into XYZ
                return _RGB * MAT_RGB2XYZ;
            }
コード例 #23
0
ファイル: Math.cs プロジェクト: Patapom/GodComplex
 public float dot( float4 b )
 {
     return x*b.x + y*b.y + z*b.z + w*b.w;
 }
コード例 #24
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
            public void RGB2XYZ( float4[,] _RGB, float4[,] _XYZ )
            {
                int		W = _RGB.GetLength( 0 );
                int		H = _RGB.GetLength( 1 );
                for ( int Y=0; Y < H; Y++ )
                    for ( int X=0; X < W; X++ )
                    {
                        float4	RGB = _RGB[X,Y];

                        // Gamma un-correct
                        RGB.x = (float) Math.Pow( RGB.x, GAMMA_EXPONENT_ADOBE );
                        RGB.y = (float) Math.Pow( RGB.y, GAMMA_EXPONENT_ADOBE );
                        RGB.z = (float) Math.Pow( RGB.z, GAMMA_EXPONENT_ADOBE );

                        // Transform into XYZ
                        _XYZ[X,Y] = RGB * MAT_RGB2XYZ;
                    }
            }
コード例 #25
0
ファイル: Math.cs プロジェクト: Patapom/GodComplex
        public void Invert()
        {
            float	fDet = Determinant();
            if ( (float) System.Math.Abs(fDet) < float.Epsilon )
                throw new Exception( "Matrix is not invertible!" );		// The matrix is not invertible! Singular case!

            float	fIDet = 1.0f / fDet;

            float4x4	Temp = new float4x4();
            Temp[0, 0] = CoFactor( 0, 0 ) * fIDet;
            Temp[1, 0] = CoFactor( 0, 1 ) * fIDet;
            Temp[2, 0] = CoFactor( 0, 2 ) * fIDet;
            Temp[3, 0] = CoFactor( 0, 3 ) * fIDet;
            Temp[0, 1] = CoFactor( 1, 0 ) * fIDet;
            Temp[1, 1] = CoFactor( 1, 1 ) * fIDet;
            Temp[2, 1] = CoFactor( 1, 2 ) * fIDet;
            Temp[3, 1] = CoFactor( 1, 3 ) * fIDet;
            Temp[0, 2] = CoFactor( 2, 0 ) * fIDet;
            Temp[1, 2] = CoFactor( 2, 1 ) * fIDet;
            Temp[2, 2] = CoFactor( 2, 2 ) * fIDet;
            Temp[3, 2] = CoFactor( 2, 3 ) * fIDet;
            Temp[0, 3] = CoFactor( 3, 0 ) * fIDet;
            Temp[1, 3] = CoFactor( 3, 1 ) * fIDet;
            Temp[2, 3] = CoFactor( 3, 2 ) * fIDet;
            Temp[3, 3] = CoFactor( 3, 3 ) * fIDet;

            row0 = Temp.row0;
            row1 = Temp.row1;
            row2 = Temp.row2;
            row3 = Temp.row3;
        }
コード例 #26
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
        // NOTE: Alpha is ignored, RGB is encoded in RGBE
        public void Write( float4 _Color )
        {
            float	fMaxComponent = Math.Max( _Color.x, Math.Max( _Color.y, _Color.z ) );
            if ( fMaxComponent < 1e-16f )
            {	// Too low to encode...
                R = G = B = E = 0;
                return;
            }

            double	CompleteExponent = Math.Log( fMaxComponent ) / Math.Log( 2.0 );
            int		Exponent = (int) Math.Ceiling( CompleteExponent );
            double	Mantissa = fMaxComponent / Math.Pow( 2.0f, Exponent );
            if ( Mantissa == 1.0 )
            {	// Step to next order
                Mantissa = 0.5;
                Exponent++;
            }

            double	Debug0 = Mantissa * Math.Pow( 2.0, Exponent );

            fMaxComponent = (float) Mantissa * 255.99999999f / fMaxComponent;

