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author | Dan Sinclair <dsinclair@chromium.org> | 2017-03-21 15:59:13 -0400 |
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committer | Chromium commit bot <commit-bot@chromium.org> | 2017-03-21 22:10:47 +0000 |
commit | 7dd72a3f39c09a7fdc34558061831620bc149420 (patch) | |
tree | 35deeb8f5d8a63c7644ad133135c06bba65a923c /core/fpdfapi/page | |
parent | 72a39ceb264156446f91fcdc6522ea0c05e4eaae (diff) | |
download | pdfium-7dd72a3f39c09a7fdc34558061831620bc149420.tar.xz |
Move colorspace specific code to colorspace class
This Cl moves the Matrix and Vector code which is only used by the
colorspace code into the colorspace cpp file.
Change-Id: Ie37bcee0978278a56d345e63704494b5b67e5b24
Reviewed-on: https://pdfium-review.googlesource.com/3137
Commit-Queue: dsinclair <dsinclair@chromium.org>
Reviewed-by: Nicolás Peña <npm@chromium.org>
Reviewed-by: Tom Sepez <tsepez@chromium.org>
Diffstat (limited to 'core/fpdfapi/page')
-rw-r--r-- | core/fpdfapi/page/cpdf_colorspace.cpp | 91 |
1 files changed, 81 insertions, 10 deletions
diff --git a/core/fpdfapi/page/cpdf_colorspace.cpp b/core/fpdfapi/page/cpdf_colorspace.cpp index cc4afa55c9..3244319cc2 100644 --- a/core/fpdfapi/page/cpdf_colorspace.cpp +++ b/core/fpdfapi/page/cpdf_colorspace.cpp @@ -7,6 +7,7 @@ #include "core/fpdfapi/page/cpdf_colorspace.h" #include <algorithm> +#include <limits> #include <memory> #include <utility> @@ -227,6 +228,76 @@ class CPDF_DeviceNCS : public CPDF_ColorSpace { std::unique_ptr<CPDF_Function> m_pFunc; }; +class Vector_3by1 { + public: + Vector_3by1() : a(0.0f), b(0.0f), c(0.0f) {} + + Vector_3by1(float a1, float b1, float c1) : a(a1), b(b1), c(c1) {} + + float a; + float b; + float c; +}; + +class Matrix_3by3 { + public: + Matrix_3by3() + : a(0.0f), + b(0.0f), + c(0.0f), + d(0.0f), + e(0.0f), + f(0.0f), + g(0.0f), + h(0.0f), + i(0.0f) {} + + Matrix_3by3(float a1, + float b1, + float c1, + float d1, + float e1, + float f1, + float g1, + float h1, + float i1) + : a(a1), b(b1), c(c1), d(d1), e(e1), f(f1), g(g1), h(h1), i(i1) {} + + Matrix_3by3 Inverse() { + float det = a * (e * i - f * h) - b * (i * d - f * g) + c * (d * h - e * g); + if (FXSYS_fabs(det) < std::numeric_limits<float>::epsilon()) + return Matrix_3by3(); + + return Matrix_3by3( + (e * i - f * h) / det, -(b * i - c * h) / det, (b * f - c * e) / det, + -(d * i - f * g) / det, (a * i - c * g) / det, -(a * f - c * d) / det, + (d * h - e * g) / det, -(a * h - b * g) / det, (a * e - b * d) / det); + } + + Matrix_3by3 Multiply(const Matrix_3by3& m) { + return Matrix_3by3(a * m.a + b * m.d + c * m.g, a * m.b + b * m.e + c * m.h, + a * m.c + b * m.f + c * m.i, d * m.a + e * m.d + f * m.g, + d * m.b + e * m.e + f * m.h, d * m.c + e * m.f + f * m.i, + g * m.a + h * m.d + i * m.g, g * m.b + h * m.e + i * m.h, + g * m.c + h * m.f + i * m.i); + } + + Vector_3by1 TransformVector(const Vector_3by1& v) { + return Vector_3by1(a * v.a + b * v.b + c * v.c, d * v.a + e * v.b + f * v.c, + g * v.a + h * v.b + i * v.c); + } + + float a; + float b; + float c; + float d; + float e; + float f; + float g; + float h; + float i; +}; + float RGB_Conversion(float colorComponent) { colorComponent = pdfium::clamp(colorComponent, 0.0f, 1.0f); int scale = std::max(static_cast<int>(colorComponent * 1023), 0); @@ -260,16 +331,16 @@ void XYZ_to_sRGB_WhitePoint(float X, float Rx = 0.64f, Ry = 0.33f; float Gx = 0.30f, Gy = 0.60f; float Bx = 0.15f, By = 0.06f; - CFX_Matrix_3by3 RGB_xyz(Rx, Gx, Bx, Ry, Gy, By, 1 - Rx - Ry, 1 - Gx - Gy, - 1 - Bx - By); - CFX_Vector_3by1 whitePoint(Xw, Yw, Zw); - CFX_Vector_3by1 XYZ(X, Y, Z); - - CFX_Vector_3by1 RGB_Sum_XYZ = RGB_xyz.Inverse().TransformVector(whitePoint); - CFX_Matrix_3by3 RGB_SUM_XYZ_DIAG(RGB_Sum_XYZ.a, 0, 0, 0, RGB_Sum_XYZ.b, 0, 0, - 0, RGB_Sum_XYZ.c); - CFX_Matrix_3by3 M = RGB_xyz.Multiply(RGB_SUM_XYZ_DIAG); - CFX_Vector_3by1 RGB = M.Inverse().TransformVector(XYZ); + Matrix_3by3 RGB_xyz(Rx, Gx, Bx, Ry, Gy, By, 1 - Rx - Ry, 1 - Gx - Gy, + 1 - Bx - By); + Vector_3by1 whitePoint(Xw, Yw, Zw); + Vector_3by1 XYZ(X, Y, Z); + + Vector_3by1 RGB_Sum_XYZ = RGB_xyz.Inverse().TransformVector(whitePoint); + Matrix_3by3 RGB_SUM_XYZ_DIAG(RGB_Sum_XYZ.a, 0, 0, 0, RGB_Sum_XYZ.b, 0, 0, 0, + RGB_Sum_XYZ.c); + Matrix_3by3 M = RGB_xyz.Multiply(RGB_SUM_XYZ_DIAG); + Vector_3by1 RGB = M.Inverse().TransformVector(XYZ); *R = RGB_Conversion(RGB.a); *G = RGB_Conversion(RGB.b); |