Cleanup: Remove unnecessary namespaces, pass math types by value

Also remove meaningless const in function declarations.
This commit is contained in:
Hans Goudey
2024-06-27 17:50:52 -04:00
parent 868fed96c9
commit 1ede471ba2
2 changed files with 7 additions and 9 deletions

View File

@@ -40,14 +40,13 @@ inline ColorSceneLinearByteEncoded4b<Alpha> interpolate(
math::interpolate(a.a, b.a, t)};
}
blender::float3 whitepoint_from_temp_tint(const float temperature, const float tint);
float3 whitepoint_from_temp_tint(float temperature, float tint);
bool whitepoint_to_temp_tint(const blender::float3 white, float &temperature, float &tint);
bool whitepoint_to_temp_tint(const float3 &white, float &temperature, float &tint);
/* Computes a matrix to perform chromatic adaption from a source white point (given in the form of
* temperature and tint) to a target white point (given as its XYZ values).
* The resulting matrix operates on XYZ values, the caller is responsible for RGB conversion. */
blender::float3x3 chromatic_adaption_matrix(const blender::float3 from_XYZ,
const blender::float3 to_XYZ);
float3x3 chromatic_adaption_matrix(const float3 &from_XYZ, const float3 &to_XYZ);
} // namespace blender::math

View File

@@ -881,7 +881,7 @@ static const std::array<locus_entry_t, 31> planck_locus{{
{600.0f, {0.33724f, 0.36051f}, -116.45f},
}};
bool whitepoint_to_temp_tint(const blender::float3 white, float &temperature, float &tint)
bool whitepoint_to_temp_tint(const float3 &white, float &temperature, float &tint)
{
/* Convert XYZ -> CIE 1960 uv. */
const float2 uv = float2{4.0f * white.x, 6.0f * white.y} / dot(white, {1.0f, 15.0f, 3.0f});
@@ -912,7 +912,7 @@ bool whitepoint_to_temp_tint(const blender::float3 white, float &temperature, fl
return true;
}
blender::float3 whitepoint_from_temp_tint(const float temperature, const float tint)
float3 whitepoint_from_temp_tint(const float temperature, const float tint)
{
/* Find table entry. */
const float mired = clamp(
@@ -945,11 +945,10 @@ blender::float3 whitepoint_from_temp_tint(const float temperature, const float t
return float3{x / y, 1.0f, (1.0f - x - y) / y};
}
blender::float3x3 chromatic_adaption_matrix(const blender::float3 from_XYZ,
const blender::float3 to_XYZ)
float3x3 chromatic_adaption_matrix(const float3 &from_XYZ, const float3 &to_XYZ)
{
/* Bradford transformation matrix (XYZ -> LMS). */
static const blender::float3x3 bradford{
static const float3x3 bradford{
{0.8951f, -0.7502f, 0.0389f},
{0.2664f, 1.7135f, -0.0685f},
{-0.1614f, 0.0367f, 1.0296f},