コード例 #1
0
void compute_curve_gamma_table_type_parametric(float gamma_table[256], float parameter[7], int count)
{
        size_t X;
        float interval;
        float a, b, c, e, f;
        float y = parameter[0];
        if (count == 0) {
                a = 1;
                b = 0;
                c = 0;
                e = 0;
                f = 0;
                interval = -INFINITY;
        } else if(count == 1) {
                a = parameter[1];
                b = parameter[2];
                c = 0;
                e = 0;
                f = 0;
                interval = -1 * parameter[2] / parameter[1];
        } else if(count == 2) {
                a = parameter[1];
                b = parameter[2];
                c = 0;
                e = parameter[3];
                f = parameter[3];
                interval = -1 * parameter[2] / parameter[1];
        } else if(count == 3) {
                a = parameter[1];
                b = parameter[2];
                c = parameter[3];
                e = -c;
                f = 0;
                interval = parameter[4];
        } else if(count == 4) {
                a = parameter[1];
                b = parameter[2];
                c = parameter[3];
                e = parameter[5] - c;
                f = parameter[6];
                interval = parameter[4];
        } else {
                assert(0 && "invalid parametric function type.");
                a = 1;
                b = 0;
                c = 0;
                e = 0;
                f = 0;
                interval = -INFINITY;
        }       
        for (X = 0; X < 256; X++) {
                if (X >= interval) {
                        // XXX The equations are not exactly as definied in the spec but are
                        //     algebraic equivilent.
                        // TODO Should division by 255 be for the whole expression.
                        gamma_table[X] = clamp_float(pow(a * X / 255. + b, y) + c + e);
                } else {
                        gamma_table[X] = clamp_float(c * X / 255. + f);
                }
        }
}
コード例 #2
0
ファイル: merge.c プロジェクト: theomission/234Compositor
 int composite_alpha_rgbaz88 \
	( BYTE* over_image, \
	  BYTE* under_image, \
	  BYTE* blend_image, \
	  unsigned int  image_size )
#endif
{
	unsigned int i;
	unsigned int full_image_size;

	BYTE* over_image_ptr;
	BYTE* under_image_ptr;
	BYTE* blend_image_ptr;

	float* over_image_f_ptr;
	float* under_image_f_ptr;
	float* blend_image_f_ptr;

	BYTE over_r;
	BYTE over_g;
	BYTE over_b;

	BYTE under_r;
	BYTE under_g;
	BYTE under_b;

	float over_r_f;
	float over_g_f;
	float over_b_f;
	float over_a_f;
	float over_z_f;

	float under_r_f;
	float under_g_f;
	float under_b_f;
	float under_a_f;
	float under_z_f;

	float blend_r;
	float blend_g;
	float blend_b;
	float blend_a;
	float blend_z;

	float one_minus_alpha;

	blend_image_ptr = (BYTE *)blend_image;
	over_image_ptr  = (BYTE *)over_image;
	under_image_ptr = (BYTE *)under_image;

	blend_image_f_ptr = (float *)blend_image;
	over_image_f_ptr  = (float *)over_image;
	under_image_f_ptr = (float *)under_image;

	blend_z = 0;
	full_image_size = image_size * RGBAZ88; // 11 BYTES

	//=====================================
	//  		Depth Sorting
	//=====================================
	over_image_f_ptr = (float *)&over_image_ptr[ 3 ];
	over_z_f  = (float) over_image_f_ptr[ 1 ]; // Z

	under_image_f_ptr = (float *)&under_image_ptr[ 3 ];
	under_z_f = (float)under_image_f_ptr[ 1 ]; // Z

	//=====================================
	//  	Shared Memory Parallelism
	//=====================================

