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https://github.com/brl/mutter.git
synced 2024-11-22 16:10:41 -05:00
[clutter-color] Use a different hls->rgb algorithm + use floating point
Using test-cogl-vertex-buffer as a test case which is CPU bound due to hls -> rgb conversions this alternative algorithm looked to be ~10% faster when tested on an X61s Lenovo.
This commit is contained in:
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567a96c96a
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bb93a98762
@ -132,35 +132,33 @@ clutter_color_darken (const ClutterColor *color,
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clutter_color_shade (color, 0.7, result);
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}
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/*
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* clutter_color_to_hlsx:
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/**
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* clutter_color_to_hls:
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* @color: a #ClutterColor
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* @hue: return location for the hue value or %NULL
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* @luminance: return location for the luminance value or %NULL
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* @saturation: return location for the saturation value or %NULL
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*
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* Converts @color to the HLS format. Returned hue is in degrees (0 .. 360),
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* luminance and saturation from interval <0 .. 1>.
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* Converts @color to the HLS format.
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*
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* The implementation is in fixed point because we don't particularly
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* care about precision. It can be moved to floating point at any later
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* date.
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* The @hue value is in the 0 .. 360 range. The @luminance and
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* @saturation values are in the 0 .. 1 range.
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*/
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static void
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clutter_color_to_hlsx (const ClutterColor *color,
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CoglFixed *hue,
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CoglFixed *luminance,
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CoglFixed *saturation)
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void
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clutter_color_to_hls (const ClutterColor *color,
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float *hue,
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float *luminance,
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float *saturation)
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{
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CoglFixed red, green, blue;
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CoglFixed min, max, delta;
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CoglFixed h, l, s;
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float red, green, blue;
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float min, max, delta;
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float h, l, s;
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g_return_if_fail (color != NULL);
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red = COGL_FIXED_FAST_DIV (color->red, COGL_FIXED_255);
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green = COGL_FIXED_FAST_DIV (color->green, COGL_FIXED_255);
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blue = COGL_FIXED_FAST_DIV (color->blue, COGL_FIXED_255);
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red = color->red / 255.0;
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green = color->green / 255.0;
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blue = color->blue / 255.0;
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if (red > green)
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{
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@ -193,25 +191,24 @@ clutter_color_to_hlsx (const ClutterColor *color,
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if (max != min)
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{
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if (l <= COGL_FIXED_0_5)
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s = COGL_FIXED_DIV ((max - min), (max + min));
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if (l <= 0.5)
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s = (max - min) / (max + min);
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else
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s = COGL_FIXED_DIV ((max - min),
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(COGL_FIXED_FROM_INT (2) - max - min));
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s = (max - min) / (2.0 - max - min);
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delta = max - min;
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if (red == max)
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h = COGL_FIXED_DIV ((green - blue), delta);
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h = (green - blue) / delta;
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else if (green == max)
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h = COGL_FIXED_FROM_INT (2) + COGL_FIXED_DIV ((blue - red), delta);
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h = 2.0 + (blue - red) / delta;
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else if (blue == max)
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h = COGL_FIXED_FROM_INT (4) + COGL_FIXED_DIV ((red - green), delta);
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h = 4.0 + (red - green) / delta;
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h *= 60;
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if (h < 0)
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h += COGL_FIXED_360;
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h += 360.0;
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}
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if (hue)
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@ -224,164 +221,6 @@ clutter_color_to_hlsx (const ClutterColor *color,
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*saturation = s;
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}
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/*
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* clutter_color_from_hlsx:
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* @dest: (out): return location for a #ClutterColor
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* @hue: hue value (0 .. 360)
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* @luminance: luminance value (0 .. 1)
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* @saturation: saturation value (0 .. 1)
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*
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* Converts a color expressed in HLS (hue, luminance and saturation)
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* values into a #ClutterColor.
