736 lines
19 KiB
C
736 lines
19 KiB
C
//---------------------------------------------------------------------------------
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//
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// Little Color Management System
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// Copyright (c) 1998-2011 Marti Maria Saguer
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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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//
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//---------------------------------------------------------------------------------
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//
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#include "lcms2_internal.h"
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// ------------------------------------------------------------------------
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// Gamut boundary description by using Jan Morovic's Segment maxima method
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// Many thanks to Jan for allowing me to use his algorithm.
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// r = C*
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// alpha = Hab
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// theta = L*
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#define SECTORS 16 // number of divisions in alpha and theta
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// Spherical coordinates
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typedef struct {
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cmsFloat64Number r;
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cmsFloat64Number alpha;
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cmsFloat64Number theta;
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} cmsSpherical;
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typedef enum {
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GP_EMPTY,
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GP_SPECIFIED,
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GP_MODELED
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} GDBPointType;
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typedef struct {
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GDBPointType Type;
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cmsSpherical p; // Keep also alpha & theta of maximum
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} cmsGDBPoint;
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typedef struct {
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cmsContext ContextID;
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cmsGDBPoint Gamut[SECTORS][SECTORS];
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} cmsGDB;
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// A line using the parametric form
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// P = a + t*u
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typedef struct {
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cmsVEC3 a;
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cmsVEC3 u;
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} cmsLine;
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// A plane using the parametric form
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// Q = b + r*v + s*w
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typedef struct {
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cmsVEC3 b;
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cmsVEC3 v;
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cmsVEC3 w;
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} cmsPlane;
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// --------------------------------------------------------------------------------------------
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// ATAN2() which always returns degree positive numbers
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static
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cmsFloat64Number _cmsAtan2(cmsFloat64Number y, cmsFloat64Number x)
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{
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cmsFloat64Number a;
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// Deal with undefined case
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if (x == 0.0 && y == 0.0) return 0;
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a = (atan2(y, x) * 180.0) / M_PI;
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while (a < 0) {
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a += 360;
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}
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return a;
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}
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// Convert to spherical coordinates
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static
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void ToSpherical(cmsSpherical* sp, const cmsVEC3* v)
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{
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cmsFloat64Number L, a, b;
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L = v ->n[VX];
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a = v ->n[VY];
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b = v ->n[VZ];
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sp ->r = sqrt( L*L + a*a + b*b );
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if (sp ->r == 0) {
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sp ->alpha = sp ->theta = 0;
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return;
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}
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sp ->alpha = _cmsAtan2(a, b);
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sp ->theta = _cmsAtan2(sqrt(a*a + b*b), L);
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}
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// Convert to cartesian from spherical
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static
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void ToCartesian(cmsVEC3* v, const cmsSpherical* sp)
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{
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cmsFloat64Number sin_alpha;
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cmsFloat64Number cos_alpha;
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cmsFloat64Number sin_theta;
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cmsFloat64Number cos_theta;
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cmsFloat64Number L, a, b;
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sin_alpha = sin((M_PI * sp ->alpha) / 180.0);
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cos_alpha = cos((M_PI * sp ->alpha) / 180.0);
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sin_theta = sin((M_PI * sp ->theta) / 180.0);
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cos_theta = cos((M_PI * sp ->theta) / 180.0);
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a = sp ->r * sin_theta * sin_alpha;
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b = sp ->r * sin_theta * cos_alpha;
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L = sp ->r * cos_theta;
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v ->n[VX] = L;
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v ->n[VY] = a;
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v ->n[VZ] = b;
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}
