#define _USE_MATH_DEFINES #define _XOPEN_SOURCE 700 #define _POSIX_C_SOURCE 200809L #include #include #include "color.h" /* * Illuminant D, or daylight locus, is is a "standard illuminant" used to * describe natural daylight as we perceive it, and as such is how we expect * bright, cold white light sources to look. This is different from the * planckian locus due to the effects of the atmosphere on sunlight travelling * through it. * * It is on this locus that D65, the whitepoint used by most monitors and * assumed by display servers, is defined. * * This approximation is strictly speaking only well-defined between 4000K and * 25000K, but we stretch it a bit further down for transition purposes. */ static int illuminant_d(int temp, double *x, double *y) { // https://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D if (temp >= 2500 && temp <= 7000) { *x = 0.244063 + 0.09911e3 / temp + 2.9678e6 / pow(temp, 2) - 4.6070e9 / pow(temp, 3); } else if (temp > 7000 && temp <= 25000) { *x = 0.237040 + 0.24748e3 / temp + 1.9018e6 / pow(temp, 2) - 2.0064e9 / pow(temp, 3); } else { errno = EINVAL; return -1; } *y = (-3 * pow(*x, 2)) + (2.870 * (*x)) - 0.275; return 0; } /* * Planckian locus, or black body locus, describes the color of a black body at * a certain temperatures directly at its source, rather than observed through * a thick atmosphere. * * While we are used to bright light coming from afar and going through the * atmosphere, we are used to seeing dim incandescent light sources from close * enough for the atmosphere to not affect its perception, dictating how we * expect dim, warm light sources to look. * * This approximation is only valid from 1667K to 25000K. */ static int planckian_locus(int temp, double *x, double *y) { // https://en.wikipedia.org/wiki/Planckian_locus#Approximation if (temp >= 1667 && temp <= 4000) { *x = -0.2661239e9 / pow(temp, 3) - 0.2343589e6 / pow(temp, 2) + 0.8776956e3 / temp + 0.179910; if (temp <= 2222) { *y = -1.1064814 * pow(*x, 3) - 1.34811020 * pow(*x, 2) + 2.18555832 * (*x) - 0.20219683; } else { *y = -0.9549476 * pow(*x, 3) - 1.37418593 * pow(*x, 2) + 2.09137015 * (*x) - 0.16748867; } } else if (temp > 4000 && temp < 25000) { *x = -3.0258469e9 / pow(temp, 3) + 2.1070379e6 / pow(temp, 2) + 0.2226347e3 / temp + 0.240390; *y = 3.0817580 * pow(*x, 3) - 5.87338670 * pow(*x, 2) + 3.75112997 * (*x) - 0.37001483; } else { errno = EINVAL; return -1; } return 0; } static double clamp(double value) { if (value > 1.0) { return 1.0; } else if (value < 0.0) { return 0.0; } else { return value; } } static struct rgb xyz_to_rgb(const struct xyz *xyz) { // http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html return (struct rgb) { .r = pow(clamp(3.2404542 * xyz->x - 1.5371385 * xyz->y - 0.4985314 * xyz->z), 1.0 / 2.2), .g = pow(clamp(-0.9692660 * xyz->x + 1.8760108 * xyz->y + 0.0415560 * xyz->z), 1.0 / 2.2), .b = pow(clamp(0.0556434 * xyz->x - 0.2040259 * xyz->y + 1.0572252 * xyz->z), 1.0 / 2.2) }; } static void rgb_normalize(struct rgb *rgb) { double maxw = fmax(rgb->r, fmax(rgb->g, rgb->b)); rgb->r /= maxw; rgb->g /= maxw; rgb->b /= maxw; } struct rgb calc_whitepoint(int temp) { if (temp == 6500) { return (struct rgb) {.r = 1.0, .g = 1.0, .b = 1.0}; } // We are not trying to calculate the accurate whitepoint, but rather // an expected observed whitepoint. We generally expect dim and warm // light sources to follow the planckian locus, while we expect bright // and cold light sources to follow the daylight locus. There is no // "correct" way to transition between these two curves, and so the // goal is purely to be subjectively pleasant/non-jarring. // // A smooth transition between the two in the range between 2500K and // 4000K seems to do the trick for now. struct xyz wp; if (temp >= 25000) { illuminant_d(25000, &wp.x, &wp.y); } else if (temp >= 4000) { illuminant_d(temp, &wp.x, &wp.y); } else if (temp >= 2500) { double x1, y1, x2, y2; illuminant_d(temp, &x1, &y1); planckian_locus(temp, &x2, &y2); double factor = (4000. - temp) / 1500.; double sinefactor = (cos(M_PI*factor) + 1.0) / 2.0; wp.x = x1 * sinefactor + x2 * (1.0 - sinefactor); wp.y = y1 * sinefactor + y2 * (1.0 - sinefactor); } else { planckian_locus(temp >= 1667 ? temp : 1667, &wp.x, &wp.y); } wp.z = 1.0 - wp.x - wp.y; struct rgb wp_rgb = xyz_to_rgb(&wp); rgb_normalize(&wp_rgb); return wp_rgb; }