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//////////////////////////////////////////////////////////////////////////////
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucasfilm
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// Entertainment Company Ltd. Portions contributed and copyright held by
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// others as indicated. All rights reserved.
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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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// * Redistributions of source code must retain the above
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// copyright notice, this list of conditions and the following
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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
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// disclaimer in the documentation and/or other materials provided with
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// * Neither the name of Industrial Light & Magic nor the names of
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// any other contributors to this software may be used to endorse or
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// promote products derived from this software without specific prior
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// written permission.
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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// IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//////////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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// Conversion between RGBA and YCA data.
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//-----------------------------------------------------------------------------
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#include <ImfRgbaYca.h>
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using namespace Imath;
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computeYw (const Chromaticities &cr)
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M44f m = RGBtoXYZ (cr, 1);
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return V3f (m[0][1], m[1][1], m[2][1]) / (m[0][1] + m[1][1] + m[2][1]);
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RGBAtoYCA (const V3f &yw,
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const Rgba rgbaIn[/*n*/],
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for (int i = 0; i < n; ++i)
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Rgba &out = ycaOut[i];
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// Conversion to YCA and subsequent chroma subsampling
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// work only if R, G and B are finite and non-negative.
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if (!in.r.isFinite() || in.r < 0)
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if (!in.g.isFinite() || in.g < 0)
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if (!in.b.isFinite() || in.b < 0)
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if (in.r == in.g && in.g == in.b)
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// Special case -- R, G and B are equal. To avoid rounding
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// errors, we explicitly set the output luminance channel
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// to G, and the chroma channels to 0.
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// The special cases here and in YCAtoRGBA() ensure that
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// converting black-and white images from RGBA to YCA and
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out.g = in.r * yw.x + in.g * yw.y + in.b * yw.z;
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if (abs (in.r - Y) < HALF_MAX * Y)
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out.r = (in.r - Y) / Y;
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if (abs (in.b - Y) < HALF_MAX * Y)
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out.b = (in.b - Y) / Y;
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decimateChromaHoriz (int n,
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const Rgba ycaIn[/*n+N-1*/],
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assert (ycaIn != ycaOut);
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for (int i = begin, j = 0; i < end; ++i, ++j)
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ycaOut[j].r = ycaIn[i - 13].r * 0.001064f +
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ycaIn[i - 11].r * -0.003771f +
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ycaIn[i - 9].r * 0.009801f +
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ycaIn[i - 7].r * -0.021586f +
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ycaIn[i - 5].r * 0.043978f +
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ycaIn[i - 3].r * -0.093067f +
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ycaIn[i - 1].r * 0.313659f +
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ycaIn[i ].r * 0.499846f +
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ycaIn[i + 1].r * 0.313659f +
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ycaIn[i + 3].r * -0.093067f +
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ycaIn[i + 5].r * 0.043978f +
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ycaIn[i + 7].r * -0.021586f +
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ycaIn[i + 9].r * 0.009801f +
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ycaIn[i + 11].r * -0.003771f +
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ycaIn[i + 13].r * 0.001064f;
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ycaOut[j].b = ycaIn[i - 13].b * 0.001064f +
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ycaIn[i - 11].b * -0.003771f +
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ycaIn[i - 9].b * 0.009801f +
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ycaIn[i - 7].b * -0.021586f +
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ycaIn[i - 5].b * 0.043978f +
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ycaIn[i - 3].b * -0.093067f +
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ycaIn[i - 1].b * 0.313659f +
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ycaIn[i ].b * 0.499846f +
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ycaIn[i + 1].b * 0.313659f +
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ycaIn[i + 3].b * -0.093067f +
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ycaIn[i + 5].b * 0.043978f +
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ycaIn[i + 7].b * -0.021586f +
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ycaIn[i + 9].b * 0.009801f +
