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diff --git a/core/src/fxcodec/lcms2/lcms2-2.6/src/cmssm.c b/core/src/fxcodec/lcms2/lcms2-2.6/src/cmssm.c
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+//---------------------------------------------------------------------------------
+//
+// Little Color Management System
+// Copyright (c) 1998-2011 Marti Maria Saguer
+//
+// Permission is hereby granted, free of charge, to any person obtaining
+// a copy of this software and associated documentation files (the "Software"),
+// to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense,
+// and/or sell copies of the Software, and to permit persons to whom the Software
+// is furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+//
+//---------------------------------------------------------------------------------
+//
+
+#include "lcms2_internal.h"
+
+
+// ------------------------------------------------------------------------
+
+// Gamut boundary description by using Jan Morovic's Segment maxima method
+// Many thanks to Jan for allowing me to use his algorithm.
+
+// r = C*
+// alpha = Hab
+// theta = L*
+
+#define SECTORS 16 // number of divisions in alpha and theta
+
+// Spherical coordinates
+typedef struct {
+
+ cmsFloat64Number r;
+ cmsFloat64Number alpha;
+ cmsFloat64Number theta;
+
+} cmsSpherical;
+
+typedef enum {
+ GP_EMPTY,
+ GP_SPECIFIED,
+ GP_MODELED
+
+ } GDBPointType;
+
+
+typedef struct {
+
+ GDBPointType Type;
+ cmsSpherical p; // Keep also alpha & theta of maximum
+
+} cmsGDBPoint;
+
+
+typedef struct {
+
+ cmsContext ContextID;
+ cmsGDBPoint Gamut[SECTORS][SECTORS];
+
+} cmsGDB;
+
+
+// A line using the parametric form
+// P = a + t*u
+typedef struct {
+
+ cmsVEC3 a;
+ cmsVEC3 u;
+
+} cmsLine;
+
+
+// A plane using the parametric form
+// Q = b + r*v + s*w
+typedef struct {
+
+ cmsVEC3 b;
+ cmsVEC3 v;
+ cmsVEC3 w;
+
+} cmsPlane;
+
+
+
+// --------------------------------------------------------------------------------------------
+
+// ATAN2() which always returns degree positive numbers
+
+static
+cmsFloat64Number _cmsAtan2(cmsFloat64Number y, cmsFloat64Number x)
+{
+ cmsFloat64Number a;
+
+ // Deal with undefined case
+ if (x == 0.0 && y == 0.0) return 0;
+
+ a = (atan2(y, x) * 180.0) / M_PI;
+
+ while (a < 0) {
+ a += 360;
+ }
+
+ return a;
+}
+
+// Convert to spherical coordinates
+static
+void ToSpherical(cmsSpherical* sp, const cmsVEC3* v)
+{
+
+ cmsFloat64Number L, a, b;
+
+ L = v ->n[VX];
+ a = v ->n[VY];
+ b = v ->n[VZ];
+
+ sp ->r = sqrt( L*L + a*a + b*b );
+
+ if (sp ->r == 0) {
+ sp ->alpha = sp ->theta = 0;
+ return;
+ }
+
+ sp ->alpha = _cmsAtan2(a, b);
+ sp ->theta = _cmsAtan2(sqrt(a*a + b*b), L);
+}
+
+
+// Convert to cartesian from spherical
+static
+void ToCartesian(cmsVEC3* v, const cmsSpherical* sp)
+{
+ cmsFloat64Number sin_alpha;
+ cmsFloat64Number cos_alpha;
+ cmsFloat64Number sin_theta;
+ cmsFloat64Number cos_theta;
+ cmsFloat64Number L, a, b;
+
+ sin_alpha = sin((M_PI * sp ->alpha) / 180.0);
+ cos_alpha = cos((M_PI * sp ->alpha) / 180.0);
+ sin_theta = sin((M_PI * sp ->theta) / 180.0);