            R = (byte) (_Color.x * fMaxComponent);
            G = (byte) (_Color.y * fMaxComponent);
            B = (byte) (_Color.z * fMaxComponent);
            E = (byte) (Exponent + 128 );
        }
コード例 #27
0
ファイル: Form1.cs プロジェクト: Patapom/GodComplex
        void TestBlackBodyRadiation( TEST_COLOR_PROFILES _type )
        {
            ColorProfile	sRGB = new ColorProfile( ColorProfile.STANDARD_PROFILE.sRGB );

            switch ( _type ) {
                // Load the color gamut and try and plot the locii of various white points
                //
                case TEST_COLOR_PROFILES.DRAW_WHITE_POINT_LOCI: {
                    m_imageFile.Load( new System.IO.FileInfo( @"..\..\Images\In\xyGamut.png" ) );

                    float2	cornerZero = new float2( 114, 1336 );			// xy=(0.0, 0.0)
                    float2	cornerPoint8Point9 = new float2( 1257, 49 );	// xy=(0.8, 0.9)

            // Check XYZ<->RGB and XYZ<->xyY converter code
            // 			float3	xyY = new float3();
            // 			float3	XYZ = new float3();
            //
            // float4	testRGB = new float4();
            // float4	testXYZ = new float4();
            // for ( int i=1; i <= 10; i++ ) {
            // 	float	f = i / 10.0f;
            // 	testRGB.Set( 1*f, 1*f, 1*f, 1.0f );
            // 	sRGB.RGB2XYZ( testRGB, ref testXYZ );
            //
            // XYZ.Set( testXYZ.x, testXYZ.y, testXYZ.z );
            // ColorProfile.XYZ2xyY( XYZ, ref xyY );
            // ColorProfile.xyY2XYZ( xyY, ref XYZ );
            // testXYZ.Set( XYZ, 1.0f );
            //
            // 	sRGB.XYZ2RGB( testXYZ, ref testRGB );
            // }

                    float2	xy = new float2();
                    float4	color = new float4( 1, 0, 0, 1 );
                    float4	color2 = new float4( 0, 0.5f, 1, 1 );
                    for ( int locusIndex=0; locusIndex < 20; locusIndex++ ) {
            //						float	T = 1500.0f + (8000.0f - 1500.0f) * locusIndex / 20.0f;
                        float	T = 1500.0f + 500.0f * locusIndex;

                        ColorProfile.ComputeWhitePointChromaticities( T, ref xy );

            // Plot with the color of the white point
            // ColorProfile.xyY2XYZ( new float3( xy, 1.0f ), ref XYZ );
            // sRGB.XYZ2RGB( new float4( XYZ, 1.0f ), ref color );

                        float2	fPos = cornerZero + (cornerPoint8Point9 - cornerZero) * new float2( xy.x / 0.8f, xy.y / 0.9f );
                        DrawPoint( (int) fPos.x, (int) fPos.y, 6, ref color );

                        ColorProfile.ComputeWhitePointChromaticitiesAnalytical( T, ref xy );
                        fPos = cornerZero + (cornerPoint8Point9 - cornerZero) * new float2( xy.x / 0.8f, xy.y / 0.9f );
                        DrawPoint( (int) fPos.x, (int) fPos.y, 3, ref color2 );
                    }
                }
                break;

                case TEST_COLOR_PROFILES.BUILD_WHITE_POINTS_GRADIENT_NO_BALANCE:
                case TEST_COLOR_PROFILES.BUILD_WHITE_POINTS_GRADIENT_BALANCE_D50_TO_D65:
                case TEST_COLOR_PROFILES.BUILD_WHITE_POINTS_GRADIENT_BALANCE_D65_TO_D50: {

