public static CIE1931Point RgbToXY(RGBColor color, string model) { // Apply gamma correction. Convert non-linear RGB colour components // to linear color intensity levels. double r = InverseGamma(color.R); double g = InverseGamma(color.G); double b = InverseGamma(color.B); // Hue bulbs (depending on the type) can display colors outside the sRGB gamut supported // by most computer screens. // To make sure all colors are selectable by the user, Philips in its implementation // decided to interpret all RGB colors as if they were from a wide (non-sRGB) gamut. // The effect of this is to map colors in sRGB to a broader gamut of colors the hue lights // can produce. // // This also results in some deviation of color on screen vs color in real-life. // // The Philips implementation describes the matrix below with the comment // "Wide Gamut D65", but the values suggest this is infact not a standard // gamut but some custom gamut. // // The coordinates of this gamut have been identified as follows: // red: (0.700607, 0.299301) // green: (0.172416, 0.746797) // blue: (0.135503, 0.039879) // // (substitute r = 1, g = 1, b = 1 in sequence into array below and convert // from XYZ to xyY coordinates). // The plotted chart can be seen here: http://imgur.com/zelKnSk // // Also of interest, the white point is not D65 (0.31271, 0.32902), but a slightly // shifted version at (0.322727, 0.32902). This might be because true D65 is slightly // outside Gamut B (the position of D65 in the linked chart is slightly inaccurate). double X = r * 0.664511f + g * 0.154324f + b * 0.162028f; double Y = r * 0.283881f + g * 0.668433f + b * 0.047685f; double Z = r * 0.000088f + g * 0.072310f + b * 0.986039f; CIE1931Point xyPoint = new CIE1931Point(0.0, 0.0); if ((X + Y + Z) > 0.0) { // Convert from CIE XYZ to CIE xyY coordinates. xyPoint = new CIE1931Point(X / (X + Y + Z), Y / (X + Y + Z)); } if (model != null) { //Check if the given XY value is within the colourreach of our lamps. CIE1931Gamut gamut = CIE1931Gamut.ForModel(model); // The point, adjusted it to the nearest point that is within the gamut of the lamp, if neccessary. return(gamut.NearestContainedPoint(xyPoint)); } return(xyPoint); }
public static RGBColor XYToRgb(CIE1931Point point, string model) { if (model != null) { CIE1931Gamut gamut = CIE1931Gamut.ForModel(model); // If the color is outside the lamp's gamut, adjust to the nearest color // inside the lamp's gamut. point = gamut.NearestContainedPoint(point); } // Also adjust it to be in the Philips "Wide Gamut" if not already. // The wide gamut used for XYZ->RGB conversion does not quite contain all colors // all of the hue bulbs support. point = CIE1931Gamut.PhilipsWideGamut.NearestContainedPoint(point); // Convert from xyY to XYZ coordinates. double Y = 1.0; // Luminance double X = (Y / point.y) * point.x; double Z = (Y / point.y) * point.z; // The Philips implementation comments this matrix with "sRGB D65 conversion" // However, this is not the XYZ -> RGB conversion matrix for sRGB. Instead // the matrix that is the inverse of that in RgbToXY() is used. // See comment in RgbToXY() for more info. double r = X * 1.656492 - Y * 0.354851 - Z * 0.255038; double g = -X * 0.707196 + Y * 1.655397 + Z * 0.036152; double b = X * 0.051713 - Y * 0.121364 + Z * 1.011530; // Downscale color components so that largest component has an intensity of 1.0, // as we can't display colors brighter than that. double maxComponent = Math.Max(Math.Max(r, g), b); if (maxComponent > 1.0) { r /= maxComponent; g /= maxComponent; b /= maxComponent; } // We now have the (linear) amounts of R, G and B corresponding to the specified XY coordinates. // Since displays are non-linear, we must apply a gamma correction to get the pixel value. // For example, a pixel red value of 1.0 (255) is more than twice as bright as 0.5 (127). // We need to correct for this non-linearity. r = Gamma(r); g = Gamma(g); b = Gamma(b); // Philips applies a second round of downscaling here, but that should be unnecessary given // gamma returns a value between 0.0 and 1.0 for every input between 0.0 and 1.0. return(new RGBColor(r, g, b)); }