diff -r 000000000000 -r 16d8024aca5e src/hbcore/ovgeffects/hbvghsleffect.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/hbcore/ovgeffects/hbvghsleffect.cpp Mon Apr 19 14:02:13 2010 +0300 @@ -0,0 +1,299 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (developer.feedback@nokia.com) +** +** This file is part of the HbCore module of the UI Extensions for Mobile. +** +** GNU Lesser General Public License Usage +** This file may be used under the terms of the GNU Lesser General Public +** License version 2.1 as published by the Free Software Foundation and +** appearing in the file LICENSE.LGPL included in the packaging of this file. +** Please review the following information to ensure the GNU Lesser General +** Public License version 2.1 requirements will be met: +** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at developer.feedback@nokia.com. +** +****************************************************************************/ + +#include "hbvghsleffect_p.h" +#include "hbvghsleffect_p_p.h" +#include +#include + +/*! + * \class HbVgHslEffect + * + * \brief OpenVG-based hue-saturation-lightness filter effect. + * + * \internal + */ + +HbVgHslEffectPrivate::HbVgHslEffectPrivate() + : hue(0), saturation(1), lightness(0) +{ +} + +HbVgHslEffect::HbVgHslEffect(QObject *parent) + : HbVgEffect(*new HbVgHslEffectPrivate, parent) +{ +} + +HbVgHslEffect::HbVgHslEffect(HbVgHslEffectPrivate &dd, QObject *parent) + : HbVgEffect(dd, parent) +{ +} + +HbVgHslEffect::~HbVgHslEffect() +{ +} + +qreal HbVgHslEffect::hue() const +{ + Q_D(const HbVgHslEffect); + return d->hue; +} + +void HbVgHslEffect::setHue(qreal hue) +{ + Q_D(HbVgHslEffect); + if (d->hue == hue) + return; + d->hue = hue; + updateEffect(); + emit hueChanged(hue); +} + +qreal HbVgHslEffect::saturation() const +{ + Q_D(const HbVgHslEffect); + return d->saturation; +} + +void HbVgHslEffect::setSaturation(qreal saturation) +{ + Q_D(HbVgHslEffect); + if (d->saturation == saturation) + return; + d->saturation = saturation; + updateEffect(); + emit saturationChanged(saturation); +} + +qreal HbVgHslEffect::lightness() const +{ + Q_D(const HbVgHslEffect); + return d->lightness; +} + +void HbVgHslEffect::setLightness(qreal lightness) +{ + Q_D(HbVgHslEffect); + if (d->lightness == lightness) + return; + d->lightness = lightness; + updateEffect(); + emit lightnessChanged(lightness); +} + +void HbVgHslEffect::desaturate() +{ + setHue(0); + setSaturation(0); + setLightness(0); +} + +QRectF HbVgHslEffect::boundingRectFor(const QRectF &rect) const +{ + return rect; +} + +#ifdef HB_EFFECTS_OPENVG + +inline void getSaturationRotationMatrix(VGfloat *effectMatrix, VGfloat opacity, + VGfloat saturation, VGfloat angle) +{ + const VGfloat sa = saturation; + const VGfloat as = 1.0f - saturation; + + const VGfloat o = opacity; + const VGfloat ao = 1.0f - o; + + const VGfloat c = qCos(angle); + const VGfloat s = qSin(angle); + + effectMatrix[0] = o * ((-0.02473f*as+0.66667f*sa)*c+ (0.30450f*as*s+(0.33333f*as+0.33333f*sa))) + ao; + effectMatrix[1] = o * ((-0.02473f*as-0.33333f*sa)*c+((0.30450f*as+0.57736f*sa)*s+(0.33333f*as+0.33333f*sa))); + effectMatrix[2] = o * ((-0.02473f*as-0.33333f*sa)*c+((0.30450f*as-0.57736f*sa)*s+(0.33333f*as+0.33333f*sa))); + effectMatrix[3] = 0.0f; + effectMatrix[4] = o * ((0.27607f*as-0.33333f*sa)*c+((-0.13083f*as-0.57736f*sa)*s+(0.33333f*as+0.33333f*sa))); + effectMatrix[5] = o * ((0.27607f*as+0.66667f*sa)*c+ (-0.13083f*as*s+(0.33333f*as+0.33333f*sa))) + ao; + effectMatrix[6] = o * ((0.27607f*as-0.33333f*sa)*c+((-0.13083f*as+0.57736f*sa)*s+(0.33333f*as+0.33333f*sa))); + effectMatrix[7] = 0.0f; + effectMatrix[8] = o * ((-0.25134f*as-0.33333f*sa)*c+((-0.17367f*as+0.57736f*sa)*s+(0.33333f*as+0.33333f*sa))); + effectMatrix[9] = o * ((-0.25134f*as-0.33333f*sa)*c+((-0.17367f*as-0.57736f*sa)*s+(0.33333f*as+0.33333f*sa))); + effectMatrix[10] = o * ((-0.25134f*as+0.66667f*sa)*c+ (-0.17367f*as*s+(0.33333f*as+0.33333f*sa))) + ao; + effectMatrix[11] = 0.0f; + effectMatrix[12] = 0.0f; + effectMatrix[13] = 0.0f; + effectMatrix[14] = 0.0f; + effectMatrix[15] = 1.0f; +} + +const VGfloat Rw = 0.3086f; +const VGfloat Gw = 0.6094f; +const VGfloat Bw = 0.0820f; + +inline void getSaturationMatrix(VGfloat *effectMatrix, VGfloat opacity, VGfloat saturation) +{ + const VGfloat sa = saturation; + const VGfloat as = 1.0f - saturation; + + const VGfloat o = opacity; + const VGfloat ao = 1.0f - o; + + const VGfloat asRw = o * as * Rw; + const VGfloat asGw = o * as * Gw; + const VGfloat asBw = o * as * Bw; + + effectMatrix[0] = asRw + sa + ao; + effectMatrix[1] = asRw; + effectMatrix[2] = asRw; + effectMatrix[3] = 0.0f; + effectMatrix[4] = asGw; + effectMatrix[5] = asGw + sa + ao; + effectMatrix[6] = asGw; + effectMatrix[7] = 0.0f; + effectMatrix[8] = asBw; + effectMatrix[9] = asBw; + effectMatrix[10] = asBw + sa + ao; + effectMatrix[11] = 0.0f; + effectMatrix[12] = 0.0f; + effectMatrix[13] = 0.0f; + effectMatrix[14] = 0.0f; + effectMatrix[15] = 1.0f; +} + +inline void getRotationMatrix(VGfloat *effectMatrix, VGfloat opacity, VGfloat angle) +{ + const VGfloat o = opacity; + const VGfloat ao = 1.0f - o; + + const VGfloat c = qCos(angle); + const VGfloat s = qSin(angle); + + effectMatrix[0] = o * ( 0.66667f*c+0.33333f) + ao; + effectMatrix[1] = o * (-0.33333f*c+(0.57736f*s+0.33333f)); + effectMatrix[2] = o * (-0.33333f*c+(-0.57736f*s+0.33333f)); + effectMatrix[3] = 0.0f; + effectMatrix[4] = o * (-0.33333f*c+(-0.57736f*s+0.33333f)); + effectMatrix[5] = o * ( 0.66667f*c+0.33333f) + ao; + effectMatrix[6] = o * (-0.33333f*c+(0.57736f*s+0.33333f)); + effectMatrix[7] = 0.0f; + effectMatrix[8] = o * (-0.33333f*c+(0.57736f*s+0.33333f)); + effectMatrix[9] = o * (-0.33333f*c+(-0.57736f*s+0.33333f)); + effectMatrix[10] = o * (0.66667f*c+0.33333f) + ao; + effectMatrix[11] = 0.0f; + effectMatrix[12] = 0.0f; + effectMatrix[13] = 0.0f; + effectMatrix[14] = 0.0f; + effectMatrix[15] = 1.0f; +} + +inline void getIdentityMatrix(VGfloat *effectMatrix) +{ + effectMatrix[0] = 1.0f; + effectMatrix[1] = 0.0f; + effectMatrix[2] = 