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// Quantize sector of a spherical coordinate. Saturate 360, 180 to last sector
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// The limits are the centers of each sector, so
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static
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void QuantizeToSector(const cmsSpherical* sp, int* alpha, int* theta)
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{
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*alpha = (int) floor(((sp->alpha * (SECTORS)) / 360.0) );
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*theta = (int) floor(((sp->theta * (SECTORS)) / 180.0) );
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if (*alpha >= SECTORS)
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*alpha = SECTORS-1;
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if (*theta >= SECTORS)
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*theta = SECTORS-1;
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}
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// Line determined by 2 points
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static
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void LineOf2Points(cmsLine* line, cmsVEC3* a, cmsVEC3* b)
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{
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_cmsVEC3init(&line ->a, a ->n[VX], a ->n[VY], a ->n[VZ]);
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_cmsVEC3init(&line ->u, b ->n[VX] - a ->n[VX],
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b ->n[VY] - a ->n[VY],
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b ->n[VZ] - a ->n[VZ]);
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}
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// Evaluate parametric line
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static
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void GetPointOfLine(cmsVEC3* p, const cmsLine* line, cmsFloat64Number t)
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{
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p ->n[VX] = line ->a.n[VX] + t * line->u.n[VX];
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p ->n[VY] = line ->a.n[VY] + t * line->u.n[VY];
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p ->n[VZ] = line ->a.n[VZ] + t * line->u.n[VZ];
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}
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/*
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Closest point in sector line1 to sector line2 (both are defined as 0 <=t <= 1)
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http://softsurfer.com/Archive/algorithm_0106/algorithm_0106.htm
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Copyright 2001, softSurfer (www.softsurfer.com)
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This code may be freely used and modified for any purpose
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providing that this copyright notice is included with it.
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SoftSurfer makes no warranty for this code, and cannot be held
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liable for any real or imagined damage resulting from its use.
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Users of this code must verify correctness for their application.
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*/
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static
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cmsBool ClosestLineToLine(cmsVEC3* r, const cmsLine* line1, const cmsLine* line2)
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{
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cmsFloat64Number a, b, c, d, e, D;
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cmsFloat64Number sc, sN, sD;
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cmsFloat64Number tc, tN, tD;
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cmsVEC3 w0;
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_cmsVEC3minus(&w0, &line1 ->a, &line2 ->a);
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a = _cmsVEC3dot(&line1 ->u, &line1 ->u);
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b = _cmsVEC3dot(&line1 ->u, &line2 ->u);
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c = _cmsVEC3dot(&line2 ->u, &line2 ->u);
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d = _cmsVEC3dot(&line1 ->u, &w0);
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e = _cmsVEC3dot(&line2 ->u, &w0);
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D = a*c - b * b; // Denominator
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sD = tD = D; // default sD = D >= 0
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if (D < MATRIX_DET_TOLERANCE) { // the lines are almost parallel
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sN = 0.0; // force using point P0 on segment S1
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sD = 1.0; // to prevent possible division by 0.0 later
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tN = e;
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tD = c;
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}
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else { // get the closest points on the infinite lines
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sN = (b*e - c*d);
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tN = (a*e - b*d);
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if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
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sN = 0.0;
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tN = e;
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tD = c;
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}
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else if (sN > sD) { // sc > 1 => the s=1 edge is visible
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sN = sD;
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tN = e + b;
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tD = c;
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}
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}
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if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
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tN = 0.0;
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// recompute sc for this edge
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if (-d < 0.0)
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sN = 0.0;
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else if (-d > a)
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sN = sD;
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else {
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sN = -d;
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sD = a;
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}
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}
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else if (tN > tD) { // tc > 1 => the t=1 edge is visible
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tN = tD;
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// recompute sc for this edge
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if ((-d + b) < 0.0)
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sN = 0;
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else if ((-d + b) > a)
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sN = sD;
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else {
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sN = (-d + b);