	#if defined ( _OPENMP ) 
		#pragma omp parallel for \
			private( i, one_minus_alpha, \
					 over_r_f,  over_g_f,  over_b_f,  over_a_f, over_z_f,  \
				     under_r, under_g, under_b_f, under_a_f, under_z_f,\
					 blend_r, blend_g, blend_b, blend_a, blend_z ) 
	#endif

	for ( i = 0; i < full_image_size; i += RGBAZ88 ) // SKIP 11 BYTES
	{
		over_r = (BYTE)over_image_ptr[ i     ]; // R
		over_g = (BYTE)over_image_ptr[ i + 1 ]; // G
		over_b = (BYTE)over_image_ptr[ i + 2 ]; // B

		over_image_f_ptr = (float *)&over_image_ptr[ i + 3 ];
		over_a_f = (float)over_image_f_ptr[ 0 ]; // A
		over_z_f = (float)over_image_f_ptr[ 1 ]; // Z

		under_r = (BYTE)under_image_ptr[ i     ]; // R
		under_g = (BYTE)under_image_ptr[ i + 1 ]; // G
		under_b = (BYTE)under_image_ptr[ i + 2 ]; // B

		under_image_f_ptr = (float *)&under_image_ptr[ i + 3 ];
		under_a_f = (float)under_image_f_ptr[ 0 ]; // A
		under_z_f = (float)under_image_f_ptr[ 1 ]; // Z

		// Depth sorting if necessary
		if ( over_z_f > under_z_f ) 
		{
			blend_r = over_r;
			blend_g = over_g;
			blend_b = over_b;
			blend_a = over_a_f;
			blend_z = over_z_f;

			over_r   = under_r;
			over_g   = under_g;
			over_b   = under_b;
			over_a_f = under_a_f;
			over_z_f = under_z_f;

			under_r   = blend_r;
			under_g   = blend_g;
			under_b   = blend_b;
			under_a_f = blend_a;
			under_z_f = blend_z;
		}

		// Convert BYTE to Float (Range: 0.0 - 1.0)
		over_r_f = (float)( over_r / 255.0f );
		over_g_f = (float)( over_g / 255.0f );
		over_b_f = (float)( over_b / 255.0f );

		under_r_f = (float)( under_r / 255.0f );
		under_g_f = (float)( under_g / 255.0f );
		under_b_f = (float)( under_b / 255.0f );

		// Pre-calculate 1 - Src_A
		one_minus_alpha = 1.0f - over_a_f;

		// Calculate Final alpha value
		blend_a = (float) ( over_a_f + ( under_a_f * one_minus_alpha ));

		blend_r = (float)( over_r_f + ( under_r_f * one_minus_alpha )); 
		blend_g = (float)( over_g_f + ( under_g_f * one_minus_alpha )); 
		blend_b = (float)( over_b_f + ( under_b_f * one_minus_alpha )); 
		// =======================================================

		blend_r = clamp_float( blend_r, 0.0, 1.0 );
		blend_g = clamp_float( blend_g, 0.0, 1.0 );
		blend_b = clamp_float( blend_b, 0.0, 1.0 );
		blend_a = clamp_float( blend_a, 0.0, 1.0 );

		blend_image_ptr[ i     ] = (BYTE)( blend_r * 255 ); // R
		blend_image_ptr[ i + 1 ] = (BYTE)( blend_g * 255 ); // G
		blend_image_ptr[ i + 2 ] = (BYTE)( blend_b * 255 ); // B

		blend_image_f_ptr = (float *)&blend_image_ptr[ i + 3 ];
		blend_image_f_ptr[ 0 ] = (float)blend_a;  // A
		blend_image_f_ptr[ 1 ] = (float)over_z_f; // Z
	}

	return EXIT_SUCCESS;
}
コード例 #3
0
ファイル: input_overlay.c プロジェクト: carriercomm/RetroArch
/**
 * input_overlay_poll:
 * @out                   : Polled output data.
 * @norm_x                : Normalized X coordinate.
 * @norm_y                : Normalized Y coordinate.
 *
 * Polls input overlay.
 *
 * @norm_x and @norm_y are the result of
 * input_translate_coord_viewport().
 **/
static void input_overlay_poll(input_overlay_state_t *out,
      int16_t norm_x, int16_t norm_y)
{
   size_t i;
   float x, y;
   input_overlay_t *ol      = overlay_ptr;

   memset(out, 0, sizeof(*out));

   if (!ol->enable)
   {
      ol->blocked = false;
      return;
   }

   /* norm_x and norm_y is in [-0x7fff, 0x7fff] range,
    * like RETRO_DEVICE_POINTER. */
   x = (float)(norm_x + 0x7fff) / 0xffff;
   y = (float)(norm_y + 0x7fff) / 0xffff;

