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CalRGB: optimize CalRGB calculations
Also fix one silly mistake.
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3 changed files with 40 additions and 20 deletions
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@ -829,6 +829,8 @@ var CalRGBCS = (function CalRGBCSClosure() {
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var tempConvertMatrix1 = new Float32Array(3);
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var tempConvertMatrix2 = new Float32Array(3);
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var DECODE_L_CONSTANT = Math.pow(((8 + 16) / 116), 3) / 8.0;
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function CalRGBCS(whitePoint, blackPoint, gamma, matrix) {
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this.name = 'CalRGB';
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this.numComps = 3;
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@ -937,18 +939,30 @@ var CalRGBCS = (function CalRGBCSClosure() {
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return -decodeL(-L);
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}
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if (L > 80) {
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if (L > 8.0) {
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return Math.pow(((L + 16) / 116), 3);
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}
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return L * Math.pow(((8 + 16) / 116), 3) / 8.0;
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return L * DECODE_L_CONSTANT;
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}
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function compensateBlackPoint(sourceBlackPoint, XYZ_Flat, result) {
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// For the BlackPoint calculation details, please see
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// In case the blackPoint is already the default blackPoint then there is
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// no need to do compensation.
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if (sourceBlackPoint[0] === 0 &&
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sourceBlackPoint[1] === 0 &&
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sourceBlackPoint[2] === 0) {
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result[0] = XYZ_Flat[0];
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result[1] = XYZ_Flat[1];
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result[2] = XYZ_Flat[2];
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return;
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}
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// For the blackPoint calculation details, please see
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// http://www.adobe.com/content/dam/Adobe/en/devnet/photoshop/sdk/
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// AdobeBPC.pdf.
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// The destination BlackPoint is the default BlackPoint [0, 0, 0].
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// The destination blackPoint is the default blackPoint [0, 0, 0].
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var zeroDecodeL = decodeL(0);
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var X_DST = zeroDecodeL;
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@ -976,6 +990,15 @@ var CalRGBCS = (function CalRGBCSClosure() {
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function normalizeWhitePointToFlat(sourceWhitePoint, XYZ_In, result) {
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// In case the whitePoint is already flat then there is no need to do
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// normalization.
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if (sourceWhitePoint[0] === 1 && sourceWhitePoint[2] === 1) {
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result[0] = XYZ_In[0];
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result[1] = XYZ_In[1];
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result[2] = XYZ_In[2];
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return;
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}
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var LMS = result;
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matrixProduct(BRADFORD_SCALE_MATRIX, XYZ_In, LMS);
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@ -1010,15 +1033,11 @@ var CalRGBCS = (function CalRGBCSClosure() {
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var BGG = Math.pow(B, cs.GG);
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var CGB = Math.pow(C, cs.GB);
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// Computes intermediate variables M, L, N as per spec.
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var M = cs.MXA * AGR + cs.MXB * BGG + cs.MXC * CGB;
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var L = cs.MYA * AGR + cs.MYB * BGG + cs.MYC * CGB;
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var N = cs.MZA * AGR + cs.MZB * BGG + cs.MZC * CGB;
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// Decode XYZ, as per spec.
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var X = M;
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var Y = L;
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var Z = N;
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// Computes intermediate variables L, M, N as per spec.
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// To decode X, Y, Z values map L, M, N directly to them.
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var X = cs.MXA * AGR + cs.MXB * BGG + cs.MXC * CGB;
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var Y = cs.MYA * AGR + cs.MYB * BGG + cs.MYC * CGB;
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var Z = cs.MZA * AGR + cs.MZB * BGG + cs.MZC * CGB;
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// The following calculations are based on this document:
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// http://www.adobe.com/content/dam/Adobe/en/devnet/photoshop/sdk/
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@ -1028,6 +1047,7 @@ var CalRGBCS = (function CalRGBCSClosure() {
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XYZ[1] = Y;
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XYZ[2] = Z;
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var XYZ_Flat = tempConvertMatrix2;
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normalizeWhitePointToFlat(cs.whitePoint, XYZ, XYZ_Flat);
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var XYZ_Black = tempConvertMatrix1;
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