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sD = a;
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}
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}
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// finally do the division to get sc and tc
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sc = (fabs(sN) < MATRIX_DET_TOLERANCE ? 0.0 : sN / sD);
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tc = (fabs(tN) < MATRIX_DET_TOLERANCE ? 0.0 : tN / tD);
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GetPointOfLine(r, line1, sc);
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return TRUE;
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}
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// ------------------------------------------------------------------ Wrapper
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// Allocate & free structure
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cmsHANDLE CMSEXPORT cmsGBDAlloc(cmsContext ContextID)
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{
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cmsGDB* gbd = (cmsGDB*) _cmsMallocZero(ContextID, sizeof(cmsGDB));
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if (gbd == NULL) return NULL;
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gbd -> ContextID = ContextID;
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return (cmsHANDLE) gbd;
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}
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void CMSEXPORT cmsGBDFree(cmsHANDLE hGBD)
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{
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cmsGDB* gbd = (cmsGDB*) hGBD;
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if (hGBD != NULL)
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_cmsFree(gbd->ContextID, (void*) gbd);
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}
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// Auxiliar to retrieve a pointer to the segmentr containing the Lab value
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static
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cmsGDBPoint* GetPoint(cmsGDB* gbd, const cmsCIELab* Lab, cmsSpherical* sp)
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{
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cmsVEC3 v;
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int alpha, theta;
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// Housekeeping
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_cmsAssert(gbd != NULL);
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_cmsAssert(Lab != NULL);
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_cmsAssert(sp != NULL);
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// Center L* by substracting half of its domain, that's 50
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_cmsVEC3init(&v, Lab ->L - 50.0, Lab ->a, Lab ->b);
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// Convert to spherical coordinates
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ToSpherical(sp, &v);
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if (sp ->r < 0 || sp ->alpha < 0 || sp->theta < 0) {
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cmsSignalError(gbd ->ContextID, cmsERROR_RANGE, "spherical value out of range");
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return NULL;
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}
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// On which sector it falls?
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QuantizeToSector(sp, &alpha, &theta);
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if (alpha < 0 || theta < 0 || alpha >= SECTORS || theta >= SECTORS) {
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cmsSignalError(gbd ->ContextID, cmsERROR_RANGE, " quadrant out of range");
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return NULL;
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}
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// Get pointer to the sector
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return &gbd ->Gamut[theta][alpha];
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}
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// Add a point to gamut descriptor. Point to add is in Lab color space.
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// GBD is centered on a=b=0 and L*=50
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cmsBool CMSEXPORT cmsGDBAddPoint(cmsHANDLE hGBD, const cmsCIELab* Lab)
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{
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cmsGDB* gbd = (cmsGDB*) hGBD;
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cmsGDBPoint* ptr;
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cmsSpherical sp;
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// Get pointer to the sector
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ptr = GetPoint(gbd, Lab, &sp);
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if (ptr == NULL) return FALSE;
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// If no samples at this sector, add it
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if (ptr ->Type == GP_EMPTY) {
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ptr -> Type = GP_SPECIFIED;
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ptr -> p = sp;
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}
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else {
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// Substitute only if radius is greater
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if (sp.r > ptr -> p.r) {
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ptr -> Type = GP_SPECIFIED;
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ptr -> p = sp;
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}
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}
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return TRUE;
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}
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// Check if a given point falls inside gamut
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cmsBool CMSEXPORT cmsGDBCheckPoint(cmsHANDLE hGBD, const cmsCIELab* Lab)
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{
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cmsGDB* gbd = (cmsGDB*) hGBD;
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cmsGDBPoint* ptr;
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cmsSpherical sp;
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// Get pointer to the sector
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ptr = GetPoint(gbd, Lab, &sp);
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if (ptr == NULL) return FALSE;
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// If no samples at this sector, return no data
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if (ptr ->Type == GP_EMPTY) return FALSE;
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// In gamut only if radius is greater
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return (sp.r <= ptr -> p.r);
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}
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// -----------------------------------------------------------------------------------------------------------------------
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// Find near sectors. The list of sectors found is returned on Close[].
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// The function returns the number of sectors as well.