   x -= ol->active->mod_x;
   y -= ol->active->mod_y;
   x /= ol->active->mod_w;
   y /= ol->active->mod_h;

   for (i = 0; i < ol->active->size; i++)
   {
      float x_dist, y_dist;
      struct overlay_desc *desc = &ol->active->descs[i];

      if (!desc)
         continue;
      if (!inside_hitbox(desc, x, y))
         continue;

      desc->updated = true;
      x_dist        = x - desc->x;
      y_dist        = y - desc->y;

      switch (desc->type)
      {
         case OVERLAY_TYPE_BUTTONS:
            {
               uint64_t mask = desc->key_mask;

               out->buttons |= mask;

               if (mask & (UINT64_C(1) << RARCH_OVERLAY_NEXT))
                  ol->next_index = desc->next_index;
            }
            break;
         case OVERLAY_TYPE_KEYBOARD:
            if (desc->key_mask < RETROK_LAST)
               OVERLAY_SET_KEY(out, desc->key_mask);
            break;
         default:
            {
               float x_val     = x_dist / desc->range_x;
               float y_val     = y_dist / desc->range_y;
               float x_val_sat = x_val / desc->analog_saturate_pct;
               float y_val_sat = y_val / desc->analog_saturate_pct;

               unsigned int base = (desc->type == OVERLAY_TYPE_ANALOG_RIGHT) ? 2 : 0;

               out->analog[base + 0] = clamp_float(x_val_sat, -1.0f, 1.0f) * 32767.0f;
               out->analog[base + 1] = clamp_float(y_val_sat, -1.0f, 1.0f) * 32767.0f;
            }
            break;
      }

      if (desc->movable)
      {
         desc->delta_x = clamp_float(x_dist, -desc->range_x, desc->range_x)
            * ol->active->mod_w;
         desc->delta_y = clamp_float(y_dist, -desc->range_y, desc->range_y)
            * ol->active->mod_h;
      }
   }

   if (!out->buttons)
      ol->blocked = false;
   else if (ol->blocked)
      memset(out, 0, sizeof(*out));
}
コード例 #4
0
ファイル: merge.c プロジェクト: theomission/234Compositor
 int composite_alpha_rgba64 \
 	( BYTE* over_image, \
	  BYTE* under_image, \
	  BYTE* blend_image, \
	  unsigned int  image_size )
#endif
{
	unsigned int i;
	unsigned int full_image_size;

	BYTE* blend_image_ptr;

	float* over_image_f_ptr;
	float* under_image_f_ptr;
	float* blend_image_f_ptr;

	BYTE  under_r;
	BYTE  under_g;
	BYTE  under_b;
	float under_a;

	BYTE  over_r;
	BYTE  over_g;
	BYTE  over_b;
	float over_a;

	float over_r_f;
	float over_g_f;
	float over_b_f;
	float over_a_f;

	float under_r_f;
	float under_g_f;
	float under_b_f;
	float under_a_f;

	float blend_r;
	float blend_g;
	float blend_b;
	float blend_a;

	float one_minus_alpha;

	blend_image_ptr = (BYTE *)blend_image;

	blend_image_f_ptr = (float *)blend_image;
	over_image_f_ptr  = (float *)over_image;
	under_image_f_ptr = (float *)under_image;

	//=====================================
	//  	Shared Memory Parallelism
	//=====================================
	full_image_size = image_size * RGBA64;

	#if defined ( _OPENMP ) 
		#pragma omp parallel for \
			private( i, one_minus_alpha, \
					 over_r,  over_g,  over_b,  over_a,   \
				     under_r, under_g, under_b, under_a,  \
					 blend_r, blend_g, blend_b, blend_a ) 
	#endif

	for ( i = 0; i < full_image_size; i += RGBA64 ) // SKIP 8 elements
	{
		// Separate R, G, B and A values of both 
		// the foreground and background colors	
		over_r = (BYTE)over_image[ i     ];
		over_g = (BYTE)over_image[ i + 1 ];
		over_b = (BYTE)over_image[ i + 2 ];

		over_image_f_ptr = (float *)&over_image[ i + 4 ];
		over_a = (float)*over_image_f_ptr;

		under_r = (BYTE)under_image[ i     ];
		under_g = (BYTE)under_image[ i + 1 ];
		under_b = (BYTE)under_image[ i + 2 ];

		under_image_f_ptr = (float *)&under_image[ i + 4 ];
		under_a = (float)*under_image_f_ptr;

