diff -r 000000000000 -r 15bf7259bb7c uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiFxVg10HSLFilter.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiFxVg10HSLFilter.cpp Tue Feb 02 07:56:43 2010 +0200 @@ -0,0 +1,222 @@ +/* +* Copyright (c) 2008 Nokia Corporation and/or its subsidiary(-ies). +* All rights reserved. +* This component and the accompanying materials are made available +* under the terms of "Eclipse Public License v1.0" +* which accompanies this distribution, and is available +* at the URL "http://www.eclipse.org/legal/epl-v10.html". +* +* Initial Contributors: +* Nokia Corporation - initial contribution. +* +* Contributors: +* +* Description: +* +*/ + + + +#include "HuiFxVg10HSLFilter.h" +#include +#include "HuiFxConstants.h" + +// local helper functions +static void getSaturationRotationMatrix(VGfloat *effectMatrix, const VGfloat opacity, const VGfloat angle, const VGfloat saturation); +static void getSaturationMatrix(VGfloat *effectMatrix, const VGfloat opacity, const VGfloat saturation); +static void getRotationMatrix(VGfloat *effectMatrix, const VGfloat opacity, const VGfloat angle); +static void getIdentityMatrix(VGfloat *effectMatrix); + +CHuiFxVg10HSLFilter* CHuiFxVg10HSLFilter::NewL() + { + CHuiFxVg10HSLFilter* e = new (ELeave) CHuiFxVg10HSLFilter(); + CleanupStack::PushL(e); + e->ConstructL(); + CleanupStack::Pop(e); + return e; + } + +void CHuiFxVg10HSLFilter::ConstructL() + { + CHuiFxVg10ColorMatrixFilterBase::ConstructL(); + // neutral settings + iHue = 0.0f; // 0.0f to 360.0f, neutral: 0.0f + iSaturation = 1.0f; // 0.0f to 100.0f, neutral: 1.0f + iLightness = 0.0f; // -1.0f to 1.0f, neutral: 0.0f + RegisterParameterL(KLitHue, &iHue); + RegisterParameterL(KLitSaturation, &iSaturation); + RegisterParameterL(KLitLightness, &iLightness); + } +CHuiFxVg10HSLFilter *CHuiFxVg10HSLFilter::CloneL() const +{ + CHuiFxVg10HSLFilter *filter = new (ELeave) CHuiFxVg10HSLFilter; + filter->CHuiFxVg10ColorMatrixFilterBase::CopyFromL(this); + filter->iHue = iHue; + filter->iSaturation = iSaturation; + filter->iLightness = iLightness; + filter->CopyParameterL(KLitHue, &filter->iHue, this); + filter->CopyParameterL(KLitSaturation, &filter->iSaturation, this); + filter->CopyParameterL(KLitLightness, &filter->iLightness, this); + return filter; +} + +// +// Background for HSL matrices can be found at http://www.opengl.org/resources/code/samples/advanced/advanced97/notes/node137.html +// +void CHuiFxVg10HSLFilter::UpdateColorMatrix(void) + { + // a helpful constant + const VGfloat radsPerDeg = 2.0f * (float)M_PI / 360.0f; + + // make sure parametres are in range + const VGfloat opacity = clamp(iOpacity, 0.0f, 1.0f); + const VGfloat angle = clamp(iHue * radsPerDeg, 0.0f, 2.0f * (float)M_PI); // angle [0, 2*pi] + const VGfloat saturation = clamp(iSaturation, 0.0f, 100.0f); // saturation [0, N] + const VGfloat lightness = clamp(iLightness, -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 - EPSILON || saturation > 1.0f + EPSILON); + const bool enableHueRotation = (EPSILON < angle && angle < (2.0f * (float)M_PI - 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(&iColorMatrix[0], opacity, saturation, angle); + } + else if(enableSaturation && !enableHueRotation) + { + // saturationT*I*opacity+I*(1 - opacity) matrix without hue rotation + getSaturationMatrix(&iColorMatrix[0], opacity, saturation); + } + else if(!enableSaturation && enableHueRotation) + { + // PrerotationT*HuerotationT*PostrotationT*I*opacity+I*(1-opacity) matrices without saturation matrix + getRotationMatrix(&iColorMatrix[0], opacity, angle); + } + else + { + // identity matrix + getIdentityMatrix(&iColorMatrix[0]); + } + + // colour component offsets + iColorMatrix[16] = lightness * opacity; + iColorMatrix[17] = lightness * opacity; + iColorMatrix[18] = lightness * opacity; + iColorMatrix[19] = 0.0f; + } + + +static void getSaturationRotationMatrix(VGfloat *effectMatrix, const VGfloat opacity, const VGfloat saturation, const 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 = cos(angle); + const VGfloat s = sin(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; +} + + +static void getSaturationMatrix(VGfloat *effectMatrix, const VGfloat opacity, const VGfloat saturation) + { + const VGfloat Rw = 0.3086f; + const VGfloat Gw = 0.6094f; + const VGfloat Bw = 0.0820f; + + 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; + } + + +static void getRotationMatrix(VGfloat *effectMatrix, const VGfloat opacity, const VGfloat angle) + { + const VGfloat o = opacity; + const VGfloat ao = 1.0f - o; + + const VGfloat c = cos(angle); + const VGfloat s = sin(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; + } + + +static 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; + }