0.0f; + effectMatrix[3] = 0.0f; + effectMatrix[4] = 0.0f; + effectMatrix[5] = 1.0f; + effectMatrix[6] = 0.0f; + effectMatrix[7] = 0.0f; + effectMatrix[8] = 0.0f; + effectMatrix[9] = 0.0f; + effectMatrix[10] = 1.0f; + effectMatrix[11] = 0.0f; + effectMatrix[12] = 0.0f; + effectMatrix[13] = 0.0f; + effectMatrix[14] = 0.0f; + effectMatrix[15] = 1.0f; +} + +#endif // HB_EFFECTS_OPENVG + +void HbVgHslEffect::performEffect(QPainter *painter, + const QPointF &offset, + const QVariant &vgImage, + const QSize &vgImageSize) +{ +#ifdef HB_EFFECTS_OPENVG + QPixmap cachedPm = cached(vgImageSize); + if (!cachedPm.isNull()) { + painter->drawPixmap(offset, cachedPm); + return; + } + + Q_D(HbVgHslEffect); + VGImage srcImage = vgImage.value(); + VGImage dstImage = d->ensurePixmap(&d->dstPixmap, vgImageSize); + qreal opacity = clamp(d->opacity, 0.0f, 1.0f); + if (opacity > HBVG_EPSILON) { + if (d->paramsChanged) { + // a helpful constant + const qreal radsPerDeg = 2.0f * (qreal) M_PI / 360.0f; + + // make sure parametres are in range + const VGfloat o = (VGfloat) opacity; + const VGfloat angle = (VGfloat) clamp(d->hue * radsPerDeg, 0.0f, 2.0f * (qreal) M_PI); // angle [0, 2*pi] + const VGfloat saturation = (VGfloat) clamp(d->saturation, 0.0f, 100.0f); // saturation [0, N] + const VGfloat lightness = (VGfloat) clamp(d->lightness, -1.0f, 1.0f); // lightness [-1, 1] + + // check parametres which precalculated matrix we have to use. + // Note: lightness affects offset and not matrix so we don't bother optimising that. + const bool enableSaturation = (saturation < 1.0f - HBVG_EPSILON || saturation > 1.0f + HBVG_EPSILON); + const bool enableHueRotation = (HBVG_EPSILON < angle && angle < (2.0f * (qreal) M_PI - HBVG_EPSILON)); + + if (enableSaturation && enableHueRotation) { + // contains SaturateT*PrerotationT*HuerotationT*PostrotationT*I*opacity+I*(1-opacity) matrices + // --- ugly, but saves lot of operations in FPU. + // note: there are plenty of redundancy in these calculations + // --- let compiler optimise them. + getSaturationRotationMatrix(&d->colorMatrix[0], o, saturation, angle); + } else if (enableSaturation && !enableHueRotation) { + // saturationT*I*opacity+I*(1 - opacity) matrix without hue rotation + getSaturationMatrix(&d->colorMatrix[0], o, saturation); + } else if(!enableSaturation && enableHueRotation) { + // PrerotationT*HuerotationT*PostrotationT*I*opacity+I*(1-opacity) matrices without saturation matrix + getRotationMatrix(&d->colorMatrix[0], o, angle); + } else { + // identity matrix + getIdentityMatrix(&d->colorMatrix[0]); + } + + // colour component offsets + d->colorMatrix[16] = lightness * o; + d->colorMatrix[17] = lightness * o; + d->colorMatrix[18] = lightness * o; + d->colorMatrix[19] = 0.0f; + } + vgColorMatrix(dstImage, srcImage, d->colorMatrix); + painter->drawPixmap(offset, d->dstPixmap); + tryCache(d->dstPixmap); + } else { + painter->drawPixmap(offset, d->srcPixmap); + } +#else + Q_UNUSED(painter); + Q_UNUSED(offset); + Q_UNUSED(vgImage); + Q_UNUSED(vgImageSize); +#endif +}