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138 lines
3.5 KiB
C
138 lines
3.5 KiB
C
/* vim: set ts=8 sw=8 noexpandtab: */
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// qcms
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// Copyright (C) 2009 Mozilla Foundation
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// Copyright (C) 1998-2007 Marti Maria
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the Software
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// is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#include <stdlib.h>
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#include "qcmsint.h"
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#include "matrix.h"
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struct vector matrix_eval(struct matrix mat, struct vector v)
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{
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struct vector result;
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result.v[0] = mat.m[0][0]*v.v[0] + mat.m[0][1]*v.v[1] + mat.m[0][2]*v.v[2];
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result.v[1] = mat.m[1][0]*v.v[0] + mat.m[1][1]*v.v[1] + mat.m[1][2]*v.v[2];
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result.v[2] = mat.m[2][0]*v.v[0] + mat.m[2][1]*v.v[1] + mat.m[2][2]*v.v[2];
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return result;
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}
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//XXX: should probably pass by reference and we could
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//probably reuse this computation in matrix_invert
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float matrix_det(struct matrix mat)
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{
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float det;
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det = mat.m[0][0]*mat.m[1][1]*mat.m[2][2] +
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mat.m[0][1]*mat.m[1][2]*mat.m[2][0] +
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mat.m[0][2]*mat.m[1][0]*mat.m[2][1] -
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mat.m[0][0]*mat.m[1][2]*mat.m[2][1] -
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mat.m[0][1]*mat.m[1][0]*mat.m[2][2] -
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mat.m[0][2]*mat.m[1][1]*mat.m[2][0];
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return det;
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}
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/* from pixman and cairo and Mathematics for Game Programmers */
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/* lcms uses gauss-jordan elimination with partial pivoting which is
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* less efficient and not as numerically stable. See Mathematics for
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* Game Programmers. */
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struct matrix matrix_invert(struct matrix mat)
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{
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struct matrix dest_mat;
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int i,j;
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static int a[3] = { 2, 2, 1 };
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static int b[3] = { 1, 0, 0 };
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/* inv (A) = 1/det (A) * adj (A) */
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float det = matrix_det(mat);
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if (det == 0) {
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dest_mat.invalid = true;
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return dest_mat;
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}
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dest_mat.invalid = false;
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det = 1/det;
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for (j = 0; j < 3; j++) {
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for (i = 0; i < 3; i++) {
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double p;
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int ai = a[i];
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int aj = a[j];
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int bi = b[i];
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int bj = b[j];
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p = mat.m[ai][aj] * mat.m[bi][bj] -
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mat.m[ai][bj] * mat.m[bi][aj];
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if (((i + j) & 1) != 0)
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p = -p;
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dest_mat.m[j][i] = det * p;
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}
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}
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return dest_mat;
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}
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struct matrix matrix_identity(void)
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{
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struct matrix i;
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i.m[0][0] = 1;
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i.m[0][1] = 0;
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i.m[0][2] = 0;
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i.m[1][0] = 0;
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i.m[1][1] = 1;
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i.m[1][2] = 0;
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i.m[2][0] = 0;
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i.m[2][1] = 0;
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i.m[2][2] = 1;
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i.invalid = false;
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return i;
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}
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struct matrix matrix_invalid(void)
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{
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struct matrix inv = matrix_identity();
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inv.invalid = true;
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return inv;
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}
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/* from pixman */
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/* MAT3per... */
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struct matrix matrix_multiply(struct matrix a, struct matrix b)
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{
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struct matrix result;
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int dx, dy;
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int o;
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for (dy = 0; dy < 3; dy++) {
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for (dx = 0; dx < 3; dx++) {
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double v = 0;
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for (o = 0; o < 3; o++) {
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v += a.m[dy][o] * b.m[o][dx];
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}
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result.m[dy][dx] = v;
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}
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}
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result.invalid = a.invalid || b.invalid;
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return result;
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}
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