+ cos_theta = cos((M_PI * sp ->theta) / 180.0);
+
+ a = sp ->r * sin_theta * sin_alpha;
+ b = sp ->r * sin_theta * cos_alpha;
+ L = sp ->r * cos_theta;
+
+ v ->n[VX] = L;
+ v ->n[VY] = a;
+ v ->n[VZ] = b;
+}
+
+
+// Quantize sector of a spherical coordinate. Saturate 360, 180 to last sector
+// The limits are the centers of each sector, so
+static
+void QuantizeToSector(const cmsSpherical* sp, int* alpha, int* theta)
+{
+ *alpha = (int) floor(((sp->alpha * (SECTORS)) / 360.0) );
+ *theta = (int) floor(((sp->theta * (SECTORS)) / 180.0) );
+
+ if (*alpha >= SECTORS)
+ *alpha = SECTORS-1;
+ if (*theta >= SECTORS)
+ *theta = SECTORS-1;
+}
+
+
+// Line determined by 2 points
+static
+void LineOf2Points(cmsLine* line, cmsVEC3* a, cmsVEC3* b)
+{
+
+ _cmsVEC3init(&line ->a, a ->n[VX], a ->n[VY], a ->n[VZ]);
+ _cmsVEC3init(&line ->u, b ->n[VX] - a ->n[VX],
+ b ->n[VY] - a ->n[VY],
+ b ->n[VZ] - a ->n[VZ]);
+}
+
+
+// Evaluate parametric line
+static
+void GetPointOfLine(cmsVEC3* p, const cmsLine* line, cmsFloat64Number t)
+{
+ p ->n[VX] = line ->a.n[VX] + t * line->u.n[VX];
+ p ->n[VY] = line ->a.n[VY] + t * line->u.n[VY];
+ p ->n[VZ] = line ->a.n[VZ] + t * line->u.n[VZ];
+}
+
+
+
+/*
+ Closest point in sector line1 to sector line2 (both are defined as 0 <=t <= 1)
+ http://softsurfer.com/Archive/algorithm_0106/algorithm_0106.htm
+
+ Copyright 2001, softSurfer (www.softsurfer.com)
+ This code may be freely used and modified for any purpose
+ providing that this copyright notice is included with it.
+ SoftSurfer makes no warranty for this code, and cannot be held
+ liable for any real or imagined damage resulting from its use.
+ Users of this code must verify correctness for their application.
+
+*/
+
+static
+cmsBool ClosestLineToLine(cmsVEC3* r, const cmsLine* line1, const cmsLine* line2)
+{
+ cmsFloat64Number a, b, c, d, e, D;
+ cmsFloat64Number sc, sN, sD;
+ cmsFloat64Number tc, tN, tD;
+ cmsVEC3 w0;
+
+ _cmsVEC3minus(&w0, &line1 ->a, &line2 ->a);
+
+ a = _cmsVEC3dot(&line1 ->u, &line1 ->u);
+ b = _cmsVEC3dot(&line1 ->u, &line2 ->u);
+ c = _cmsVEC3dot(&line2 ->u, &line2 ->u);
+ d = _cmsVEC3dot(&line1 ->u, &w0);
+ e = _cmsVEC3dot(&line2 ->u, &w0);
+
+ D = a*c - b * b; // Denominator
+ sD = tD = D; // default sD = D >= 0
+
+ if (D < MATRIX_DET_TOLERANCE) { // the lines are almost parallel
+
+ sN = 0.0; // force using point P0 on segment S1
+ sD = 1.0; // to prevent possible division by 0.0 later
+ tN = e;
+ tD = c;
+ }
+ else { // get the closest points on the infinite lines
+
+ sN = (b*e - c*d);
+ tN = (a*e - b*d);
+
+ if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
+
+ sN = 0.0;
+ tN = e;
+ tD = c;
+ }
+ else if (sN > sD) { // sc > 1 => the s=1 edge is visible
+ sN = sD;
+ tN = e + b;
+ tD = c;
+ }
+ }
+
+ if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
+
+ tN = 0.0;
+ // recompute sc for this edge
+ if (-d < 0.0)
+ sN = 0.0;
+ else if (-d > a)
+ sN = sD;
+ else {
+ sN = -d;
+ sD = a;
+ }
+ }
+ else if (tN > tD) { // tc > 1 => the t=1 edge is visible
+
+ tN = tD;
+
+ // recompute sc for this edge
