#import "GPUImageHSBFilter.h"
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@implementation GPUImageHSBFilter {
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float matrix[4][4];
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}
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- (id)init
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{
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self = [super init];
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if (self) {
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[self reset];
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}
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return self;
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}
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- (void)reset {
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identmat(matrix);
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[self _updateColorMatrix];
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}
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- (void)rotateHue:(float)h {
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huerotatemat(matrix, h);
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[self _updateColorMatrix];
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}
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- (void)adjustSaturation:(float)s {
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saturatemat(matrix, s);
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[self _updateColorMatrix];
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}
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- (void)adjustBrightness:(float)b {
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cscalemat(matrix, b, b, b);
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[self _updateColorMatrix];
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}
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- (void)_updateColorMatrix {
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GPUMatrix4x4 gpuMatrix;
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gpuMatrix.one.one = matrix[0][0];
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gpuMatrix.one.two = matrix[1][0];
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gpuMatrix.one.three = matrix[2][0];
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gpuMatrix.one.four = matrix[3][0];
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gpuMatrix.two.one = matrix[0][1];
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gpuMatrix.two.two = matrix[1][1];
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gpuMatrix.two.three = matrix[2][1];
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gpuMatrix.two.four = matrix[3][1];
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gpuMatrix.three.one = matrix[0][2];
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gpuMatrix.three.two = matrix[1][2];
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gpuMatrix.three.three = matrix[2][2];
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gpuMatrix.three.four = matrix[3][2];
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gpuMatrix.four.one = matrix[0][3];
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gpuMatrix.four.two = matrix[1][3];
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gpuMatrix.four.three = matrix[2][3];
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gpuMatrix.four.four = matrix[3][3];
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self.colorMatrix = gpuMatrix;
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}
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#pragma mark - Matrix algorithms
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/* Matrix algorithms adapted from http://www.graficaobscura.com/matrix/index.html
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Note about luminance vector values below from that page:
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Where rwgt is 0.3086, gwgt is 0.6094, and bwgt is 0.0820. This is the luminance vector. Notice here that we do not use the standard NTSC weights of 0.299, 0.587, and 0.114. The NTSC weights are only applicable to RGB colors in a gamma 2.2 color space. For linear RGB colors the values above are better.
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*/
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//#define RLUM (0.3086f)
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//#define GLUM (0.6094f)
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//#define BLUM (0.0820f)
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/* This is the vector value from the PDF specification, and may be closer to what Photoshop uses */
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#define RLUM (0.3f)
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#define GLUM (0.59f)
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#define BLUM (0.11f)
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/*
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* matrixmult -
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* multiply two matricies
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*/
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static void matrixmult(a,b,c)
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float a[4][4], b[4][4], c[4][4];
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{
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int x, y;
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float temp[4][4];
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for(y=0; y<4 ; y++)
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for(x=0 ; x<4 ; x++) {
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temp[y][x] = b[y][0] * a[0][x]
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+ b[y][1] * a[1][x]
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+ b[y][2] * a[2][x]
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+ b[y][3] * a[3][x];
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}
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for(y=0; y<4; y++)
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for(x=0; x<4; x++)
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c[y][x] = temp[y][x];
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}
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/*
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* identmat -
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* make an identity matrix
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*/
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static void identmat(matrix)
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float matrix[4][4];
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{
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memset(matrix, 0, sizeof(float[4][4]));
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matrix[0][0] = 1.0f;
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matrix[1][1] = 1.0f;
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matrix[2][2] = 1.0f;
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matrix[3][3] = 1.0f;
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}
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/*
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* xformpnt -
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* transform a 3D point using a matrix
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*/
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static void xformpnt(matrix,x,y,z,tx,ty,tz)
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float matrix[4][4];
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float x,y,z;
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float *tx,*ty,*tz;
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{
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*tx = x*matrix[0][0] + y*matrix[1][0] + z*matrix[2][0] + matrix[3][0];
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*ty = x*matrix[0][1] + y*matrix[1][1] + z*matrix[2][1] + matrix[3][1];
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*tz = x*matrix[0][2] + y*matrix[1][2] + z*matrix[2][2] + matrix[3][2];
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}
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/*
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* cscalemat -
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* make a color scale marix
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*/
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static void cscalemat(mat,rscale,gscale,bscale)
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float mat[4][4];
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float rscale, gscale, bscale;
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{
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float mmat[4][4];
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mmat[0][0] = rscale;
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mmat[0][1] = 0.0;
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mmat[0][2] = 0.0;
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mmat[0][3] = 0.0;
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mmat[1][0] = 0.0;
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mmat[1][1] = gscale;
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mmat[1][2] = 0.0;