                    float3x3	whiteBalancingXYZ = float3x3.Identity;
                    float		whitePointCCT = 6500.0f;
                    if ( _type == TEST_COLOR_PROFILES.BUILD_WHITE_POINTS_GRADIENT_BALANCE_D50_TO_D65 ) {
                        // Compute white balancing from a D50 to a D65 illuminant
                        whiteBalancingXYZ = ColorProfile.ComputeWhiteBalanceXYZMatrix( ColorProfile.Chromaticities.AdobeRGB_D50, ColorProfile.ILLUMINANT_D65 );
                        whitePointCCT = 5000.0f;
                    } else if ( _type == TEST_COLOR_PROFILES.BUILD_WHITE_POINTS_GRADIENT_BALANCE_D65_TO_D50 ) {
                        // Compute white balancing from a D65 to a D50 illuminant
                        whiteBalancingXYZ = ColorProfile.ComputeWhiteBalanceXYZMatrix( ColorProfile.Chromaticities.sRGB, ColorProfile.ILLUMINANT_D50 );
                        whitePointCCT = 10000.0f;	// ?? Actually we're already in D65 so assuming we're starting from a D50 illuminant instead actually pushes the white point far away...
                    }

                    // Build a gradient of white points from 1500K to 8000K
                    m_imageFile.Init( 650, 32, ImageFile.PIXEL_FORMAT.RGBA8, sRGB );

                    float4	RGB = new float4( 0, 0, 0, 0 );
                    float3	XYZ = new float3( 0, 0, 0 );
                    float2	xy = new float2();
                    for ( uint X=0; X < 650; X++ ) {
                        float	T = 1500 + 10 * X;	// From 1500K to 8000K
                        ColorProfile.ComputeWhitePointChromaticities( T, ref xy );

                        ColorProfile.xyY2XYZ( new float3( xy, 1.0f ), ref XYZ );

                        // Apply white balancing
                        XYZ *= whiteBalancingXYZ;

                        sRGB.XYZ2RGB( new float4( XYZ, 1 ), ref RGB );

            // "Normalize"
            //RGB /= Math.Max( Math.Max( RGB.x, RGB.y ), RGB.z );

            // Isolate D65
            if ( Math.Abs( T - whitePointCCT ) < 10.0f )
            RGB.Set( 1, 0, 1, 1 );

                        for ( uint Y=0; Y < 32; Y++ ) {
                            m_imageFile[X,Y] = RGB;
                        }
                    }

            // Check white balancing yields correct results
            // float3	XYZ_R_in = new float3();
            // float3	XYZ_G_in = new float3();
            // float3	XYZ_B_in = new float3();
            // float3	XYZ_W_in = new float3();
            // sRGB.RGB2XYZ( new float3( 1, 0, 0 ), ref XYZ_R_in );
            // sRGB.RGB2XYZ( new float3( 0, 1, 0 ), ref XYZ_G_in );
            // sRGB.RGB2XYZ( new float3( 0, 0, 1 ), ref XYZ_B_in );
            // sRGB.RGB2XYZ( new float3( 1, 1, 1 ), ref XYZ_W_in );
            //
            // float3	XYZ_R_out = XYZ_R_in * XYZ_D65_D50;
            // float3	XYZ_G_out = XYZ_G_in * XYZ_D65_D50;
            // float3	XYZ_B_out = XYZ_B_in * XYZ_D65_D50;
            // float3	XYZ_W_out = XYZ_W_in * XYZ_D65_D50;
            //

            // float3	xyY_R_out = new float3();
            // float3	xyY_G_out = new float3();
            // float3	xyY_B_out = new float3();
            // float3	xyY_W_out = new float3();
            // ColorProfile.XYZ2xyY( XYZ_R_out, ref xyY_R_out );
            // ColorProfile.XYZ2xyY( XYZ_G_out, ref xyY_G_out );
            // ColorProfile.XYZ2xyY( XYZ_B_out, ref xyY_B_out );
            // ColorProfile.XYZ2xyY( XYZ_W_out, ref xyY_W_out );
                }
                break;
            }

