gfx/qcms/matrix.c

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/qcms/matrix.c	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,136 @@
     1.4 +/* vim: set ts=8 sw=8 noexpandtab: */
     1.5 +//  qcms
     1.6 +//  Copyright (C) 2009 Mozilla Foundation
     1.7 +//  Copyright (C) 1998-2007 Marti Maria
     1.8 +//
     1.9 +// Permission is hereby granted, free of charge, to any person obtaining 
    1.10 +// a copy of this software and associated documentation files (the "Software"), 
    1.11 +// to deal in the Software without restriction, including without limitation 
    1.12 +// the rights to use, copy, modify, merge, publish, distribute, sublicense, 
    1.13 +// and/or sell copies of the Software, and to permit persons to whom the Software 
    1.14 +// is furnished to do so, subject to the following conditions:
    1.15 +//
    1.16 +// The above copyright notice and this permission notice shall be included in 
    1.17 +// all copies or substantial portions of the Software.
    1.18 +//
    1.19 +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 
    1.20 +// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO 
    1.21 +// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 
    1.22 +// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE 
    1.23 +// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 
    1.24 +// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 
    1.25 +// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
    1.26 +
    1.27 +#include <stdlib.h>
    1.28 +#include "qcmsint.h"
    1.29 +#include "matrix.h"
    1.30 +
    1.31 +struct vector matrix_eval(struct matrix mat, struct vector v)
    1.32 +{
    1.33 +	struct vector result;
    1.34 +	result.v[0] = mat.m[0][0]*v.v[0] + mat.m[0][1]*v.v[1] + mat.m[0][2]*v.v[2];
    1.35 +	result.v[1] = mat.m[1][0]*v.v[0] + mat.m[1][1]*v.v[1] + mat.m[1][2]*v.v[2];
    1.36 +	result.v[2] = mat.m[2][0]*v.v[0] + mat.m[2][1]*v.v[1] + mat.m[2][2]*v.v[2];
    1.37 +	return result;
    1.38 +}
    1.39 +
    1.40 +//XXX: should probably pass by reference and we could
    1.41 +//probably reuse this computation in matrix_invert
    1.42 +float matrix_det(struct matrix mat)
    1.43 +{
    1.44 +	float det;
    1.45 +	det = mat.m[0][0]*mat.m[1][1]*mat.m[2][2] +
    1.46 +		mat.m[0][1]*mat.m[1][2]*mat.m[2][0] +
    1.47 +		mat.m[0][2]*mat.m[1][0]*mat.m[2][1] -
    1.48 +		mat.m[0][0]*mat.m[1][2]*mat.m[2][1] -
    1.49 +		mat.m[0][1]*mat.m[1][0]*mat.m[2][2] -
    1.50 +		mat.m[0][2]*mat.m[1][1]*mat.m[2][0];
    1.51 +	return det;
    1.52 +}
    1.53 +
    1.54 +/* from pixman and cairo and Mathematics for Game Programmers */
    1.55 +/* lcms uses gauss-jordan elimination with partial pivoting which is
    1.56 + * less efficient and not as numerically stable. See Mathematics for
    1.57 + * Game Programmers. */
    1.58 +struct matrix matrix_invert(struct matrix mat)
    1.59 +{
    1.60 +	struct matrix dest_mat;
    1.61 +	int i,j;
    1.62 +	static int a[3] = { 2, 2, 1 };
    1.63 +	static int b[3] = { 1, 0, 0 };
    1.64 +
    1.65 +	/* inv  (A) = 1/det (A) * adj (A) */
    1.66 +	float det = matrix_det(mat);
    1.67 +
    1.68 +	if (det == 0) {
    1.69 +		dest_mat.invalid = true;
    1.70 +	} else {
    1.71 +		dest_mat.invalid = false;
    1.72 +	}
    1.73 +
    1.74 +	det = 1/det;
    1.75 +
    1.76 +	for (j = 0; j < 3; j++) {
    1.77 +		for (i = 0; i < 3; i++) {
    1.78 +			double p;
    1.79 +			int ai = a[i];
    1.80 +			int aj = a[j];
    1.81 +			int bi = b[i];
    1.82 +			int bj = b[j];
    1.83 +
    1.84 +			p = mat.m[ai][aj] * mat.m[bi][bj] -
    1.85 +				mat.m[ai][bj] * mat.m[bi][aj];
    1.86 +			if (((i + j) & 1) != 0)
    1.87 +				p = -p;
    1.88 +
    1.89 +			dest_mat.m[j][i] = det * p;
    1.90 +		}
    1.91 +	}
    1.92 +	return dest_mat;
    1.93 +}
    1.94 +
    1.95 +struct matrix matrix_identity(void)
    1.96 +{
    1.97 +	struct matrix i;
    1.98 +	i.m[0][0] = 1;
    1.99 +	i.m[0][1] = 0;
   1.100 +	i.m[0][2] = 0;
   1.101 +	i.m[1][0] = 0;
   1.102 +	i.m[1][1] = 1;
   1.103 +	i.m[1][2] = 0;
   1.104 +	i.m[2][0] = 0;
   1.105 +	i.m[2][1] = 0;
   1.106 +	i.m[2][2] = 1;
   1.107 +	i.invalid = false;
   1.108 +	return i;
   1.109 +}
   1.110 +
   1.111 +struct matrix matrix_invalid(void)
   1.112 +{
   1.113 +	struct matrix inv = matrix_identity();
   1.114 +	inv.invalid = true;
   1.115 +	return inv;
   1.116 +}
   1.117 +
   1.118 +
   1.119 +/* from pixman */
   1.120 +/* MAT3per... */
   1.121 +struct matrix matrix_multiply(struct matrix a, struct matrix b)
   1.122 +{
   1.123 +	struct matrix result;
   1.124 +	int dx, dy;
   1.125 +	int o;
   1.126 +	for (dy = 0; dy < 3; dy++) {
   1.127 +		for (dx = 0; dx < 3; dx++) {
   1.128 +			double v = 0;
   1.129 +			for (o = 0; o < 3; o++) {
   1.130 +				v += a.m[dy][o] * b.m[o][dx];
   1.131 +			}
   1.132 +			result.m[dy][dx] = v;
   1.133 +		}
   1.134 +	}
   1.135 +	result.invalid = a.invalid || b.invalid;
   1.136 +	return result;
   1.137 +}
   1.138 +
   1.139 +

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