uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiFxVg10HSLFilter.cpp
changeset 0 15bf7259bb7c
--- /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 <math.h>
+#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;
+    }