Summary: Ctors | Methods | Inherited Methods
public
static
class
DisplayLuts.Entry
extends Object
Summary
Public constructors | |
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Entry(float[] buffer, int dimension, int samplingKey)
Create a Lut entry. |
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Public methods | |
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float[]
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getBuffer()
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int
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getDimension()
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int
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getSamplingKey()
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String
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toString()
Returns a string representation of the object. |
Inherited methods | |||||||||||||||||||||||
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From class
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Public constructors
Entry
public Entry (float[] buffer,
int dimension,
int samplingKey)
Create a Lut entry.
1D Lut(s) are treated as gain curves.
3D Lut(s) are used for direct color manipulations.
For 3D Lut(s), the values should be normalized to the range 0.0
to 1.0, inclusive. And 1.0 is the maximum panel luminance.
And If N is the size of each dimension, the data is arranged in RGB order:
R(0, 0, 0), R(0, 0, 1), ..., R(0, 0, N - 1), R(0, 1, 0), ..., R(0, 1, N - 1), ..., R(0, N - 1, N - 1), R(1, 0, 0), ..., R(1, 0, N - 1), ..., R(1, N - 1, N - 1), ..., R(N - 1, N - 1, N - 1), G(0, 0, 0), ..., G(N - 1, N - 1, N - 1), B(0, 0, 0), ..., B(N - 1, N - 1, N - 1)
When a GPU shader samples 3D Lut data, it's accessed in a flat,
one-dimensional arrangement. Assuming that we have a 3D array
ORIGINAL[N][N][N], then
FLAT[z + N * (y + N * x)] = ORIGINAL[x][y][z]
| Parameters | |
|---|---|
buffer |
float: The raw lut data.
This value cannot be null. |
dimension |
int: Either 1D or 3D.
Value is one of the following: |
samplingKey |
int: The sampling kay used for the Lut.
Value is one of the following: |
Public methods
getBuffer
public float[] getBuffer ()
| Returns | |
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float[] |
the lut raw data of the lut.
This value cannot be null. |
getDimension
public int getDimension ()
| Returns | |
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int |
the dimension of the lut entry |
getSamplingKey
public int getSamplingKey ()
| Returns | |
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int |
the sampling key used by the lut |