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*/
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void
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clutter_color_from_hlsx (ClutterColor *color,
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CoglFixed hue,
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CoglFixed luminance,
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CoglFixed saturation)
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{
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CoglFixed h, l, s;
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CoglFixed m1, m2;
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g_return_if_fail (color != NULL);
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l = luminance;
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s = saturation;
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if (l <= COGL_FIXED_0_5)
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m2 = COGL_FIXED_MUL (l, (COGL_FIXED_1 + s));
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else
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m2 = l + s - COGL_FIXED_MUL (l, s);
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m1 = 2 * l - m2;
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if (s == 0)
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{
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color->red = (guint8) (COGL_FIXED_TO_FLOAT (l) * 255);
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color->green = (guint8) (COGL_FIXED_TO_FLOAT (l) * 255);
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color->blue = (guint8) (COGL_FIXED_TO_FLOAT (l) * 255);
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}
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else
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{
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h = hue + COGL_FIXED_120;
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while (h > COGL_FIXED_360)
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h -= COGL_FIXED_360;
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while (h < 0)
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h += COGL_FIXED_360;
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if (h < COGL_FIXED_60)
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{
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CoglFixed tmp;
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tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1), h, COGL_FIXED_60));
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color->red = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
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}
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else if (h < COGL_FIXED_180)
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color->red = (guint8) (COGL_FIXED_TO_FLOAT (m2) * 255);
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else if (h < COGL_FIXED_240)
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{
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CoglFixed tmp;
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tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1),
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(COGL_FIXED_240 - h),
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COGL_FIXED_60));
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color->red = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
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}
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else
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color->red = (guint8) (COGL_FIXED_TO_FLOAT (m1) * 255);
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h = hue;
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while (h > COGL_FIXED_360)
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h -= COGL_FIXED_360;
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while (h < 0)
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h += COGL_FIXED_360;
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if (h < COGL_FIXED_60)
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{
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CoglFixed tmp;
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tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1), h, COGL_FIXED_60));
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color->green = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
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}
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else if (h < COGL_FIXED_180)
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color->green = (guint8) (COGL_FIXED_TO_FLOAT (m2) * 255);
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else if (h < COGL_FIXED_240)
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{
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CoglFixed tmp;
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tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1),
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(COGL_FIXED_240 - h),
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COGL_FIXED_60));
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color->green = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
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}
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else
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color->green = (guint8) (COGL_FIXED_TO_FLOAT (m1) * 255);
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h = hue - COGL_FIXED_120;
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while (h > COGL_FIXED_360)
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h -= COGL_FIXED_360;
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while (h < 0)
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h += COGL_FIXED_360;
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if (h < COGL_FIXED_60)
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{
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CoglFixed tmp;
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tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1), h, COGL_FIXED_60));
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color->blue = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
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}
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else if (h < COGL_FIXED_180)
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color->blue = (guint8) (COGL_FIXED_TO_FLOAT (m2) * 255);
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else if (h < COGL_FIXED_240)
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{
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CoglFixed tmp;
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tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1),
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(COGL_FIXED_240 - h),
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COGL_FIXED_60));
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color->blue = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
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}
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else
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color->blue = (guint8) (COGL_FIXED_TO_FLOAT (m1) * 255);
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}
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}
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/**
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* clutter_color_to_hls:
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* @color: a #ClutterColor
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* @hue: return location for the hue value or %NULL
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* @luminance: return location for the luminance value or %NULL
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* @saturation: return location for the saturation value or %NULL
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*
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* Converts @color to the HLS format.
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*
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* The @hue value is in the 0 .. 360 range. The @luminance and
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* @saturation values are in the 0 .. 1 range.
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*/
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void
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clutter_color_to_hls (const ClutterColor *color,
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gfloat *hue,
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gfloat *luminance,
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gfloat *saturation)
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{
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CoglFixed h, l, s;
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clutter_color_to_hlsx (color, &h, &l, &s);
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if (hue)
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*hue = COGL_FIXED_TO_FLOAT (h);
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if (luminance)
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*luminance = COGL_FIXED_TO_FLOAT (l);
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if (saturation)
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*saturation = COGL_FIXED_TO_FLOAT (s);
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}
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/**
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* clutter_color_from_hls:
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* @color: (out): return location for a #ClutterColor
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@ -394,54 +233,60 @@ clutter_color_to_hls (const ClutterColor *color,
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*/
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void
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clutter_color_from_hls (ClutterColor *color,
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gfloat hue,
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gfloat luminance,
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gfloat saturation)
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float hue,
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float luminance,
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float saturation)
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{
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CoglFixed h, l, s;
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float tmp1, tmp2;
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float tmp3[3];
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float clr[3];
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int i;
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h = COGL_FIXED_FROM_FLOAT (hue);
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l = COGL_FIXED_FROM_FLOAT (luminance);
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s = COGL_FIXED_FROM_FLOAT (saturation);
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hue /= 360.0;
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clutter_color_from_hlsx (color, h, l, s);
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}
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if (luminance == 0)
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{
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color->red = color->green = color->blue = 0;
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return;
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}
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/*
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* clutter_color_shadex:
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* @color: a #ClutterColor
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* @factor: the shade factor to apply, as a fixed point value
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* @result: (out): return location for the shaded color
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*
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* Shades @color by @factor and saves the modified color into @result.
