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authorDan Sinclair <dsinclair@chromium.org>2017-03-21 15:59:13 -0400
committerChromium commit bot <commit-bot@chromium.org>2017-03-21 22:10:47 +0000
commit7dd72a3f39c09a7fdc34558061831620bc149420 (patch)
tree35deeb8f5d8a63c7644ad133135c06bba65a923c /core/fpdfapi/page
parent72a39ceb264156446f91fcdc6522ea0c05e4eaae (diff)
downloadpdfium-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.cpp91
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);