		// Convert BYTE to Float (Range: 0.0 - 1.0)
		over_r_f = (float)( over_r / 255.0f );
		over_g_f = (float)( over_g / 255.0f );
		over_b_f = (float)( over_b / 255.0f );
		over_a_f = (float)  over_a ;

		under_r_f = (float)( under_r / 255.0f );
		under_g_f = (float)( under_g / 255.0f );
		under_b_f = (float)( under_b / 255.0f );
		under_a_f = (float)  under_a ;

		// Pre-calculate 1 - Src_A
		one_minus_alpha = 1.0f - over_a_f;

		// Calculate Final alpha value
		blend_a = (float) ( over_a_f + ( under_a_f * one_minus_alpha ));

		blend_r = (float)( over_r_f + ( under_r_f * one_minus_alpha )); 
		blend_g = (float)( over_g_f + ( under_g_f * one_minus_alpha )); 
		blend_b = (float)( over_b_f + ( under_b_f * one_minus_alpha )); 
		// =======================================================
		
		// Clamp RGB component values if necessary
		blend_r = clamp_float( blend_r, 0.0, 1.0 );
		blend_g = clamp_float( blend_g, 0.0, 1.0 );
		blend_b = clamp_float( blend_b, 0.0, 1.0 );
		blend_a = clamp_float( blend_a, 0.0, 1.0 );

		blend_image_ptr[ i     ] = (BYTE)( blend_r * 255 ); // R
		blend_image_ptr[ i + 1 ] = (BYTE)( blend_g * 255 ); // G
		blend_image_ptr[ i + 2 ] = (BYTE)( blend_b * 255 ); // B
		blend_image_ptr[ i + 3 ] = (BYTE)0;                 // X    

		blend_image_f_ptr  = (float *)&blend_image_ptr[ i + 4 ];  // A
		*blend_image_f_ptr = (float) blend_a; 
	}
	
	return EXIT_SUCCESS;
}
コード例 #5
0
ファイル: merge.c プロジェクト: theomission/234Compositor
 int composite_alpha_rgbaz160 \
	( float* over_image, \
	  float* under_image, \
	  float* blend_image, \
	  unsigned int  image_size )
#endif
{
	unsigned int i;
	unsigned int full_image_size;

	float under_r;
	float under_g;
	float under_b; 
	float under_a;
	float under_z;

	float over_r;
	float over_g;
	float over_b;
	float over_a;
	float over_z;

	float blend_r;
	float blend_g;
	float blend_b;
	float blend_a;
	float blend_z;

	float one_minus_alpha;

	blend_z = 0.0f;
	full_image_size = image_size * RGBAZ;  // 5 elements

	//=====================================
	//  	Shared Memory Parallelism
	//=====================================
	#if defined ( _OPENMP ) 
		#pragma omp parallel for \
			private( i, one_minus_alpha, \
					 over_r,  over_g,  over_b,  over_a, over_z,  \
				     under_r, under_g, under_b, under_a, under_z,  \
					 blend_r, blend_g, blend_b, blend_a, blend_z ) 
	#endif

	for ( i = 0; i < full_image_size; i += RGBAZ ) // SKIP 5 elements(FLOAT)
	{
	
		// Separate R, G, B and A values of both 
		// the foreground and background colors		
		over_r = (float)over_image[ i     ];
		over_g = (float)over_image[ i + 1 ];
		over_b = (float)over_image[ i + 2 ];
		over_a = (float)over_image[ i + 3 ];
		over_z = (float)over_image[ i + 4 ];

		under_r = (float)under_image[ i     ];
		under_g = (float)under_image[ i + 1 ];
		under_b = (float)under_image[ i + 2 ];
		under_a = (float)under_image[ i + 3 ];
		under_z = (float)under_image[ i + 4 ];