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*/
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static void
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clutter_color_shadex (const ClutterColor *color,
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CoglFixed factor,
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ClutterColor *result)
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{
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CoglFixed h, l, s;
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if (saturation == 0)
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{
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color->red = color->green = color->blue = luminance;
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return;
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}
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g_return_if_fail (color != NULL);
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g_return_if_fail (result != NULL);
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clutter_color_to_hlsx (color, &h, &l, &s);
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if (luminance <= 0.5)
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tmp2 = luminance * (1.0 + saturation);
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else
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tmp2 = luminance + saturation - (luminance * saturation);
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l = COGL_FIXED_MUL (l, factor);
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if (l > COGL_FIXED_1)
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l = COGL_FIXED_1;
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else if (l < 0)
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l = 0;
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tmp1 = 2.0 * luminance - tmp2;
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s = COGL_FIXED_MUL (s, factor);
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if (s > COGL_FIXED_1)
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s = COGL_FIXED_1;
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else if (s < 0)
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s = 0;
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clutter_color_from_hlsx (result, h, l, s);
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tmp3[0] = hue + 1.0 / 3.0;
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tmp3[1] = hue;
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tmp3[2] = hue - 1.0 / 3.0;
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result->alpha = color->alpha;
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for (i = 0; i < 3; i++)
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{
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if (tmp3[i] < 0)
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tmp3[i] += 1.0;
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if (tmp3[i] > 1)
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tmp3[i] -= 1.0;
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if (6.0 * tmp3[i] < 1.0)
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clr[i] = tmp1 + (tmp2 - tmp1) * tmp3[i] * 6.0;
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else if (2.0 * tmp3[i] < 1.0)
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clr[i] = tmp2;
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else if (3.0 * tmp3[i] < 2.0)
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clr[i] = (tmp1 + (tmp2 - tmp1) * ((2.0 / 3.0) - tmp3[i]) * 6.0);
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else
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clr[i] = tmp1;
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}
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color->red = clr[0] * 255.0;
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color->green = clr[1] * 255.0;
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color->blue = clr[2] * 255.0;
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}
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/**
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@ -455,11 +300,30 @@ clutter_color_shadex (const ClutterColor *color,
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void
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clutter_color_shade (const ClutterColor *color,
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gdouble factor,
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ClutterColor *result)
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ClutterColor *result)
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{
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clutter_color_shadex (color,
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COGL_FIXED_FROM_FLOAT (factor),
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result);
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float h, l, s;
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g_return_if_fail (color != NULL);
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g_return_if_fail (result != NULL);
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clutter_color_to_hls (color, &h, &l, &s);
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l *= factor;
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if (l > 1.0)
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l = 1.0;
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else if (l < 0)
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l = 0;
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s *= factor;
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if (s > 1.0)
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s = 1.0;
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else if (s < 0)
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s = 0;
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clutter_color_from_hls (result, h, l, s);
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result->alpha = color->alpha;
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}
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/**
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@ -41,6 +41,8 @@
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#define HSL_OFFSET 0.5 /* the hue that we map an amplitude of 0 too */
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#define HSL_SCALE 0.25
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#define USE_CLUTTER_COLOR 1
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typedef struct _TestState
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{
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ClutterActor *dummy;
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@ -52,6 +54,7 @@ typedef struct _TestState
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ClutterTimeline *timeline;
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} TestState;
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#ifndef USE_CLUTTER_COLOR
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/* This algorithm is adapted from the book:
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* Fundamentals of Interactive Computer Graphics by Foley and van Dam
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*/
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@ -105,6 +108,7 @@ hsl_to_rgb (float h, float s, float l,
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*g = clr[1] * 255.0;
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*b = clr[2] * 255.0;
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}
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#endif
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static void
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frame_cb (ClutterTimeline *timeline,
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@ -152,7 +156,11 @@ frame_cb (ClutterTimeline *timeline,
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s = 0.5;
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l = 0.25 + (period_progress_sin + 1.0) / 4.0;
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color = &state->quad_mesh_colors[4 * vert_index];
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#ifdef USE_CLUTTER_COLOR
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clutter_color_from_hls ((ClutterColor *)color, h * 360.0, l, s);
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#else
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hsl_to_rgb (h, s, l, &color[0], &color[1], &color[2]);
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#endif
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}
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cogl_vertex_buffer_add (state->buffer,
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