+ if ((-d + b) < 0.0)
+ sN = 0;
+ else if ((-d + b) > a)
+ sN = sD;
+ else {
+ sN = (-d + b);
+ sD = a;
+ }
+ }
+ // finally do the division to get sc and tc
+ sc = (fabs(sN) < MATRIX_DET_TOLERANCE ? 0.0 : sN / sD);
+ tc = (fabs(tN) < MATRIX_DET_TOLERANCE ? 0.0 : tN / tD);
+
+ GetPointOfLine(r, line1, sc);
+ return TRUE;
+}
+
+
+
+// ------------------------------------------------------------------ Wrapper
+
+
+// Allocate & free structure
+cmsHANDLE CMSEXPORT cmsGBDAlloc(cmsContext ContextID)
+{
+ cmsGDB* gbd = (cmsGDB*) _cmsMallocZero(ContextID, sizeof(cmsGDB));
+ if (gbd == NULL) return NULL;
+
+ gbd -> ContextID = ContextID;
+
+ return (cmsHANDLE) gbd;
+}
+
+
+void CMSEXPORT cmsGBDFree(cmsHANDLE hGBD)
+{
+ cmsGDB* gbd = (cmsGDB*) hGBD;
+ if (hGBD != NULL)
+ _cmsFree(gbd->ContextID, (void*) gbd);
+}
+
+
+// Auxiliar to retrieve a pointer to the segmentr containing the Lab value
+static
+cmsGDBPoint* GetPoint(cmsGDB* gbd, const cmsCIELab* Lab, cmsSpherical* sp)
+{
+ cmsVEC3 v;
+ int alpha, theta;
+
+ // Housekeeping
+ _cmsAssert(gbd != NULL);
+ _cmsAssert(Lab != NULL);
+ _cmsAssert(sp != NULL);
+
+ // Center L* by substracting half of its domain, that's 50
+ _cmsVEC3init(&v, Lab ->L - 50.0, Lab ->a, Lab ->b);
+
+ // Convert to spherical coordinates
+ ToSpherical(sp, &v);
+
+ if (sp ->r < 0 || sp ->alpha < 0 || sp->theta < 0) {
+ cmsSignalError(gbd ->ContextID, cmsERROR_RANGE, "spherical value out of range");
+ return NULL;
+ }
+
+ // On which sector it falls?
+ QuantizeToSector(sp, &alpha, &theta);
+
+ if (alpha < 0 || theta < 0 || alpha >= SECTORS || theta >= SECTORS) {
+ cmsSignalError(gbd ->ContextID, cmsERROR_RANGE, " quadrant out of range");
+ return NULL;
+ }
+
+ // Get pointer to the sector
+ return &gbd ->Gamut[theta][alpha];
+}
+
+// Add a point to gamut descriptor. Point to add is in Lab color space.
+// GBD is centered on a=b=0 and L*=50
+cmsBool CMSEXPORT cmsGDBAddPoint(cmsHANDLE hGBD, const cmsCIELab* Lab)
+{
+ cmsGDB* gbd = (cmsGDB*) hGBD;
+ cmsGDBPoint* ptr;
+ cmsSpherical sp;
+
+
+ // Get pointer to the sector
+ ptr = GetPoint(gbd, Lab, &sp);
+ if (ptr == NULL) return FALSE;
+
+ // If no samples at this sector, add it
+ if (ptr ->Type == GP_EMPTY) {
+
+ ptr -> Type = GP_SPECIFIED;
+ ptr -> p = sp;
+ }
+ else {
+
+
+ // Substitute only if radius is greater
+ if (sp.r > ptr -> p.r) {
+
+ ptr -> Type = GP_SPECIFIED;
+ ptr -> p = sp;
+ }
+ }
+
+ return TRUE;
+}
+
+// Check if a given point falls inside gamut
+cmsBool CMSEXPORT cmsGDBCheckPoint(cmsHANDLE hGBD, const cmsCIELab* Lab)
+{
+ cmsGDB* gbd = (cmsGDB*) hGBD;
+ cmsGDBPoint* ptr;
+ cmsSpherical sp;
+
+ // Get pointer to the sector
+ ptr = GetPoint(gbd, Lab, &sp);
+ if (ptr == NULL) return FALSE;
+
+ // If no samples at this sector, return no data
+ if (ptr ->Type == GP_EMPTY) return FALSE;
+
+ // In gamut only if radius is greater
+
+ return (sp.r <= ptr -> p.r);
+}
+
+// -----------------------------------------------------------------------------------------------------------------------
+
+// Find near sectors. The list of sectors found is returned on Close[].
