非常见颜色模式转RGB模式

 RGB模式是计算机图像学最常用的颜色模式,除此之外,还有其他非常用的颜色模式,以下列举常用颜色模式转RGB的算法

1. CMYK是印刷业用的颜色模式,它是一种减色模式,与RGB加色模式完全不同,有时我们需要把CMYK转成RGB模式

  转换算法:

  r = (1-k)-(1-k)*c;

  g = (1-k)-(1-k)*m;

  b = (1-k)-(1-k)*y;

2. HSB也是一种常见的颜色模式(又称HSV),这个模型中颜色的参数分别是:色调(H),饱和度(S),亮度(B)。色调决定了颜色的名称,如红色色调,S表示色彩的纯度,B表示色彩的明亮度。(以下算法取自Cocos2d-x引擎算法)

RGBA ColorUtil::RGBfromHSV(HSV value)

{

    double      hh, p, q, t, ff;

    long        i;

    RGBA        out;

    out.a        = 1;

    

    if (value.s <= 0.0) // < is bogus, just shuts up warnings

    {       

        if (isnan(value.h)) // value.h == NAN

        {   

            out.r = value.v;

            out.g = value.v;

            out.b = value.v;

            return out;

        }

        

        // error - should never happen

        out.r = 0.0;

        out.g = 0.0;

        out.b = 0.0;

        return out;

    }

    

    hh = value.h;

    if(hh >= 360.0) hh = 0.0;

    hh /= 60.0;

    i = (long)hh;

    ff = hh - i;

    p = value.v * (1.0 - value.s);

    q = value.v * (1.0 - (value.s * ff));

    t = value.v * (1.0 - (value.s * (1.0 - ff)));

    

    switch(i)

    {

        case 0:

            out.r = value.v;

            out.g = t;

            out.b = p;

            break;

        case 1:

            out.r = q;

            out.g = value.v;

            out.b = p;

            break;

        case 2:

            out.r = p;

            out.g = value.v;

            out.b = t;

            break;

            

        case 3:

            out.r = p;

            out.g = q;

            out.b = value.v;

            break;

        case 4:

            out.r = t;

            out.g = p;

            out.b = value.v;

            break;

        case 5:

        default:

            out.r = value.v;

            out.g = p;

            out.b = q;

            break;

    }

    return out;     

}

3。LAB颜色模式是模拟人眼对颜色的感觉,理论上,它比上面两种的颜色范围更广更细致,转换算法如下

double L, a, b;

double X, Y, Z;

double R, G, B;



// Lab -> normalized XYZ (X,Y,Z are all in 0...1)



Y = L * (1.0/116.0) + 16.0/116.0;

X = a * (1.0/500.0) + Y;

Z = b * (-1.0/200.0) + Y;



X = X > 6.0/29.0 ? X * X * X : X * (108.0/841.0) - 432.0/24389.0;

Y = L > 8.0 ? Y * Y * Y : L * (27.0/24389.0);

Z = Z > 6.0/29.0 ? Z * Z * Z : Z * (108.0/841.0) - 432.0/24389.0;



// normalized XYZ -> linear sRGB (in 0...1)



R = X * (1219569.0/395920.0)     + Y * (-608687.0/395920.0)    + Z * (-107481.0/197960.0);

G = X * (-80960619.0/87888100.0) + Y * (82435961.0/43944050.0) + Z * (3976797.0/87888100.0);

B = X * (93813.0/1774030.0)      + Y * (-180961.0/887015.0)    + Z * (107481.0/93370.0);



// linear sRGB -> gamma-compressed sRGB (in 0...1)



R = R > 0.0031308 ? pow(R, 1.0 / 2.4) * 1.055 - 0.055 : R * 12.92;

G = G > 0.0031308 ? pow(G, 1.0 / 2.4) * 1.055 - 0.055 : G * 12.92;

B = B > 0.0031308 ? pow(B, 1.0 / 2.4) * 1.055 - 0.055 : B * 12.92;

 

 

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