            panelColorProfile.Bitmap = m_imageFile.AsBitmap;
        }
コード例 #28
0
ファイル: PixelFormats.cs プロジェクト: Patapom/GodComplex
 public void Write( float4 _Color )
 {
     D = _Color.x;
 }
コード例 #29
0
ファイル: Form1.cs プロジェクト: Patapom/GodComplex
        void TestBuildImage( BUILD_TESTS _type )
        {
            try {
                switch ( _type ) {
                    case BUILD_TESTS.FILL_PIXEL:
                        // Write pixel per pixel
                        m_imageFile = new ImageFile( 378, 237, ImageFile.PIXEL_FORMAT.RGB16, new ColorProfile( ColorProfile.STANDARD_PROFILE.sRGB ) );
                        for ( uint Y=0; Y < m_imageFile.Height; Y++ ) {
                            for ( uint X=0; X < m_imageFile.Width; X++ ) {
                                float	R = (float) (1+X) / m_imageFile.Width;
                                float	G = (float) (1+Y) / m_imageFile.Height;
                                m_imageFile[X,Y] = new float4( R, G, 1.0f-0.5f*(R+G), 1 );
                            }
                        }
                        break;

                    case BUILD_TESTS.FILL_SCANLINE:
                        // Write scanline per scanline
                        m_imageFile = new ImageFile( 378, 237, ImageFile.PIXEL_FORMAT.RGB16, new ColorProfile( ColorProfile.STANDARD_PROFILE.sRGB ) );
                        float4[]	scanline = new float4[m_imageFile.Width];
                        for ( uint Y=0; Y < m_imageFile.Height; Y++ ) {
                            for ( uint X=0; X < m_imageFile.Width; X++ ) {
                                float	R = 1.0f - (float) (1+X) / m_imageFile.Width;
                                float	G = (float) (1+Y) / m_imageFile.Height;
                                scanline[X].Set( R, G, 1.0f-0.5f*(R+G), 1 );
                            }

                            m_imageFile.WriteScanline( Y, scanline );
                        }
                        break;

                    // Buddhabrot
                    case BUILD_TESTS.ADDITIVE_BUDDHABROT: {
                        m_imageFile = new ImageFile( 378, 237, ImageFile.PIXEL_FORMAT.RGB16, new ColorProfile( ColorProfile.STANDARD_PROFILE.sRGB ) );
                        uint	W = m_imageFile.Width;
                        uint	H = m_imageFile.Height;
                        float2	Z, Z0;
                        int		iterations = 50;
                        float4	inc = (1.0f / iterations) * float4.One;
                        float	zoom = 2.0f;
                        float	invZoom = 1.0f / zoom;

            #if DIRECT_WRITE		// Either directly accumulate to image
                        for ( uint Y=0; Y < H; Y++ ) {
                            Z0.y = zoom * (Y - 0.5f * H) / H;
                            for ( uint X=0; X < W; X++ ) {
                                Z0.x = zoom * (X - 0.5f * W) / H;
                                Z = Z0;
                                for ( int i=0; i < iterations; i++ ) {
                                    Z.Set( Z.x*Z.x - Z.y*Z.y + Z0.x, 2.0f * Z.x * Z.y + Z0.y );

                                    int	Nx = (int) (invZoom * Z.x * H + 0.5f * W);
                                    int	Ny = (int) (invZoom * Z.y * H + 0.5f * H);
                                    if ( Nx >= 0 && Nx < W && Ny >= 0 && Ny < H ) {
            // 										float4	tagada = (float4) m_imageFile[(uint)Nx,(uint)Ny];
            // 										tagada += inc;
            // 										m_imageFile[(uint)Nx,(uint)Ny] = tagada;
             										m_imageFile.Add( (uint)Nx, (uint)Ny, inc );
                                    }
                                }
                            }
                        }
            #else						// Or accumulate to a temp array and write result (this is obviously faster!)
                        float[,]	accumulators = new float[W,H];
                        for ( uint Y=0; Y < H; Y++ ) {
                            Z0.y = zoom * (Y - 0.5f * H) / H;
                            for ( uint X=0; X < W; X++ ) {
                                Z0.x = zoom * (X - 0.5f * W) / H;
                                Z = Z0;
                                for ( int i=0; i < iterations; i++ ) {
                                    Z.Set( Z.x*Z.x - Z.y*Z.y + Z0.x, 2.0f * Z.x * Z.y + Z0.y );