+// The function returns the number of sectors as well.
+
+// 24 9 10 11 12
+// 23 8 1 2 13
+// 22 7 * 3 14
+// 21 6 5 4 15
+// 20 19 18 17 16
+//
+// Those are the relative movements
+// {-2,-2}, {-1, -2}, {0, -2}, {+1, -2}, {+2, -2},
+// {-2,-1}, {-1, -1}, {0, -1}, {+1, -1}, {+2, -1},
+// {-2, 0}, {-1, 0}, {0, 0}, {+1, 0}, {+2, 0},
+// {-2,+1}, {-1, +1}, {0, +1}, {+1, +1}, {+2, +1},
+// {-2,+2}, {-1, +2}, {0, +2}, {+1, +2}, {+2, +2}};
+
+
+static
+const struct _spiral {
+
+ int AdvX, AdvY;
+
+ } Spiral[] = { {0, -1}, {+1, -1}, {+1, 0}, {+1, +1}, {0, +1}, {-1, +1},
+ {-1, 0}, {-1, -1}, {-1, -2}, {0, -2}, {+1, -2}, {+2, -2},
+ {+2, -1}, {+2, 0}, {+2, +1}, {+2, +2}, {+1, +2}, {0, +2},
+ {-1, +2}, {-2, +2}, {-2, +1}, {-2, 0}, {-2, -1}, {-2, -2} };
+
+#define NSTEPS (sizeof(Spiral) / sizeof(struct _spiral))
+
+static
+int FindNearSectors(cmsGDB* gbd, int alpha, int theta, cmsGDBPoint* Close[])
+{
+ int nSectors = 0;
+ int a, t;
+ cmsUInt32Number i;
+ cmsGDBPoint* pt;
+
+ for (i=0; i < NSTEPS; i++) {
+
+ a = alpha + Spiral[i].AdvX;
+ t = theta + Spiral[i].AdvY;
+
+ // Cycle at the end
+ a %= SECTORS;
+ t %= SECTORS;
+
+ // Cycle at the begin
+ if (a < 0) a = SECTORS + a;
+ if (t < 0) t = SECTORS + t;
+
+ pt = &gbd ->Gamut[t][a];
+
+ if (pt -> Type != GP_EMPTY) {
+
+ Close[nSectors++] = pt;
+ }
+ }
+
+ return nSectors;
+}
+
+
+// Interpolate a missing sector. Method identifies whatever this is top, bottom or mid
+static
+cmsBool InterpolateMissingSector(cmsGDB* gbd, int alpha, int theta)
+{
+ cmsSpherical sp;
+ cmsVEC3 Lab;
+ cmsVEC3 Centre;
+ cmsLine ray;
+ int nCloseSectors;
+ cmsGDBPoint* Close[NSTEPS + 1];
+ cmsSpherical closel, templ;
+ cmsLine edge;
+ int k, m;
+
+ // Is that point already specified?
+ if (gbd ->Gamut[theta][alpha].Type != GP_EMPTY) return TRUE;
+
+ // Fill close points
+ nCloseSectors = FindNearSectors(gbd, alpha, theta, Close);
+
+
+ // Find a central point on the sector
+ sp.alpha = (cmsFloat64Number) ((alpha + 0.5) * 360.0) / (SECTORS);
+ sp.theta = (cmsFloat64Number) ((theta + 0.5) * 180.0) / (SECTORS);
+ sp.r = 50.0;
+
+ // Convert to Cartesian
+ ToCartesian(&Lab, &sp);
+
+ // Create a ray line from centre to this point
+ _cmsVEC3init(&Centre, 50.0, 0, 0);
+ LineOf2Points(&ray, &Lab, &Centre);
+
+ // For all close sectors
+ closel.r = 0.0;
+ closel.alpha = 0;
+ closel.theta = 0;
+
+ for (k=0; k < nCloseSectors; k++) {
+
+ for(m = k+1; m < nCloseSectors; m++) {
+
+ cmsVEC3 temp, a1, a2;
+
+ // A line from sector to sector
+ ToCartesian(&a1, &Close[k]->p);
+ ToCartesian(&a2, &Close[m]->p);
+
+ LineOf2Points(&edge, &a1, &a2);
+
+ // Find a line
+ ClosestLineToLine(&temp, &ray, &edge);
+
+ // Convert to spherical
+ ToSpherical(&templ, &temp);
+
+
+ if ( templ.r > closel.r &&
+ templ.theta >= (theta*180.0/SECTORS) &&
+ templ.theta <= ((theta+1)*180.0/SECTORS) &&
+ templ.alpha >= (alpha*360.0/SECTORS) &&
+ templ.alpha <= ((alpha+1)*360.0/SECTORS)) {
+
+ closel = templ;
+ }
+ }
+ }
+
+ gbd ->Gamut[theta][alpha].p = closel;
+ gbd ->Gamut[theta][alpha].Type = GP_MODELED;
+
+ return TRUE;
+
+}
+
+
+// Interpolate missing parts. The algorithm fist computes slices at
+// theta=0 and theta=Max.