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// 24 9 10 11 12
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// 23 8 1 2 13
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// 22 7 * 3 14
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// 21 6 5 4 15
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// 20 19 18 17 16
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//
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// Those are the relative movements
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// {-2,-2}, {-1, -2}, {0, -2}, {+1, -2}, {+2, -2},
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// {-2,-1}, {-1, -1}, {0, -1}, {+1, -1}, {+2, -1},
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// {-2, 0}, {-1, 0}, {0, 0}, {+1, 0}, {+2, 0},
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// {-2,+1}, {-1, +1}, {0, +1}, {+1, +1}, {+2, +1},
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// {-2,+2}, {-1, +2}, {0, +2}, {+1, +2}, {+2, +2}};
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static
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const struct _spiral {
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int AdvX, AdvY;
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} Spiral[] = { {0, -1}, {+1, -1}, {+1, 0}, {+1, +1}, {0, +1}, {-1, +1},
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{-1, 0}, {-1, -1}, {-1, -2}, {0, -2}, {+1, -2}, {+2, -2},
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{+2, -1}, {+2, 0}, {+2, +1}, {+2, +2}, {+1, +2}, {0, +2},
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{-1, +2}, {-2, +2}, {-2, +1}, {-2, 0}, {-2, -1}, {-2, -2} };
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#define NSTEPS (sizeof(Spiral) / sizeof(struct _spiral))
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static
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int FindNearSectors(cmsGDB* gbd, int alpha, int theta, cmsGDBPoint* Close[])
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{
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int nSectors = 0;
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int a, t;
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cmsUInt32Number i;
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cmsGDBPoint* pt;
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for (i=0; i < NSTEPS; i++) {
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a = alpha + Spiral[i].AdvX;
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t = theta + Spiral[i].AdvY;
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// Cycle at the end
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a %= SECTORS;
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t %= SECTORS;
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// Cycle at the begin
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if (a < 0) a = SECTORS + a;
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if (t < 0) t = SECTORS + t;
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pt = &gbd ->Gamut[t][a];
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if (pt -> Type != GP_EMPTY) {
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Close[nSectors++] = pt;
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}
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}
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return nSectors;
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}
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// Interpolate a missing sector. Method identifies whatever this is top, bottom or mid
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static
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cmsBool InterpolateMissingSector(cmsGDB* gbd, int alpha, int theta)
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{
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cmsSpherical sp;
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cmsVEC3 Lab;
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cmsVEC3 Centre;
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cmsLine ray;
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int nCloseSectors;
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cmsGDBPoint* Close[NSTEPS + 1];
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cmsSpherical closel, templ;
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cmsLine edge;
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int k, m;
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// Is that point already specified?
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if (gbd ->Gamut[theta][alpha].Type != GP_EMPTY) return TRUE;
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// Fill close points
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nCloseSectors = FindNearSectors(gbd, alpha, theta, Close);
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// Find a central point on the sector
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sp.alpha = (cmsFloat64Number) ((alpha + 0.5) * 360.0) / (SECTORS);
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sp.theta = (cmsFloat64Number) ((theta + 0.5) * 180.0) / (SECTORS);
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sp.r = 50.0;
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// Convert to Cartesian
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ToCartesian(&Lab, &sp);
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// Create a ray line from centre to this point
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_cmsVEC3init(&Centre, 50.0, 0, 0);
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LineOf2Points(&ray, &Lab, &Centre);
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// For all close sectors
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closel.r = 0.0;
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closel.alpha = 0;
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closel.theta = 0;
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for (k=0; k < nCloseSectors; k++) {
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for(m = k+1; m < nCloseSectors; m++) {
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cmsVEC3 temp, a1, a2;
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// A line from sector to sector
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ToCartesian(&a1, &Close[k]->p);
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ToCartesian(&a2, &Close[m]->p);
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LineOf2Points(&edge, &a1, &a2);
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// Find a line
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ClosestLineToLine(&temp, &ray, &edge);
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// Convert to spherical
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ToSpherical(&templ, &temp);
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if ( templ.r > closel.r &&
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templ.theta >= (theta*180.0/SECTORS) &&
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templ.theta <= ((theta+1)*180.0/SECTORS) &&
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templ.alpha >= (alpha*360.0/SECTORS) &&
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templ.alpha <= ((alpha+1)*360.0/SECTORS)) {
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closel = templ;
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}
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}
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}
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gbd ->Gamut[theta][alpha].p = closel;
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gbd ->Gamut[theta][alpha].Type = GP_MODELED;
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return TRUE;
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}
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|
// 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
|
|
|