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+// qcms
+// Copyright (C) 2009 Mozilla Foundation
+// Copyright (C) 1998-2007 Marti Maria
+//
+// 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.
+
+#[derive(Copy, Clone, Debug, Default)]
+pub struct Matrix {
+ pub m: [[f32; 3]; 3], // Three rows of three elems.
+}
+
+#[derive(Copy, Clone)]
+pub struct Vector {
+ pub v: [f32; 3],
+}
+
+impl Matrix {
+ pub fn eval(&self, v: Vector) -> Vector {
+ let mut result: Vector = Vector { v: [0.; 3] };
+ result.v[0] = self.m[0][0] * v.v[0] + self.m[0][1] * v.v[1] + self.m[0][2] * v.v[2];
+ result.v[1] = self.m[1][0] * v.v[0] + self.m[1][1] * v.v[1] + self.m[1][2] * v.v[2];
+ result.v[2] = self.m[2][0] * v.v[0] + self.m[2][1] * v.v[1] + self.m[2][2] * v.v[2];
+ result
+ }
+
+ pub fn row(&self, r: usize) -> [f32; 3] {
+ self.m[r]
+ }
+
+ //probably reuse this computation in matrix_invert
+ pub fn det(&self) -> f32 {
+ let det: f32 = self.m[0][0] * self.m[1][1] * self.m[2][2]
+ + self.m[0][1] * self.m[1][2] * self.m[2][0]
+ + self.m[0][2] * self.m[1][0] * self.m[2][1]
+ - self.m[0][0] * self.m[1][2] * self.m[2][1]
+ - self.m[0][1] * self.m[1][0] * self.m[2][2]
+ - self.m[0][2] * self.m[1][1] * self.m[2][0];
+ det
+ }
+ /* from pixman and cairo and Mathematics for Game Programmers */
+ /* lcms uses gauss-jordan elimination with partial pivoting which is
+ * less efficient and not as numerically stable. See Mathematics for
+ * Game Programmers. */
+ pub fn invert(&self) -> Option<Matrix> {
+ let mut dest_mat: Matrix = Matrix { m: [[0.; 3]; 3] };
+ let mut i: i32;
+
+ const a: [i32; 3] = [2, 2, 1];
+ const b: [i32; 3] = [1, 0, 0];
+ /* inv (A) = 1/det (A) * adj (A) */
+ let mut det: f32 = self.det();
+ if det == 0. {
+ return None;
+ }
+ det = 1. / det;
+ let mut j: i32 = 0;
+ while j < 3 {
+ i = 0;
+ while i < 3 {
+ let ai: i32 = a[i as usize];
+ let aj: i32 = a[j as usize];
+ let bi: i32 = b[i as usize];
+ let bj: i32 = b[j as usize];
+ let mut p: f64 = (self.m[ai as usize][aj as usize]
+ * self.m[bi as usize][bj as usize]
+ - self.m[ai as usize][bj as usize] * self.m[bi as usize][aj as usize])
+ as f64;
+ if ((i + j) & 1) != 0 {
+ p = -p
+ }
+ dest_mat.m[j as usize][i as usize] = (det as f64 * p) as f32;
+ i += 1
+ }
+ j += 1
+ }
+ Some(dest_mat)
+ }
+ pub fn identity() -> Matrix {
+ let mut i: Matrix = Matrix { m: [[0.; 3]; 3] };
+ i.m[0][0] = 1.;
+ i.m[0][1] = 0.;
+ i.m[0][2] = 0.;
+ i.m[1][0] = 0.;
+ i.m[1][1] = 1.;
+ i.m[1][2] = 0.;
+ i.m[2][0] = 0.;
+ i.m[2][1] = 0.;
+ i.m[2][2] = 1.;
+ i
+ }
+ pub fn invalid() -> Option<Matrix> {
+ None
+ }
+ /* from pixman */
+ /* MAT3per... */
+ pub fn multiply(a: Matrix, b: Matrix) -> Matrix {
+ let mut result: Matrix = Matrix { m: [[0.; 3]; 3] };
+ let mut dx: i32;
+
+ let mut o: i32;
+ let mut dy: i32 = 0;
+ while dy < 3 {
+ dx = 0;
+ while dx < 3 {
+ let mut v: f64 = 0f64;
+ o = 0;
+ while o < 3 {
+ v += (a.m[dy as usize][o as usize] * b.m[o as usize][dx as usize]) as f64;
+ o += 1
+ }
+ result.m[dy as usize][dx as usize] = v as f32;
+ dx += 1
+ }
+ dy += 1
+ }
+ result
+ }
+}