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ycaIn[i + 11].b * -0.003771f +
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ycaIn[i + 13].b * 0.001064f;
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ycaOut[j].g = ycaIn[i].g;
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ycaOut[j].a = ycaIn[i].a;
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decimateChromaVert (int n,
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const Rgba * const ycaIn[N],
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for (int i = 0; i < n; ++i)
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ycaOut[i].r = ycaIn[ 0][i].r * 0.001064f +
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ycaIn[ 2][i].r * -0.003771f +
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ycaIn[ 4][i].r * 0.009801f +
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ycaIn[ 6][i].r * -0.021586f +
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ycaIn[ 8][i].r * 0.043978f +
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ycaIn[10][i].r * -0.093067f +
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ycaIn[12][i].r * 0.313659f +
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ycaIn[13][i].r * 0.499846f +
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ycaIn[14][i].r * 0.313659f +
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ycaIn[16][i].r * -0.093067f +
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ycaIn[18][i].r * 0.043978f +
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ycaIn[20][i].r * -0.021586f +
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ycaIn[22][i].r * 0.009801f +
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ycaIn[24][i].r * -0.003771f +
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ycaIn[26][i].r * 0.001064f;
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ycaOut[i].b = ycaIn[ 0][i].b * 0.001064f +
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ycaIn[ 2][i].b * -0.003771f +
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ycaIn[ 4][i].b * 0.009801f +
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ycaIn[ 6][i].b * -0.021586f +
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ycaIn[ 8][i].b * 0.043978f +
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ycaIn[10][i].b * -0.093067f +
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ycaIn[12][i].b * 0.313659f +
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ycaIn[13][i].b * 0.499846f +
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ycaIn[14][i].b * 0.313659f +
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ycaIn[16][i].b * -0.093067f +
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ycaIn[18][i].b * 0.043978f +
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ycaIn[20][i].b * -0.021586f +
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ycaIn[22][i].b * 0.009801f +
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ycaIn[24][i].b * -0.003771f +
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ycaIn[26][i].b * 0.001064f;
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ycaOut[i].g = ycaIn[13][i].g;
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ycaOut[i].a = ycaIn[13][i].a;
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const Rgba ycaIn[/*n*/],
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for (int i = 0; i < n; ++i)
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ycaOut[i].g = ycaIn[i].g.round (roundY);
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ycaOut[i].a = ycaIn[i].a;
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ycaOut[i].r = ycaIn[i].r.round (roundC);
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ycaOut[i].b = ycaIn[i].b.round (roundC);
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reconstructChromaHoriz (int n,
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const Rgba ycaIn[/*n+N-1*/],
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assert (ycaIn != ycaOut);
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for (int i = begin, j = 0; i < end; ++i, ++j)
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ycaOut[j].r = ycaIn[i - 13].r * 0.002128f +
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ycaIn[i - 11].r * -0.007540f +
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ycaIn[i - 9].r * 0.019597f +
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ycaIn[i - 7].r * -0.043159f +
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ycaIn[i - 5].r * 0.087929f +
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ycaIn[i - 3].r * -0.186077f +
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ycaIn[i - 1].r * 0.627123f +
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ycaIn[i + 1].r * 0.627123f +
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ycaIn[i + 3].r * -0.186077f +
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ycaIn[i + 5].r * 0.087929f +
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ycaIn[i + 7].r * -0.043159f +
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ycaIn[i + 9].r * 0.019597f +
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ycaIn[i + 11].r * -0.007540f +
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ycaIn[i + 13].r * 0.002128f;
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ycaOut[j].b = ycaIn[i - 13].b * 0.002128f +
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ycaIn[i - 11].b * -0.007540f +
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ycaIn[i - 9].b * 0.019597f +
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ycaIn[i - 7].b * -0.043159f +
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ycaIn[i - 5].b * 0.087929f +
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ycaIn[i - 3].b * -0.186077f +
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ycaIn[i - 1].b * 0.627123f +
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ycaIn[i + 1].b * 0.627123f +
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ycaIn[i + 3].b * -0.186077f +
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ycaIn[i + 5].b * 0.087929f +
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ycaIn[i + 7].b * -0.043159f +
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ycaIn[i + 9].b * 0.019597f +
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ycaIn[i + 11].b * -0.007540f +
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ycaIn[i + 13].b * 0.002128f;
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ycaOut[j].r = ycaIn[i].r;
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ycaOut[j].b = ycaIn[i].b;
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ycaOut[j].g = ycaIn[i].g;
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ycaOut[j].a = ycaIn[i].a;
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reconstructChromaVert (int n,
