Files
veloren/common/src/util/mod.rs
2019-09-24 11:56:19 +02:00

171 lines
4.4 KiB
Rust

pub const GIT_HASH: &str = include_str!(concat!(env!("OUT_DIR"), "/githash"));
use vek::{Mat3, Rgb, Rgba, Vec3};
/// This is a fast approximation of powf. This should only be used when minor accuracy loss is acceptable.
#[inline(always)]
#[allow(unsafe_code)]
fn approx_powf(b: f32, e: f32) -> f32 {
unsafe {
let b = b as f64;
let e = e as f64;
union Swagger {
f: f64,
a: [i32; 2],
}
let mut b = Swagger { f: b };
b.a[1] = (e * (b.a[1] as f64 - 1072632447.0) + 1072632447.0) as i32;
b.a[0] = 0;
b.f as f32
}
}
#[cfg(test)]
mod approx_powf_tests {
fn close_ei(a: f32, b: f32) -> bool {
(a - b < 1.0 && a - b > 0.0) || (b - a < 1.0 && b - a > 0.0)
}
#[test]
fn accuracy_1() {
let test_values: Vec<f32> = vec![3.0, 2.5, 1.5, 2.2];
test_values.windows(2).for_each(|a| {
assert!(close_ei(a[0].powf(a[1]), super::approx_powf(a[0], a[1])));
});
}
}
#[inline(always)]
pub fn srgb_to_linear(col: Rgb<f32>) -> Rgb<f32> {
#[inline(always)]
fn to_linear(x: f32) -> f32 {
if x <= 0.04045 {
x / 12.92
} else {
approx_powf((x + 0.055) / 1.055, 2.4)
}
}
col.map(to_linear)
}
#[inline(always)]
pub fn linear_to_srgb(col: Rgb<f32>) -> Rgb<f32> {
#[inline(always)]
fn to_srgb(x: f32) -> f32 {
if x <= 0.0031308 {
x * 12.92
} else {
approx_powf(x, 1.0 / 2.4) * 1.055 - 0.055
}
}
col.map(to_srgb)
}
#[inline(always)]
pub fn srgba_to_linear(col: Rgba<f32>) -> Rgba<f32> {
Rgba::from_translucent(srgb_to_linear(Rgb::from(col)), col.a)
}
#[inline(always)]
pub fn linear_to_srgba(col: Rgba<f32>) -> Rgba<f32> {
Rgba::from_translucent(linear_to_srgb(Rgb::from(col)), col.a)
}
/// Convert rgb to hsv. Expects rgb to be [0, 1].
#[inline(always)]
pub fn rgb_to_hsv(rgb: Rgb<f32>) -> Vec3<f32> {
let (r, g, b) = rgb.into_tuple();
let (max, min, diff, add) = {
let (max, min, diff, add) = if r > g {
(r, g, g - b, 0.0)
} else {
(g, r, b - r, 2.0)
};
if b > max {
(b, min, r - g, 4.0)
} else {
(max, b.min(min), diff, add)
}
};
let v = max;
let h = if max == min {
0.0
} else {
let mut h = 60.0 * (add + diff / (max - min));
if h < 0.0 {
h += 360.0;
}
h
};
let s = if max == 0.0 { 0.0 } else { (max - min) / max };
Vec3::new(h, s, v)
}
/// Convert hsv to rgb. Expects h [0, 360], s [0, 1], v [0, 1]
#[inline(always)]
pub fn hsv_to_rgb(hsv: Vec3<f32>) -> Rgb<f32> {
let (h, s, v) = hsv.into_tuple();
let c = s * v;
let h = h / 60.0;
let x = c * (1.0 - (h % 2.0 - 1.0).abs());
let m = v - c;
let (r, g, b) = if h >= 0.0 && h <= 1.0 {
(c, x, 0.0)
} else if h <= 2.0 {
(x, c, 0.0)
} else if h <= 3.0 {
(0.0, c, x)
} else if h <= 4.0 {
(0.0, x, c)
} else if h <= 5.0 {
(x, 0.0, c)
} else {
(c, 0.0, x)
};
Rgb::new(r + m, g + m, b + m)
}
/// Convert linear rgb to CIExyY
#[inline(always)]
pub fn rgb_to_xyy(rgb: Rgb<f32>) -> Vec3<f32> {
// XYZ
let xyz = Mat3::new(
0.4124, 0.3576, 0.1805, 0.2126, 0.7152, 0.0722, 0.0193, 0.1192, 0.9504,
) * Vec3::from(rgb);
let sum = xyz.sum();
Vec3::new(xyz.x / sum, xyz.y / sum, xyz.y)
}
/// Convert to CIExyY to linear rgb
#[inline(always)]
pub fn xyy_to_rgb(xyy: Vec3<f32>) -> Rgb<f32> {
let xyz = Vec3::new(
xyy.z / xyy.y * xyy.x,
xyy.z,
xyy.z / xyy.y * (1.0 - xyy.x - xyy.y),
);
Rgb::from(
Mat3::new(
3.2406, -1.5372, -0.4986, -0.9689, 1.8758, 0.0415, 0.0557, -0.2040, 1.0570,
) * xyz,
)
}
// TO-DO: speed this up
#[inline(always)]
pub fn saturate_srgb(col: Rgb<f32>, value: f32) -> Rgb<f32> {
let mut hsv = rgb_to_hsv(srgb_to_linear(col));
hsv.y *= 1.0 + value;
linear_to_srgb(hsv_to_rgb(hsv).map(|e| e.min(1.0).max(0.0)))
}
/// Preserves the luma of one color while changing its chromaticty to match the other
#[inline(always)]
pub fn chromify_srgb(luma: Rgb<f32>, chroma: Rgb<f32>) -> Rgb<f32> {
let l = rgb_to_xyy(srgb_to_linear(luma)).z;
let mut xyy = rgb_to_xyy(srgb_to_linear(chroma));
xyy.z = l;
linear_to_srgb(xyy_to_rgb(xyy).map(|e| e.min(1.0).max(0.0)))
}