[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:
Robert Bragg 2009-03-17 00:01:56 +00:00
parent 567a96c96a
commit bb93a98762
2 changed files with 100 additions and 228 deletions

View File

@ -132,35 +132,33 @@ clutter_color_darken (const ClutterColor *color,
clutter_color_shade (color, 0.7, result);
}
/*
* clutter_color_to_hlsx:
/**
* clutter_color_to_hls:
* @color: a #ClutterColor
* @hue: return location for the hue value or %NULL
* @luminance: return location for the luminance value or %NULL
* @saturation: return location for the saturation value or %NULL
*
* Converts @color to the HLS format. Returned hue is in degrees (0 .. 360),
* luminance and saturation from interval <0 .. 1>.
* Converts @color to the HLS format.
*
* The implementation is in fixed point because we don't particularly
* care about precision. It can be moved to floating point at any later
* date.
* The @hue value is in the 0 .. 360 range. The @luminance and
* @saturation values are in the 0 .. 1 range.
*/
static void
clutter_color_to_hlsx (const ClutterColor *color,
CoglFixed *hue,
CoglFixed *luminance,
CoglFixed *saturation)
void
clutter_color_to_hls (const ClutterColor *color,
float *hue,
float *luminance,
float *saturation)
{
CoglFixed red, green, blue;
CoglFixed min, max, delta;
CoglFixed h, l, s;
float red, green, blue;
float min, max, delta;
float h, l, s;
g_return_if_fail (color != NULL);
red = COGL_FIXED_FAST_DIV (color->red, COGL_FIXED_255);
green = COGL_FIXED_FAST_DIV (color->green, COGL_FIXED_255);
blue = COGL_FIXED_FAST_DIV (color->blue, COGL_FIXED_255);
red = color->red / 255.0;
green = color->green / 255.0;
blue = color->blue / 255.0;
if (red > green)
{
@ -193,25 +191,24 @@ clutter_color_to_hlsx (const ClutterColor *color,
if (max != min)
{
if (l <= COGL_FIXED_0_5)
s = COGL_FIXED_DIV ((max - min), (max + min));
if (l <= 0.5)
s = (max - min) / (max + min);
else
s = COGL_FIXED_DIV ((max - min),
(COGL_FIXED_FROM_INT (2) - max - min));
s = (max - min) / (2.0 - max - min);
delta = max - min;
if (red == max)
h = COGL_FIXED_DIV ((green - blue), delta);
h = (green - blue) / delta;
else if (green == max)
h = COGL_FIXED_FROM_INT (2) + COGL_FIXED_DIV ((blue - red), delta);
h = 2.0 + (blue - red) / delta;
else if (blue == max)
h = COGL_FIXED_FROM_INT (4) + COGL_FIXED_DIV ((red - green), delta);
h = 4.0 + (red - green) / delta;
h *= 60;
if (h < 0)
h += COGL_FIXED_360;
h += 360.0;
}
if (hue)
@ -224,164 +221,6 @@ clutter_color_to_hlsx (const ClutterColor *color,
*saturation = s;
}
/*
* clutter_color_from_hlsx:
* @dest: (out): return location for a #ClutterColor
* @hue: hue value (0 .. 360)
* @luminance: luminance value (0 .. 1)
* @saturation: saturation value (0 .. 1)
*
* Converts a color expressed in HLS (hue, luminance and saturation)
* values into a #ClutterColor.
