/* See LICENSE file for copyright and license details. */
#include "common.h"
#define X(x, y) ((x) / (y))
#define Z(x, y) ((1 - (x)) / (y) - 1)
#if defined(__GNUC__) && !defined(__clang__)
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wunsuffixed-float-constants"
#endif
/**
* CIE XYZ-to-sRGB conversion matrix,
* in column-major order
*/
static const double srgb[3][3] = {
{ 3.240446254647737056586720427731, -0.969266606244679751469561779231, 0.055643503564352832235773149705},
{-1.537134761820080353089679192635, 1.876011959788370209167851498933, -0.204026179735960239147729566866},
{-0.498530193022728773666329971093, 0.041556042214430065351304932619, 1.057226567722703292062647051353}};
#if defined(__GNUC__) && !defined(__clang__)
# pragma GCC diagnostic pop
#endif
static void
invert(double m[3][4]) /* row-major order */
{
double t;
size_t i;
/* Set m[0][0] = 1 */ for (t = m[0][0], i = 0; i < 4; i++) m[0][i] /= t;
/* Set m[1][0] = 0 */ for (t = m[1][0], i = 0; i < 4; i++) m[1][i] -= t * m[0][i];
/* Set m[2][0] = 0 */ for (t = m[2][0], i = 0; i < 4; i++) m[2][i] -= t * m[0][i];
/* Set m[1][1] = 1 */ for (t = m[1][1], i = 1; i < 4; i++) m[1][i] /= t;
/* Set m[2][1] = 0 */ for (t = m[2][1], i = 1; i < 4; i++) m[2][i] -= t * m[1][i];
/* Set m[0][1] = 0 */ for (t = m[0][1], i = 1; i < 4; i++) m[0][i] -= t * m[1][i];
/* Set m[2][2] = 1 */ for (t = m[2][2], i = 2; i < 4; i++) m[2][i] /= t;
/* Set m[1][2] = 0 */ for (t = m[1][2], i = 2; i < 4; i++) m[1][i] -= t * m[2][i];
/* Set m[0][2] = 0 */ for (t = m[0][2], i = 2; i < 4; i++) m[0][i] -= t * m[2][i];
}
void
libglitter_get_colour_space_conversion_matrix_double(double matrix[3][3], double c1x, double c1y,
double c2x, double c2y, double c3x, double c3y,
double white_x, double white_y, double white_Y, int xyz)
{
double mat[3][4];
double x1, x2, x3;
double y1, y2, y3;
double z1, z2, z3;
/* Get colour space in CIE XYZ (the matrix is in row-major order) */
mat[0][0] = x1 = X(c1x, c1y);
mat[0][1] = x2 = X(c2x, c2y);
mat[0][2] = x3 = X(c3x, c3y);
mat[1][3] = X(white_x, white_y) * white_Y;
mat[1][0] = 1;
mat[1][1] = 1;
mat[1][2] = 1;
mat[1][3] = white_Y;
mat[2][0] = z1 = Z(c1x, c1y);
mat[2][1] = z2 = Z(c2x, c2y);
mat[2][2] = z3 = Z(c3x, c3y);
mat[2][3] = Z(white_x, white_y) * white_Y;
invert(mat);
y1 = mat[0][3];
y2 = mat[1][3];
y3 = mat[2][3];
/* [x1, x2, x3; y1, y2, y3; z1, z2, z3] is
* the output RGB-to-CIE XYZ conversion matrix.
* If sRGB is desired, it is multiplied by the
* CIE XYZ-to-sRGB conversion matrix to get the
* output RGB-to-sRGB conversion matrix. The
* matrices are in column-major order. */
if (!xyz) {
matrix[0][0] = x1 * srgb[0][0] + x2 * srgb[0][1] + x3 * srgb[0][2];
matrix[1][0] = x1 * srgb[1][0] + x2 * srgb[1][1] + x3 * srgb[1][2];
matrix[2][0] = x1 * srgb[2][0] + x2 * srgb[2][1] + x3 * srgb[2][2];
matrix[0][1] = y1 * srgb[0][0] + y2 * srgb[0][1] + y3 * srgb[0][2];
matrix[1][1] = y1 * srgb[1][0] + y2 * srgb[1][1] + y3 * srgb[1][2];
matrix[2][1] = y1 * srgb[2][0] + y2 * srgb[2][1] + y3 * srgb[2][2];
matrix[0][2] = z1 * srgb[0][0] + z2 * srgb[0][1] + z3 * srgb[0][2];
matrix[1][2] = z1 * srgb[1][0] + z2 * srgb[1][1] + z3 * srgb[1][2];
matrix[2][2] = z1 * srgb[2][0] + z2 * srgb[2][1] + z3 * srgb[2][2];
} else {
matrix[0][0] = x1, matrix[1][0] = x2, matrix[2][0] = x3;
matrix[0][1] = y1, matrix[1][1] = y2, matrix[2][1] = y3;
matrix[0][2] = z1, matrix[1][2] = z2, matrix[2][2] = z3;
}
}