		// Depth sorting if necessary
		if ( over_z > under_z ) 
		{
			blend_r = over_r;
			blend_g = over_g;
			blend_b = over_b;
			blend_a = over_a;
			blend_z = over_z;

			over_r = under_r;
			over_g = under_g;
			over_b = under_b;
			over_a = under_a;
			over_z = under_z;

			under_r = blend_r;
			under_g = blend_g;
			under_b = blend_b;
			under_a = blend_a;
			under_z = blend_z;
		}

		// =======================================================
		// Pre-calculate 1 - Src_A
		one_minus_alpha = (float)(1.0f - over_a);
			
		// Calculate Final alpha value
		blend_a = (float)( over_a + ( under_a * one_minus_alpha ));

		blend_r = (float)( over_r + ( under_r * one_minus_alpha )); 
		blend_g = (float)( over_g + ( under_g * one_minus_alpha )); 
		blend_b = (float)( over_b + ( under_b * one_minus_alpha )); 
		// =======================================================

		blend_r = clamp_float( blend_r, 0.0, 1.0 );
		blend_g = clamp_float( blend_g, 0.0, 1.0 );
		blend_b = clamp_float( blend_b, 0.0, 1.0 );
		blend_a = clamp_float( blend_a, 0.0, 1.0 );

		blend_image[ i     ] = (float)blend_r; 
		blend_image[ i + 1 ] = (float)blend_g; 
		blend_image[ i + 2 ] = (float)blend_b; 
		blend_image[ i + 3 ] = (float)blend_a;
		blend_image[ i + 4 ] = (float)over_z;
	}

	return EXIT_SUCCESS;
}
コード例 #6
0
ファイル: merge.c プロジェクト: theomission/234Compositor
 int composite_alpha_rgba128 \
	( float* over_image, \
	  float* under_image, \
	  float* blend_image, \
	  unsigned int  image_size )
#endif

{
	unsigned int i;
	unsigned int full_image_size;

	float under_r;
	float under_g;
	float under_b; 
	float under_a;

	float over_r;
	float over_g;
	float over_b;
	float over_a;

	float blend_r;
	float blend_g;
	float blend_b;
	float blend_a;
	
	float one_minus_alpha;

	//=====================================
	//  	Shared Memory Parallelism
	//=====================================
	full_image_size = image_size * RGBA; // 4 elements

	#if defined ( _OPENMP ) 
		#pragma omp parallel for \
			private( i, one_minus_alpha, \
					 over_r,  over_g,  over_b,  over_a,   \
				     under_r, under_g, under_b, under_a,  \
					 blend_r, blend_g, blend_b, blend_a ) 
	#endif

	for ( i = 0; i < full_image_size; i += RGBA ) // SKIP 4 elements(FLOAT)
	{

		// Separate R, G, B and A values of both 
		// the foreground and background colors		
		over_r = (float)over_image[ i     ];
		over_g = (float)over_image[ i + 1 ];
		over_b = (float)over_image[ i + 2 ];
		over_a = (float)over_image[ i + 3 ];

		under_r = (float)under_image[ i     ];
		under_g = (float)under_image[ i + 1 ];
		under_b = (float)under_image[ i + 2 ];
		under_a = (float)under_image[ i + 3 ];

		// =============================================
		// Eliminate branching for compiler optimization
		// =============================================

		// Pre-calculate 1 - Src_A
		one_minus_alpha = (float)(1.0f - over_a);
			
		// Calculate Final alpha value
		blend_a = (float)( over_a + ( under_a * one_minus_alpha ));

		blend_r = (float)( over_r + ( under_r * one_minus_alpha )); 
		blend_g = (float)( over_g + ( under_g * one_minus_alpha )); 
		blend_b = (float)( over_b + ( under_b * one_minus_alpha )); 
		// =======================================================

		blend_r = clamp_float( blend_r, 0.0, 1.0 );
		blend_g = clamp_float( blend_g, 0.0, 1.0 );
		blend_b = clamp_float( blend_b, 0.0, 1.0 );
		blend_a = clamp_float( blend_a, 0.0, 1.0 );