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mmat[1][3] = 0.0;
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mmat[2][0] = 0.0;
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mmat[2][1] = 0.0;
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mmat[2][2] = bscale;
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mmat[2][3] = 0.0;
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mmat[3][0] = 0.0;
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mmat[3][1] = 0.0;
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mmat[3][2] = 0.0;
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mmat[3][3] = 1.0;
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matrixmult(mmat,mat,mat);
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}
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/*
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* saturatemat -
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* make a saturation marix
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*/
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static void saturatemat(mat,sat)
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float mat[4][4];
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float sat;
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{
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float mmat[4][4];
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float a, b, c, d, e, f, g, h, i;
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float rwgt, gwgt, bwgt;
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rwgt = RLUM;
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gwgt = GLUM;
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bwgt = BLUM;
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a = (1.0-sat)*rwgt + sat;
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b = (1.0-sat)*rwgt;
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c = (1.0-sat)*rwgt;
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d = (1.0-sat)*gwgt;
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e = (1.0-sat)*gwgt + sat;
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f = (1.0-sat)*gwgt;
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g = (1.0-sat)*bwgt;
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h = (1.0-sat)*bwgt;
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i = (1.0-sat)*bwgt + sat;
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mmat[0][0] = a;
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mmat[0][1] = b;
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mmat[0][2] = c;
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mmat[0][3] = 0.0;
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mmat[1][0] = d;
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mmat[1][1] = e;
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mmat[1][2] = f;
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mmat[1][3] = 0.0;
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mmat[2][0] = g;
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mmat[2][1] = h;
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mmat[2][2] = i;
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mmat[2][3] = 0.0;
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mmat[3][0] = 0.0;
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mmat[3][1] = 0.0;
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mmat[3][2] = 0.0;
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mmat[3][3] = 1.0;
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matrixmult(mmat,mat,mat);
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}
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/*
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* xrotate -
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* rotate about the x (red) axis
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*/
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static void xrotatemat(mat,rs,rc)
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float mat[4][4];
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float rs, rc;
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{
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float mmat[4][4];
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mmat[0][0] = 1.0;
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mmat[0][1] = 0.0;
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mmat[0][2] = 0.0;
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mmat[0][3] = 0.0;
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mmat[1][0] = 0.0;
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mmat[1][1] = rc;
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mmat[1][2] = rs;
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mmat[1][3] = 0.0;
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mmat[2][0] = 0.0;
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mmat[2][1] = -rs;
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mmat[2][2] = rc;
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mmat[2][3] = 0.0;
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mmat[3][0] = 0.0;
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mmat[3][1] = 0.0;
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mmat[3][2] = 0.0;
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mmat[3][3] = 1.0;
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matrixmult(mmat,mat,mat);
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}
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/*
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* yrotate -
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* rotate about the y (green) axis
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*/
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static void yrotatemat(mat,rs,rc)
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float mat[4][4];
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float rs, rc;
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{
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float mmat[4][4];
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mmat[0][0] = rc;
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mmat[0][1] = 0.0;
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mmat[0][2] = -rs;
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mmat[0][3] = 0.0;
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mmat[1][0] = 0.0;
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mmat[1][1] = 1.0;
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mmat[1][2] = 0.0;
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mmat[1][3] = 0.0;
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mmat[2][0] = rs;
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mmat[2][1] = 0.0;
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mmat[2][2] = rc;
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mmat[2][3] = 0.0;
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mmat[3][0] = 0.0;
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mmat[3][1] = 0.0;
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mmat[3][2] = 0.0;
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mmat[3][3] = 1.0;
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matrixmult(mmat,mat,mat);
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}
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/*
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* zrotate -
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* rotate about the z (blue) axis
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*/
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static void zrotatemat(mat,rs,rc)
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float mat[4][4];
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float rs, rc;
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{
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float mmat[4][4];
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mmat[0][0] = rc;
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mmat[0][1] = rs;
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mmat[0][2] = 0.0;
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mmat[0][3] = 0.0;
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mmat[1][0] = -rs;
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mmat[1][1] = rc;
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mmat[1][2] = 0.0;
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mmat[1][3] = 0.0;
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mmat[2][0] = 0.0;
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mmat[2][1] = 0.0;
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mmat[2][2] = 1.0;
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mmat[2][3] = 0.0;
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mmat[3][0] = 0.0;
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mmat[3][1] = 0.0;
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mmat[3][2] = 0.0;
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mmat[3][3] = 1.0;
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matrixmult(mmat,mat,mat);
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}
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/*
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* zshear -
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* shear z using x and y.