                                    int	Nx = (int) (invZoom * Z.x * H + 0.5f * W);
                                    int	Ny = (int) (invZoom * Z.y * H + 0.5f * H);
                                    if ( Nx >= 0 && Nx < W && Ny >= 0 && Ny < H )
                                        accumulators[Nx, Ny] += inc.x;
                                }
                            }
                        }
                        float4	temp = new float4();
                        for ( uint Y=0; Y < H; Y++ ) {
                            for ( uint X=0; X < W; X++ ) {
                                float	a = accumulators[X,Y];
                                temp.Set( a, a, a, 1 );
                                m_imageFile[X,Y] = temp;
                            }
                        }
            #endif
                    }
                    break;

                    case BUILD_TESTS.STRESS_BUILD:

                        ImageFile.PIXEL_FORMAT[]	formats = new ImageFile.PIXEL_FORMAT[] {
                            ImageFile.PIXEL_FORMAT.R8,
                            ImageFile.PIXEL_FORMAT.RG8,
                            ImageFile.PIXEL_FORMAT.RGB8,
                            ImageFile.PIXEL_FORMAT.RGBA8,
                            ImageFile.PIXEL_FORMAT.R16,
            //							ImageFile.PIXEL_FORMAT.RG16,
                            ImageFile.PIXEL_FORMAT.RGB16,
                            ImageFile.PIXEL_FORMAT.RGBA16,
                            ImageFile.PIXEL_FORMAT.R16F,
                            ImageFile.PIXEL_FORMAT.RG16F,
                            ImageFile.PIXEL_FORMAT.RGB16F,
                            ImageFile.PIXEL_FORMAT.RGBA16F,
                            ImageFile.PIXEL_FORMAT.R32F,
            //							ImageFile.PIXEL_FORMAT.RG32F,
                            ImageFile.PIXEL_FORMAT.RGB32F,
                            ImageFile.PIXEL_FORMAT.RGBA32F,
                        };
                        Random	RNG = new Random( 1 );
                        for ( int i=0; i < 1000; i++ ) {

                            uint	W = 100 + (uint) (1000 * RNG.NextDouble());
                            uint	H = 100 + (uint) (1000 * RNG.NextDouble());
                            ImageFile.PIXEL_FORMAT	format = formats[RNG.Next( formats.Length-1 )];
                            m_imageFile = new ImageFile( W, H,format, new ColorProfile( ColorProfile.STANDARD_PROFILE.sRGB ) );
                            m_imageFile.Dispose();
                        }

                        m_imageFile = new ImageFile( 1000, 1000, ImageFile.PIXEL_FORMAT.RGBA8, new ColorProfile( ColorProfile.STANDARD_PROFILE.sRGB ) );
                        m_imageFile.Clear( new float4( 0, 1, 0.2f, 1 ) );
                        break;

                }

                panelBuild.Bitmap = m_imageFile.AsBitmap;

            } catch ( Exception _e ) {
                MessageBox.Show( "Error: " + _e.Message );
            }
        }
コード例 #30
0
ファイル: ColorProfile.cs プロジェクト: Patapom/GodComplex
 public void RGB2XYZ( float4[,] _RGB, float4[,] _XYZ )
 {
     int		W = _RGB.GetLength( 0 );
     int		H = _RGB.GetLength( 1 );
     for ( int Y=0; Y < H; Y++ )
         for ( int X=0; X < W; X++ )
             _XYZ[X,Y] = _RGB[X,Y] * MAT_RGB2XYZ;
 }