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/**
* Non-metric Space Library
*
* Main developers: Bilegsaikhan Naidan, Leonid Boytsov, Yury Malkov, Ben Frederickson, David Novak
*
* For the complete list of contributors and further details see:
* https://github.com/searchivarius/NonMetricSpaceLib
*
* Copyright (c) 2013-2018
*
* This code is released under the
* Apache License Version 2.0 http://www.apache.org/licenses/.
*
*/
#include "lab.h"
namespace sqfd {
const float refX = 95.047;
const float refY = 100.000;
const float refZ = 108.883;
const float Kl = 1.0;
const float K1 = 0.045;
const float K2 = 0.015;
Float3 RgbToXyz(const Float3& rgb) {
assert(rgb[0] >= 0 && rgb[0] <= 255);
assert(rgb[1] >= 0 && rgb[1] <= 255);
assert(rgb[2] >= 0 && rgb[2] <= 255);
float r = rgb[0]/255.0;
float g = rgb[1]/255.0;
float b = rgb[2]/255.0;
auto func = [](float v) {
return (v > 0.04045 ? pow((v+0.055)/1.055, 2.4) : v/12.92) * 100.0f;
};
r = func(r);
g = func(g);
b = func(b);
return Float3{{r * 0.4124f + g * 0.3576f + b * 0.1805f,
r * 0.2126f + g * 0.7152f + b * 0.0722f,
r * 0.0193f + g * 0.1192f + b * 0.9505f}};
}
Float3 XyzToLab(const Float3& xyz) {
float x = xyz[0] / refX;
float y = xyz[1] / refY;
float z = xyz[2] / refZ;
auto func = [](float v) {
return v > 0.008856 ? pow(v, (1.0/3.0)) : (7.787*v + 16.0/116.0);
};
x = func(x);
y = func(y);
z = func(z);
return Float3{{116.0f * y - 16.0f,
500.0f * (x - y),
200.0f * (y - z)}};
}
// rgb -> xyz -> lab
Float3 RgbToLab(const Float3& rgb) {
return XyzToLab(RgbToXyz(rgb));
}
Float3 XyzToRgb(const Float3& xyz) {
float x = xyz[0] / 100.0;
float y = xyz[1] / 100.0;
float z = xyz[2] / 100.0;
float r = x * 3.2406f + y * -1.5372f + z * -0.4986f;
float g = x * -0.9689f + y * 1.8758f + z * 0.0415f;
float b = x * 0.0557f + y *-0.2040f + z * 1.0570f;
auto func = [](float v) {
return (v > 0.0031308 ? 1.055*pow(v,(1.0/2.4))-0.055 : 12.92*v) * 255.0f;
};
r = func(r);
g = func(g);
b = func(b);
return Float3{{r, g, b}};
}
Float3 LabToXyz(const Float3& lab) {
float y = (lab[0] + 16.0)/116.0;
float x = lab[1] / 500 + y;
float z = y - lab[2] / 200.0;
auto func = [](float v) {
return v*v*v > 0.008856 ? v*v*v : (v-16.0/116.0)/7.787;
};
x = refX * func(x);
y = refY * func(y);
z = refZ * func(z);
return Float3{{x, y, z}};
}
Float3 LabToRgb(const Float3& lab) {
return XyzToRgb(LabToXyz(lab));
}
float DeltaE(const Float3& lab1, const Float3& lab2) {
float dl = lab1[0] - lab2[0];
float da = lab1[1] - lab2[1];
float db = lab1[2] - lab2[2];
float c1 = sqrt(sqr(lab1[1]) + sqr(lab1[2]));
float c2 = sqrt(sqr(lab2[1]) + sqr(lab2[2]));
float dc = c1 - c2;
float h = sqr(da) + sqr(db) - sqr(dc);
h = h < 0 ? 0 : sqrt(h);
float res = sqr(dl/Kl) + sqr(dc/(1.0+K1*c1)) + sqr(h/(1.0+K2*c1));
return res < 0.0 ? 0.0 : sqrt(res);
}
}