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-rw-r--r--core/src/fxcodec/lcms2/lcms2-2.6/src/cmssm.c734
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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
deleted file mode 100644
index 5836e15506..0000000000
--- a/core/src/fxcodec/lcms2/lcms2-2.6/src/cmssm.c
+++ /dev/null
@@ -1,734 +0,0 @@
-//---------------------------------------------------------------------------------
-//
-// 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