ViewingConditions.make constructor Null safety

ViewingConditions.make(
  1. {List<double>? whitePoint,
  2. double adaptingLuminance = -1.0,
  3. double backgroundLstar = 50.0,
  4. double surround = 2.0,
  5. bool discountingIlluminant = false}
)

Implementation

factory ViewingConditions.make(
    {List<double>? whitePoint,
    double adaptingLuminance = -1.0,
    double backgroundLstar = 50.0,
    double surround = 2.0,
    bool discountingIlluminant = false}) {
  whitePoint ??= ColorUtils.whitePointD65();

  adaptingLuminance = (adaptingLuminance > 0.0)
      ? adaptingLuminance
      : (200.0 / math.pi * ColorUtils.yFromLstar(50.0) / 100.0);
  backgroundLstar = math.max(30.0, backgroundLstar);
  // Transform test illuminant white in XYZ to 'cone'/'rgb' responses
  final xyz = whitePoint;
  final rW = xyz[0] * 0.401288 + xyz[1] * 0.650173 + xyz[2] * -0.051461;
  final gW = xyz[0] * -0.250268 + xyz[1] * 1.204414 + xyz[2] * 0.045854;
  final bW = xyz[0] * -0.002079 + xyz[1] * 0.048952 + xyz[2] * 0.953127;

  // Scale input surround, domain (0, 2), to CAM16 surround, domain (0.8, 1.0)
  assert(surround >= 0.0 && surround <= 2.0);
  final f = 0.8 + (surround / 10.0);
  // "Exponential non-linearity"
  final c = (f >= 0.9)
      ? MathUtils.lerp(0.59, 0.69, ((f - 0.9) * 10.0))
      : MathUtils.lerp(0.525, 0.59, ((f - 0.8) * 10.0));
  // Calculate degree of adaptation to illuminant
  var d = discountingIlluminant
      ? 1.0
      : f *
          (1.0 -
              ((1.0 / 3.6) * math.exp((-adaptingLuminance - 42.0) / 92.0)));
  // Per Li et al, if D is greater than 1 or less than 0, set it to 1 or 0.
  d = (d > 1.0)
      ? 1.0
      : (d < 0.0)
          ? 0.0
          : d;
  // chromatic induction factor
  final nc = f;

  // Cone responses to the whitePoint, r/g/b/W, adjusted for discounting.
  //
  // Why use 100.0 instead of the white point's relative luminance?
  //
  // Some papers and implementations, for both CAM02 and CAM16, use the Y
  // value of the reference white instead of 100. Fairchild's Color Appearance
  // Models (3rd edition) notes that this is in error: it was included in the
  // CIE 2004a report on CIECAM02, but, later parts of the conversion process
  // account for scaling of appearance relative to the white point relative
  // luminance. This part should simply use 100 as luminance.
  final rgbD = <double>[
    d * (100.0 / rW) + 1.0 - d,
    d * (100.0 / gW) + 1.0 - d,
    d * (100.0 / bW) + 1.0 - d,
  ];

  // Factor used in calculating meaningful factors
  final k = 1.0 / (5.0 * adaptingLuminance + 1.0);
  final k4 = k * k * k * k;
  final k4F = 1.0 - k4;

  // Luminance-level adaptation factor
  final fl = (k4 * adaptingLuminance) +
      (0.1 * k4F * k4F * math.pow(5.0 * adaptingLuminance, 1.0 / 3.0));
  // Intermediate factor, ratio of background relative luminance to white relative luminance
  final n = ColorUtils.yFromLstar(backgroundLstar) / whitePoint[1];

  // Base exponential nonlinearity
  // note Schlomer 2018 has a typo and uses 1.58, the correct factor is 1.48
  final z = 1.48 + math.sqrt(n);

  // Luminance-level induction factors
  final nbb = 0.725 / math.pow(n, 0.2);
  final ncb = nbb;

  // Discounted cone responses to the white point, adjusted for post-saturationtic
  // adaptation perceptual nonlinearities.
  final rgbAFactors = [
    math.pow(fl * rgbD[0] * rW / 100.0, 0.42),
    math.pow(fl * rgbD[1] * gW / 100.0, 0.42),
    math.pow(fl * rgbD[2] * bW / 100.0, 0.42)
  ];

  final rgbA = [
    (400.0 * rgbAFactors[0]) / (rgbAFactors[0] + 27.13),
    (400.0 * rgbAFactors[1]) / (rgbAFactors[1] + 27.13),
    (400.0 * rgbAFactors[2]) / (rgbAFactors[2] + 27.13),
  ];

  final aw = (40.0 * rgbA[0] + 20.0 * rgbA[1] + rgbA[2]) / 20.0 * nbb;

  return ViewingConditions(
    whitePoint: whitePoint,
    adaptingLuminance: adaptingLuminance,
    backgroundLstar: backgroundLstar,
    surround: surround,
    discountingIlluminant: discountingIlluminant,
    backgroundYTowhitePointY: n,
    aw: aw,
    nbb: nbb,
    ncb: ncb,
    c: c,
    nC: nc,
    drgbInverse: [0.0, 0.0, 0.0],
    rgbD: rgbD,
    fl: fl,
    fLRoot: math.pow(fl, 0.25).toDouble(),
    z: z,
  );
}