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const Rgba * const ycaIn[N],
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for (int i = 0; i < n; ++i)
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ycaOut[i].r = ycaIn[ 0][i].r * 0.002128f +
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ycaIn[ 2][i].r * -0.007540f +
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ycaIn[ 4][i].r * 0.019597f +
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ycaIn[ 6][i].r * -0.043159f +
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ycaIn[ 8][i].r * 0.087929f +
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ycaIn[10][i].r * -0.186077f +
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ycaIn[12][i].r * 0.627123f +
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ycaIn[14][i].r * 0.627123f +
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ycaIn[16][i].r * -0.186077f +
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ycaIn[18][i].r * 0.087929f +
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ycaIn[20][i].r * -0.043159f +
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ycaIn[22][i].r * 0.019597f +
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ycaIn[24][i].r * -0.007540f +
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ycaIn[26][i].r * 0.002128f;
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ycaOut[i].b = ycaIn[ 0][i].b * 0.002128f +
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ycaIn[ 2][i].b * -0.007540f +
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ycaIn[ 4][i].b * 0.019597f +
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ycaIn[ 6][i].b * -0.043159f +
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ycaIn[ 8][i].b * 0.087929f +
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ycaIn[10][i].b * -0.186077f +
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ycaIn[12][i].b * 0.627123f +
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ycaIn[14][i].b * 0.627123f +
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ycaIn[16][i].b * -0.186077f +
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ycaIn[18][i].b * 0.087929f +
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ycaIn[20][i].b * -0.043159f +
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ycaIn[22][i].b * 0.019597f +
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ycaIn[24][i].b * -0.007540f +
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ycaIn[26][i].b * 0.002128f;
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ycaOut[i].g = ycaIn[13][i].g;
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ycaOut[i].a = ycaIn[13][i].a;
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YCAtoRGBA (const Imath::V3f &yw,
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const Rgba ycaIn[/*n*/],
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for (int i = 0; i < n; ++i)
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const Rgba &in = ycaIn[i];
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Rgba &out = rgbaOut[i];
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if (in.r == 0 && in.b == 0)
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// Special case -- both chroma channels are 0. To avoid
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// rounding errors, we explicitly set the output R, G and B
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// channels equal to the input luminance.
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// The special cases here and in RGBAtoYCA() ensure that
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// converting black-and white images from RGBA to YCA and
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float r = (in.r + 1) * Y;
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float b = (in.b + 1) * Y;
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float g = (Y - r * yw.x - b * yw.z) / yw.y;
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saturation (const Rgba &in)
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float rgbMax = max (in.r, max (in.g, in.b));
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float rgbMin = min (in.r, min (in.g, in.b));
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return 1 - rgbMin / rgbMax;
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desaturate (const Rgba &in, float f, const V3f &yw, Rgba &out)
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float rgbMax = max (in.r, max (in.g, in.b));
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out.r = max (float (rgbMax - (rgbMax - in.r) * f), 0.0f);
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out.g = max (float (rgbMax - (rgbMax - in.g) * f), 0.0f);
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out.b = max (float (rgbMax - (rgbMax - in.b) * f), 0.0f);
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float Yin = in.r * yw.x + in.g * yw.y + in.b * yw.z;
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float Yout = out.r * yw.x + out.g * yw.y + out.b * yw.z;
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fixSaturation (const Imath::V3f &yw,
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const Rgba * const rgbaIn[3],
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float neighborA2 = saturation (rgbaIn[0][0]);
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float neighborA1 = neighborA2;
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float neighborB2 = saturation (rgbaIn[2][0]);
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float neighborB1 = neighborB2;
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for (int i = 0; i < n; ++i)
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float neighborA0 = neighborA1;
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neighborA1 = neighborA2;
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float neighborB0 = neighborB1;
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neighborB1 = neighborB2;
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neighborA2 = saturation (rgbaIn[0][i + 1]);
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neighborB2 = saturation (rgbaIn[2][i + 1]);
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float sMean = min (1.0f, 0.25f * (neighborA0 + neighborA2 +
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neighborB0 + neighborB2));
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const Rgba &in = rgbaIn[1][i];
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Rgba &out = rgbaOut[i];
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float s = saturation (in);
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float sMax = min (1.0f, 1 - (1 - sMean) * 0.25f);
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desaturate (in, sMax / s, yw, out);
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} // namespace RgbaYca