Blender  V3.3
image_converter.h
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1 // Copyright (c) 2009 libmv authors.
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9 //
10 // The above copyright notice and this permission notice shall be included in
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14 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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19 // IN THE SOFTWARE.
20 
21 #ifndef LIBMV_IMAGE_IMAGE_CONVERTER_H
22 #define LIBMV_IMAGE_IMAGE_CONVERTER_H
23 
24 #include "libmv/image/array_nd.h"
25 
26 namespace libmv {
27 
28 // The factor comes from http://www.easyrgb.com/
29 // RGB to XYZ : Y is the luminance channel
30 // var_R * 0.2126 + var_G * 0.7152 + var_B * 0.0722
31 template <typename T>
32 inline T RGB2GRAY(const T r, const T g, const T b) {
33  return static_cast<T>(r * 0.2126 + g * 0.7152 + b * 0.0722);
34 }
35 
36 /*
37 // Specialization for the uchar type. (that do not want to work...)
38 template<>
39 inline unsigned char RGB2GRAY<unsigned char>(const unsigned char r,
40  const unsigned char g,
41  const unsigned char b) {
42  return (unsigned char)(r * 0.2126 + g * 0.7152 + b * 0.0722 +0.5);
43 }*/
44 
45 template <class ImageIn, class ImageOut>
46 void Rgb2Gray(const ImageIn& imaIn, ImageOut* imaOut) {
47  // It is all fine to cnvert RGBA image here as well,
48  // all the additional channels will be nicely ignored.
49  assert(imaIn.Depth() >= 3);
50 
51  imaOut->Resize(imaIn.Height(), imaIn.Width(), 1);
52  // Convert each RGB pixel into Gray value (luminance)
53 
54  for (int j = 0; j < imaIn.Height(); ++j) {
55  for (int i = 0; i < imaIn.Width(); ++i) {
56  (*imaOut)(j, i) =
57  RGB2GRAY(imaIn(j, i, 0), imaIn(j, i, 1), imaIn(j, i, 2));
58  }
59  }
60 }
61 
62 // Convert given float image to an unsigned char array of pixels.
63 template <class Image>
64 unsigned char* FloatImageToUCharArray(const Image& image) {
65  unsigned char* buffer =
66  new unsigned char[image.Width() * image.Height() * image.Depth()];
67 
68  for (int y = 0; y < image.Height(); y++) {
69  for (int x = 0; x < image.Width(); x++) {
70  for (int d = 0; d < image.Depth(); d++) {
71  int index = (y * image.Width() + x) * image.Depth() + d;
72  buffer[index] = 255.0 * image(y, x, d);
73  }
74  }
75  }
76 
77  return buffer;
78 }
79 
80 } // namespace libmv
81 
82 #endif // LIBMV_IMAGE_IMAGE_CONVERTER_H
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_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
ccl_global float * buffer
#define T
void Rgb2Gray(const ImageIn &imaIn, ImageOut *imaOut)
unsigned char * FloatImageToUCharArray(const Image &image)
T RGB2GRAY(const T r, const T g, const T b)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)
static const pxr::TfToken g("g", pxr::TfToken::Immortal)