+cmsBool CMSEXPORT cmsGDBCompute(cmsHANDLE hGBD, cmsUInt32Number dwFlags)
+{
+ int alpha, theta;
+ cmsGDB* gbd = (cmsGDB*) hGBD;
+
+ _cmsAssert(hGBD != NULL);
+
+ // Interpolate black
+ for (alpha = 0; alpha < SECTORS; alpha++) {
+
+ if (!InterpolateMissingSector(gbd, alpha, 0)) return FALSE;
+ }
+
+ // Interpolate white
+ for (alpha = 0; alpha < SECTORS; alpha++) {
+
+ if (!InterpolateMissingSector(gbd, alpha, SECTORS-1)) return FALSE;
+ }
+
+
+ // Interpolate Mid
+ for (theta = 1; theta < SECTORS; theta++) {
+ for (alpha = 0; alpha < SECTORS; alpha++) {
+
+ if (!InterpolateMissingSector(gbd, alpha, theta)) return FALSE;
+ }
+ }
+
+ // Done
+ return TRUE;
+
+ cmsUNUSED_PARAMETER(dwFlags);
+}
+
+
+
+
+// --------------------------------------------------------------------------------------------------------
+
+// Great for debug, but not suitable for real use
+
+#if 0
+cmsBool cmsGBDdumpVRML(cmsHANDLE hGBD, const char* fname)
+{
+ FILE* fp;
+ int i, j;
+ cmsGDB* gbd = (cmsGDB*) hGBD;
+ cmsGDBPoint* pt;
+
+ fp = fopen (fname, "wt");
+ if (fp == NULL)
+ return FALSE;
+
+ fprintf (fp, "#VRML V2.0 utf8\n");
+
+ // set the viewing orientation and distance
+ fprintf (fp, "DEF CamTest Group {\n");
+ fprintf (fp, "\tchildren [\n");
+ fprintf (fp, "\t\tDEF Cameras Group {\n");
+ fprintf (fp, "\t\t\tchildren [\n");
+ fprintf (fp, "\t\t\t\tDEF DefaultView Viewpoint {\n");
+ fprintf (fp, "\t\t\t\t\tposition 0 0 340\n");
+ fprintf (fp, "\t\t\t\t\torientation 0 0 1 0\n");
+ fprintf (fp, "\t\t\t\t\tdescription \"default view\"\n");
+ fprintf (fp, "\t\t\t\t}\n");
+ fprintf (fp, "\t\t\t]\n");
+ fprintf (fp, "\t\t},\n");
+ fprintf (fp, "\t]\n");
+ fprintf (fp, "}\n");
+
+ // Output the background stuff
+ fprintf (fp, "Background {\n");
+ fprintf (fp, "\tskyColor [\n");
+ fprintf (fp, "\t\t.5 .5 .5\n");
+ fprintf (fp, "\t]\n");
+ fprintf (fp, "}\n");
+
+ // Output the shape stuff
+ fprintf (fp, "Transform {\n");
+ fprintf (fp, "\tscale .3 .3 .3\n");
+ fprintf (fp, "\tchildren [\n");
+
+ // Draw the axes as a shape:
+ fprintf (fp, "\t\tShape {\n");
+ fprintf (fp, "\t\t\tappearance Appearance {\n");
+ fprintf (fp, "\t\t\t\tmaterial Material {\n");
+ fprintf (fp, "\t\t\t\t\tdiffuseColor 0 0.8 0\n");
+ fprintf (fp, "\t\t\t\t\temissiveColor 1.0 1.0 1.0\n");
+ fprintf (fp, "\t\t\t\t\tshininess 0.8\n");
