--- /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;
+ }