		blend_image[ i     ] = (float)blend_r; 
		blend_image[ i + 1 ] = (float)blend_g; 
		blend_image[ i + 2 ] = (float)blend_b; 
		blend_image[ i + 3 ] = (float)blend_a; 
	}

	return EXIT_SUCCESS;
}
コード例 #7
0
ファイル: MathUtil.cpp プロジェクト: peter1000/gpick
void vector3_clamp(vector3* vector, float a, float b){
	vector->x = clamp_float(vector->x, a, b);
	vector->y = clamp_float(vector->y, a, b);
	vector->z = clamp_float(vector->z, a, b);
}
コード例 #8
0
ファイル: gx.c プロジェクト: LWSS/gx
static void tick_camera(struct Input *input, struct Camera *camera, float dt)
{
    //
    // move
    //

    vec2 camera_up = vec2_direction(camera->rotation);
    vec2 camera_right = vec2_direction(camera->rotation - PI_OVER_TWO);

    vec2 move_acceleration = vec2_zero();
    if (key_down(GLFW_KEY_W, input))
        move_acceleration = vec2_add(move_acceleration, camera_up);
    if (key_down(GLFW_KEY_A, input))
        move_acceleration = vec2_add(move_acceleration, vec2_negate(camera_right));
    if (key_down(GLFW_KEY_S, input))
        move_acceleration = vec2_add(move_acceleration, vec2_negate(camera_up));
    if (key_down(GLFW_KEY_D, input))
        move_acceleration = vec2_add(move_acceleration, camera_right);

    if (vec2_length2(move_acceleration) > FLOAT_EPSILON)
    {
        const float acceleration_magnitude = camera->zoom * 10.0f;
        move_acceleration = vec2_normalize(move_acceleration);
        move_acceleration = vec2_mul(move_acceleration, acceleration_magnitude);

        // v = v0 + (a*t)
        camera->move_velocity = vec2_add(camera->move_velocity, vec2_mul(move_acceleration, dt));

        // Clamp move velocity.
        const float max_move_speed = 5.0f * sqrtf(camera->zoom);
        if (vec2_length2(camera->move_velocity) > (max_move_speed * max_move_speed))
            camera->move_velocity = vec2_mul(vec2_normalize(camera->move_velocity), max_move_speed);
    }

    // Number of seconds required for friction to stop movement completely.
    // (because velocity is sampled each frame, actual stop time longer than this)
    float stop_time = 0.1f;
    float inv_stop_time = 1.0f / stop_time;

    if (move_acceleration.x == 0.0f)
        camera->move_velocity.x -= camera->move_velocity.x * inv_stop_time * dt;
    if (move_acceleration.y == 0.0f)
        camera->move_velocity.y -= camera->move_velocity.y * inv_stop_time * dt;

    // r = r0 + (v0*t) + (a*t^2)/2
    camera->position = vec2_add(vec2_add(camera->position, vec2_mul(camera->move_velocity, dt)), vec2_div(vec2_mul(move_acceleration, dt * dt), 2.0f));


    //
    // zoom
    //

    float zoom_acceleration = 0.0f;
    if (key_down(GLFW_KEY_SPACE, input))
        zoom_acceleration += 1.0f;
    if (key_down(GLFW_KEY_LEFT_CONTROL, input))
        zoom_acceleration -= 1.0f;
    zoom_acceleration *= camera->zoom * 50.0f;

    if (zoom_acceleration == 0.0f)
        camera->zoom_velocity -= camera->zoom_velocity * (1.0f / 0.1f) * dt;

    // v = v0 + (a*t)
    camera->zoom_velocity += zoom_acceleration * dt;

    // r = r0 + (v0*t) + (a*t^2)/2
    camera->zoom += (camera->zoom_velocity * dt) + (zoom_acceleration * dt * dt) / 2.0f;

    // Clamp zoom velocity.
    const float max_zoom_speed = 3.0f * camera->zoom;
    camera->zoom_velocity = clamp_float(camera->zoom_velocity, -max_zoom_speed, max_zoom_speed);

    float unclamped_zoom = camera->zoom;
    camera->zoom = clamp_float(camera->zoom, 1.0f, 1000.0f);
    if (camera->zoom != unclamped_zoom)
        camera->zoom_velocity = 0.0f;
}