*/
void
clutter_color_from_hlsx (ClutterColor *color,
CoglFixed hue,
CoglFixed luminance,
CoglFixed saturation)
{
CoglFixed h, l, s;
CoglFixed m1, m2;
g_return_if_fail (color != NULL);
l = luminance;
s = saturation;
if (l <= COGL_FIXED_0_5)
m2 = COGL_FIXED_MUL (l, (COGL_FIXED_1 + s));
else
m2 = l + s - COGL_FIXED_MUL (l, s);
m1 = 2 * l - m2;
if (s == 0)
{
color->red = (guint8) (COGL_FIXED_TO_FLOAT (l) * 255);
color->green = (guint8) (COGL_FIXED_TO_FLOAT (l) * 255);
color->blue = (guint8) (COGL_FIXED_TO_FLOAT (l) * 255);
}
else
{
h = hue + COGL_FIXED_120;
while (h > COGL_FIXED_360)
h -= COGL_FIXED_360;
while (h < 0)
h += COGL_FIXED_360;
if (h < COGL_FIXED_60)
{
CoglFixed tmp;
tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1), h, COGL_FIXED_60));
color->red = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
}
else if (h < COGL_FIXED_180)
color->red = (guint8) (COGL_FIXED_TO_FLOAT (m2) * 255);
else if (h < COGL_FIXED_240)
{
CoglFixed tmp;
tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1),
(COGL_FIXED_240 - h),
COGL_FIXED_60));
color->red = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
}
else
color->red = (guint8) (COGL_FIXED_TO_FLOAT (m1) * 255);
h = hue;
while (h > COGL_FIXED_360)
h -= COGL_FIXED_360;
while (h < 0)
h += COGL_FIXED_360;
if (h < COGL_FIXED_60)
{
CoglFixed tmp;
tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1), h, COGL_FIXED_60));
color->green = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
}
else if (h < COGL_FIXED_180)
color->green = (guint8) (COGL_FIXED_TO_FLOAT (m2) * 255);
else if (h < COGL_FIXED_240)
{
CoglFixed tmp;
tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1),
(COGL_FIXED_240 - h),
COGL_FIXED_60));
color->green = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
}
else
color->green = (guint8) (COGL_FIXED_TO_FLOAT (m1) * 255);
h = hue - COGL_FIXED_120;
while (h > COGL_FIXED_360)
h -= COGL_FIXED_360;
while (h < 0)
h += COGL_FIXED_360;
if (h < COGL_FIXED_60)
{
CoglFixed tmp;
tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1), h, COGL_FIXED_60));
color->blue = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
}
else if (h < COGL_FIXED_180)
color->blue = (guint8) (COGL_FIXED_TO_FLOAT (m2) * 255);
else if (h < COGL_FIXED_240)
{
CoglFixed tmp;
tmp = (m1 + COGL_FIXED_MUL_DIV ((m2 - m1),
(COGL_FIXED_240 - h),
COGL_FIXED_60));
color->blue = (guint8) (COGL_FIXED_TO_FLOAT (tmp) * 255);
}
else
color->blue = (guint8) (COGL_FIXED_TO_FLOAT (m1) * 255);
}
}
/**
* clutter_color_to_hls:
* @color: a #ClutterColor
* @hue: return location for the hue value or %NULL
* @luminance: return location for the luminance value or %NULL
* @saturation: return location for the saturation value or %NULL
*
* Converts @color to the HLS format.
*
* The @hue value is in the 0 .. 360 range. The @luminance and
* @saturation values are in the 0 .. 1 range.
*/
void
clutter_color_to_hls (const ClutterColor *color,
gfloat *hue,
gfloat *luminance,
gfloat *saturation)
{
CoglFixed h, l, s;
clutter_color_to_hlsx (color, &h, &l, &s);
if (hue)
*hue = COGL_FIXED_TO_FLOAT (h);
if (luminance)
*luminance = COGL_FIXED_TO_FLOAT (l);
if (saturation)
*saturation = COGL_FIXED_TO_FLOAT (s);
}
/**
* clutter_color_from_hls:
* @color: (out): return location for a #ClutterColor
@ -394,54 +233,60 @@ clutter_color_to_hls (const ClutterColor *color,
*/
void
clutter_color_from_hls (ClutterColor *color,
gfloat hue,
gfloat luminance,
gfloat saturation)
float hue,
float luminance,
float saturation)
{
CoglFixed h, l, s;
float tmp1, tmp2;
float tmp3[3];
float clr[3];
int i;
h = COGL_FIXED_FROM_FLOAT (hue);
l = COGL_FIXED_FROM_FLOAT (luminance);
s = COGL_FIXED_FROM_FLOAT (saturation);
hue /= 360.0;
clutter_color_from_hlsx (color, h, l, s);
}
if (luminance == 0)
{
color->red = color->green = color->blue = 0;
return;
}
/*
* clutter_color_shadex:
* @color: a #ClutterColor
* @factor: the shade factor to apply, as a fixed point value
* @result: (out): return location for the shaded color
*
* Shades @color by @factor and saves the modified color into @result.
