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ICC: Rename XYZ and XYZNumber fields to uppercase

Given that XYZ and xyz are distinct things, let's use the correct
case for these member variables.

No behavior change.
This commit is contained in:
Nico Weber 2023-04-28 14:04:27 -04:00 committed by Andreas Kling
parent 1e5ececf75
commit 227072a5af
4 changed files with 18 additions and 18 deletions

View file

@ -273,7 +273,7 @@ ErrorOr<XYZ> parse_pcs_illuminant(ICCHeader const& header)
XYZ xyz = (XYZ)header.pcs_illuminant;
/// "The value, when rounded to four decimals, shall be X = 0,9642, Y = 1,0 and Z = 0,8249."
if (round(xyz.x * 10'000) != 9'642 || round(xyz.y * 10'000) != 10'000 || round(xyz.z * 10'000) != 8'249)
if (round(xyz.X * 10'000) != 9'642 || round(xyz.Y * 10'000) != 10'000 || round(xyz.Z * 10'000) != 8'249)
return Error::from_string_literal("ICC::Profile: Invalid pcs illuminant");
return xyz;
@ -1124,9 +1124,9 @@ ErrorOr<void> Profile::check_tag_types()
auto& xyz_type = static_cast<XYZTagData const&>(*type.value());
if (xyz_type.xyzs().size() != 1)
return Error::from_string_literal("ICC::Profile: luminanceTag has unexpected size");
if (is_v4() && xyz_type.xyzs()[0].x != 0)
if (is_v4() && xyz_type.xyzs()[0].X != 0)
return Error::from_string_literal("ICC::Profile: luminanceTag.x unexpectedly not 0");
if (is_v4() && xyz_type.xyzs()[0].z != 0)
if (is_v4() && xyz_type.xyzs()[0].Z != 0)
return Error::from_string_literal("ICC::Profile: luminanceTag.z unexpectedly not 0");
}
@ -1448,9 +1448,9 @@ ErrorOr<FloatVector3> Profile::to_pcs(ReadonlyBytes color)
auto const& greenMatrixColumn = green_matrix_column();
auto const& blueMatrixColumn = blue_matrix_column();
float X = redMatrixColumn.x * linear_r + greenMatrixColumn.x * linear_g + blueMatrixColumn.x * linear_b;
float Y = redMatrixColumn.y * linear_r + greenMatrixColumn.y * linear_g + blueMatrixColumn.y * linear_b;
float Z = redMatrixColumn.z * linear_r + greenMatrixColumn.z * linear_g + blueMatrixColumn.z * linear_b;
float X = redMatrixColumn.X * linear_r + greenMatrixColumn.X * linear_g + blueMatrixColumn.X * linear_b;
float Y = redMatrixColumn.Y * linear_r + greenMatrixColumn.Y * linear_g + blueMatrixColumn.Y * linear_b;
float Z = redMatrixColumn.Z * linear_r + greenMatrixColumn.Z * linear_g + blueMatrixColumn.Z * linear_b;
return FloatVector3 { X, Y, Z };
}