/*
* 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;
}