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Updated RGBtoYUV() to use the full YCbCr conversion formula
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@@ -48,46 +48,54 @@ static float clip3(float x, float y, float z)
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static void RGBtoYUV(const Uint8 *rgb, int *yuv, YUV_CONVERSION_MODE mode, int monochrome, int luminance)
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static void RGBtoYUV(const Uint8 *rgb, int *yuv, YUV_CONVERSION_MODE mode, int monochrome, int luminance)
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{
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{
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if (mode == YUV_CONVERSION_JPEG) {
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/**
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/* Full range YUV */
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* This formula is from Microsoft's documentation:
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yuv[0] = (int)(0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]);
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* https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
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yuv[1] = (int)((rgb[2] - yuv[0]) * 0.565 + 128);
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* L = Kr * R + Kb * B + (1 - Kr - Kb) * G
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yuv[2] = (int)((rgb[0] - yuv[0]) * 0.713 + 128);
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* Y = floor(2^(M-8) * (219*(L-Z)/S + 16) + 0.5);
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* U = clip3(0, (2^M)-1, floor(2^(M-8) * (112*(B-L) / ((1-Kb)*S) + 128) + 0.5));
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* V = clip3(0, (2^M)-1, floor(2^(M-8) * (112*(R-L) / ((1-Kr)*S) + 128) + 0.5));
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*/
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SDL_bool studio_RGB = SDL_FALSE;
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SDL_bool studio_YUV = SDL_FALSE;
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float N, M, S, Z, R, G, B, L, Kr, Kb, Y, U, V;
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N = 8.0f; /* 8 bit RGB */
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M = 8.0f; /* 8 bit YUV */
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if (mode == YUV_CONVERSION_BT709) {
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/* BT.709 */
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Kr = 0.2126f;
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Kb = 0.0722f;
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} else {
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} else {
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/**
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/* BT.601 */
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* This formula is from Microsoft's documentation:
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Kr = 0.299f;
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* https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx
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Kb = 0.114f;
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* L = Kr * R + Kb * B + (1 - Kr - Kb) * G
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}
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* Y = SDL_floor(2^(M-8) * (219*(L-Z)/S + 16) + 0.5);
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* U = clip3(0, (2^M)-1, SDL_floor(2^(M-8) * (112*(B-L) / ((1-Kb)*S) + 128) + 0.5));
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* V = clip3(0, (2^M)-1, SDL_floor(2^(M-8) * (112*(R-L) / ((1-Kr)*S) + 128) + 0.5));
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*/
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float S, Z, R, G, B, L, Kr, Kb, Y, U, V;
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if (mode == YUV_CONVERSION_BT709) {
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if (mode == YUV_CONVERSION_JPEG) {
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/* BT.709 */
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studio_YUV = SDL_FALSE;
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Kr = 0.2126f;
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} else {
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Kb = 0.0722f;
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studio_YUV = SDL_TRUE;
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} else {
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}
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/* BT.601 */
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Kr = 0.299f;
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Kb = 0.114f;
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}
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if (studio_RGB || !studio_YUV) {
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S = 219.0f * SDL_powf(2.0f, N - 8);
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Z = 16.0f * SDL_powf(2.0f, N - 8);
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} else {
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S = 255.0f;
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S = 255.0f;
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Z = 0.0f;
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Z = 0.0f;
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R = rgb[0];
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G = rgb[1];
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B = rgb[2];
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L = Kr * R + Kb * B + (1 - Kr - Kb) * G;
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Y = (Uint8)SDL_floorf((219 * (L - Z) / S + 16) + 0.5f);
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U = (Uint8)clip3(0, 255, SDL_floorf((112.0f * (B - L) / ((1.0f - Kb) * S) + 128) + 0.5f));
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V = (Uint8)clip3(0, 255, SDL_floorf((112.0f * (R - L) / ((1.0f - Kr) * S) + 128) + 0.5f));
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yuv[0] = (Uint8)Y;
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yuv[1] = (Uint8)U;
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yuv[2] = (Uint8)V;
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}
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}
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R = rgb[0];
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G = rgb[1];
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B = rgb[2];
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L = Kr * R + Kb * B + (1 - Kr - Kb) * G;
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Y = SDL_floorf(SDL_powf(2.0f, (M - 8)) * (219.0f * (L - Z) / S + 16) + 0.5f);
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U = clip3(0, SDL_powf(2.0f, M) - 1, SDL_floorf(SDL_powf(2.0f, (M - 8)) * (112.0f * (B - L) / ((1.0f - Kb) * S) + 128) + 0.5f));
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V = clip3(0, SDL_powf(2.0f, M) - 1, SDL_floorf(SDL_powf(2.0f, (M - 8)) * (112.0f * (R - L) / ((1.0f - Kr) * S) + 128) + 0.5f));
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yuv[0] = (Uint8)Y;
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yuv[1] = (Uint8)U;
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yuv[2] = (Uint8)V;
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if (monochrome) {
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if (monochrome) {
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yuv[1] = 128;
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yuv[1] = 128;
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@@ -95,7 +103,7 @@ static void RGBtoYUV(const Uint8 *rgb, int *yuv, YUV_CONVERSION_MODE mode, int m
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}
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}
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if (luminance != 100) {
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if (luminance != 100) {
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yuv[0] = yuv[0] * luminance / 100;
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yuv[0] = (Uint8)SDL_roundf(yuv[0] * (luminance / 100.0f));
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if (yuv[0] > 255) {
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if (yuv[0] > 255) {
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yuv[0] = 255;
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yuv[0] = 255;
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}
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}
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