*/
static void
clutter_color_shadex (const ClutterColor *color,
CoglFixed factor,
ClutterColor *result)
{
CoglFixed h, l, s;
if (saturation == 0)
{
color->red = color->green = color->blue = luminance;
return;
}
g_return_if_fail (color != NULL);
g_return_if_fail (result != NULL);
if (luminance <= 0.5)
tmp2 = luminance * (1.0 + saturation);
else
tmp2 = luminance + saturation - (luminance * saturation);
clutter_color_to_hlsx (color, &h, &l, &s);
tmp1 = 2.0 * luminance - tmp2;
l = COGL_FIXED_MUL (l, factor);
if (l > COGL_FIXED_1)
l = COGL_FIXED_1;
else if (l < 0)
l = 0;
tmp3[0] = hue + 1.0 / 3.0;
tmp3[1] = hue;
tmp3[2] = hue - 1.0 / 3.0;
s = COGL_FIXED_MUL (s, factor);
if (s > COGL_FIXED_1)
s = COGL_FIXED_1;
else if (s < 0)
s = 0;
for (i = 0; i < 3; i++)
{
if (tmp3[i] < 0)
tmp3[i] += 1.0;
if (tmp3[i] > 1)
tmp3[i] -= 1.0;
clutter_color_from_hlsx (result, h, l, s);
if (6.0 * tmp3[i] < 1.0)
clr[i] = tmp1 + (tmp2 - tmp1) * tmp3[i] * 6.0;
else if (2.0 * tmp3[i] < 1.0)
clr[i] = tmp2;
else if (3.0 * tmp3[i] < 2.0)
clr[i] = (tmp1 + (tmp2 - tmp1) * ((2.0 / 3.0) - tmp3[i]) * 6.0);
else
clr[i] = tmp1;
}
result->alpha = color->alpha;
color->red = clr[0] * 255.0;
color->green = clr[1] * 255.0;
color->blue = clr[2] * 255.0;
}
/**
@ -457,9 +302,28 @@ clutter_color_shade (const ClutterColor *color,
gdouble factor,
ClutterColor *result)
{
clutter_color_shadex (color,
COGL_FIXED_FROM_FLOAT (factor),
result);
float h, l, s;
g_return_if_fail (color != NULL);
g_return_if_fail (result != NULL);
clutter_color_to_hls (color, &h, &l, &s);
l *= factor;
if (l > 1.0)
l = 1.0;
else if (l < 0)
l = 0;
s *= factor;
if (s > 1.0)
s = 1.0;
else if (s < 0)
s = 0;
clutter_color_from_hls (result, h, l, s);
result->alpha = color->alpha;
}
/**

View File

@ -41,6 +41,8 @@
#define HSL_OFFSET 0.5 /* the hue that we map an amplitude of 0 too */
#define HSL_SCALE 0.25
#define USE_CLUTTER_COLOR 1
typedef struct _TestState
{
ClutterActor *dummy;
@ -52,6 +54,7 @@ typedef struct _TestState
ClutterTimeline *timeline;
} TestState;
#ifndef USE_CLUTTER_COLOR
/* This algorithm is adapted from the book:
* Fundamentals of Interactive Computer Graphics by Foley and van Dam
*/
@ -105,6 +108,7 @@ hsl_to_rgb (float h, float s, float l,
*g = clr[1] * 255.0;
*b = clr[2] * 255.0;
}
#endif
static void
frame_cb (ClutterTimeline *timeline,
@ -152,7 +156,11 @@ frame_cb (ClutterTimeline *timeline,
s = 0.5;
l = 0.25 + (period_progress_sin + 1.0) / 4.0;
color = &state->quad_mesh_colors[4 * vert_index];
#ifdef USE_CLUTTER_COLOR
clutter_color_from_hls ((ClutterColor *)color, h * 360.0, l, s);
#else
hsl_to_rgb (h, s, l, &color[0], &color[1], &color[2]);
#endif
}
cogl_vertex_buffer_add (state->buffer,