+ fprintf (fp, "\t\t\t\t}\n");
+ fprintf (fp, "\t\t\t}\n");
+ fprintf (fp, "\t\t\tgeometry IndexedLineSet {\n");
+ fprintf (fp, "\t\t\t\tcoord Coordinate {\n");
+ fprintf (fp, "\t\t\t\t\tpoint [\n");
+ fprintf (fp, "\t\t\t\t\t0.0 0.0 0.0,\n");
+ fprintf (fp, "\t\t\t\t\t%f 0.0 0.0,\n", 255.0);
+ fprintf (fp, "\t\t\t\t\t0.0 %f 0.0,\n", 255.0);
+ fprintf (fp, "\t\t\t\t\t0.0 0.0 %f]\n", 255.0);
+ fprintf (fp, "\t\t\t\t}\n");
+ fprintf (fp, "\t\t\t\tcoordIndex [\n");
+ fprintf (fp, "\t\t\t\t\t0, 1, -1\n");
+ fprintf (fp, "\t\t\t\t\t0, 2, -1\n");
+ fprintf (fp, "\t\t\t\t\t0, 3, -1]\n");
+ fprintf (fp, "\t\t\t}\n");
+ fprintf (fp, "\t\t}\n");
+
+
+ fprintf (fp, "\t\tShape {\n");
+ fprintf (fp, "\t\t\tappearance Appearance {\n");
+ fprintf (fp, "\t\t\t\tmaterial Material {\n");
+ fprintf (fp, "\t\t\t\t\tdiffuseColor 0 0.8 0\n");
+ fprintf (fp, "\t\t\t\t\temissiveColor 1 1 1\n");
+ fprintf (fp, "\t\t\t\t\tshininess 0.8\n");
+ fprintf (fp, "\t\t\t\t}\n");
+ fprintf (fp, "\t\t\t}\n");
+ fprintf (fp, "\t\t\tgeometry PointSet {\n");
+
+ // fill in the points here
+ fprintf (fp, "\t\t\t\tcoord Coordinate {\n");
+ fprintf (fp, "\t\t\t\t\tpoint [\n");
+
+ // We need to transverse all gamut hull.
+ for (i=0; i < SECTORS; i++)
+ for (j=0; j < SECTORS; j++) {
+
+ cmsVEC3 v;
+
+ pt = &gbd ->Gamut[i][j];
+ ToCartesian(&v, &pt ->p);
+
+ fprintf (fp, "\t\t\t\t\t%g %g %g", v.n[0]+50, v.n[1], v.n[2]);
+
+ if ((j == SECTORS - 1) && (i == SECTORS - 1))
+ fprintf (fp, "]\n");
+ else
+ fprintf (fp, ",\n");
+
+ }
+
+ fprintf (fp, "\t\t\t\t}\n");
+
+
+
+ // fill in the face colors
+ fprintf (fp, "\t\t\t\tcolor Color {\n");
+ fprintf (fp, "\t\t\t\t\tcolor [\n");
+
+ for (i=0; i < SECTORS; i++)
+ for (j=0; j < SECTORS; j++) {
+
+ cmsVEC3 v;
+
+ pt = &gbd ->Gamut[i][j];
+
+
+ ToCartesian(&v, &pt ->p);
+
+
+ if (pt ->Type == GP_EMPTY)
+ fprintf (fp, "\t\t\t\t\t%g %g %g", 0.0, 0.0, 0.0);
+ else
+ if (pt ->Type == GP_MODELED)
+ fprintf (fp, "\t\t\t\t\t%g %g %g", 1.0, .5, .5);
+ else {
+ fprintf (fp, "\t\t\t\t\t%g %g %g", 1.0, 1.0, 1.0);
+
+ }
+
+ if ((j == SECTORS - 1) && (i == SECTORS - 1))
+ fprintf (fp, "]\n");
+ else
+ fprintf (fp, ",\n");
+ }
+ fprintf (fp, "\t\t\t}\n");
+
+
+ fprintf (fp, "\t\t\t}\n");
+ fprintf (fp, "\t\t}\n");
+ fprintf (fp, "\t]\n");
+ fprintf (fp, "}\n");
+
+ fclose (fp);
+
+ return TRUE;
+}
+#endif