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*/
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static void zshearmat(mat,dx,dy)
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float mat[4][4];
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float dx, dy;
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{
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float mmat[4][4];
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mmat[0][0] = 1.0;
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mmat[0][1] = 0.0;
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mmat[0][2] = dx;
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mmat[0][3] = 0.0;
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mmat[1][0] = 0.0;
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mmat[1][1] = 1.0;
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mmat[1][2] = dy;
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mmat[1][3] = 0.0;
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mmat[2][0] = 0.0;
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mmat[2][1] = 0.0;
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mmat[2][2] = 1.0;
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mmat[2][3] = 0.0;
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mmat[3][0] = 0.0;
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mmat[3][1] = 0.0;
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mmat[3][2] = 0.0;
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mmat[3][3] = 1.0;
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matrixmult(mmat,mat,mat);
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}
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/*
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* simplehuerotatemat -
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* simple hue rotation. This changes luminance
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*/
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//static void simplehuerotatemat(mat,rot)
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//float mat[4][4];
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//float rot;
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//{
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// float mag;
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// float xrs, xrc;
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// float yrs, yrc;
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// float zrs, zrc;
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//
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// /* rotate the grey vector into positive Z */
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// mag = sqrt(2.0);
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// xrs = 1.0/mag;
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// xrc = 1.0/mag;
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// xrotatemat(mat,xrs,xrc);
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//
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// mag = sqrt(3.0);
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// yrs = -1.0/mag;
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// yrc = sqrt(2.0)/mag;
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// yrotatemat(mat,yrs,yrc);
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//
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// /* rotate the hue */
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// zrs = sin(rot*M_PI/180.0);
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// zrc = cos(rot*M_PI/180.0);
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// zrotatemat(mat,zrs,zrc);
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//
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// /* rotate the grey vector back into place */
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// yrotatemat(mat,-yrs,yrc);
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// xrotatemat(mat,-xrs,xrc);
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//}
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/*
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* huerotatemat -
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* rotate the hue, while maintaining luminance.
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*/
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static void huerotatemat(mat,rot)
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float mat[4][4];
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float rot;
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{
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float mmat[4][4];
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float mag;
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float lx, ly, lz;
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float xrs, xrc;
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float yrs, yrc;
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float zrs, zrc;
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float zsx, zsy;
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identmat(mmat);
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/* rotate the grey vector into positive Z */
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mag = sqrt(2.0);
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xrs = 1.0/mag;
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xrc = 1.0/mag;
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xrotatemat(mmat,xrs,xrc);
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mag = sqrt(3.0);
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yrs = -1.0/mag;
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yrc = sqrt(2.0)/mag;
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yrotatemat(mmat,yrs,yrc);
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/* shear the space to make the luminance plane horizontal */
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xformpnt(mmat,RLUM,GLUM,BLUM,&lx,&ly,&lz);
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zsx = lx/lz;
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zsy = ly/lz;
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zshearmat(mmat,zsx,zsy);
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/* rotate the hue */
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zrs = sin(rot*M_PI/180.0);
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zrc = cos(rot*M_PI/180.0);
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zrotatemat(mmat,zrs,zrc);
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/* unshear the space to put the luminance plane back */
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zshearmat(mmat,-zsx,-zsy);
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/* rotate the grey vector back into place */
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yrotatemat(mmat,-yrs,yrc);
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xrotatemat(mmat,-xrs,xrc);
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matrixmult(mmat,mat,mat);
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}
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@end
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