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author | Sahan Fernando <sahan.h.fernando@gmail.com> | 2020-11-17 02:35:41 +1100 |
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committer | Andreas Kling <kling@serenityos.org> | 2020-11-19 21:24:20 +0100 |
commit | 1b9a85e4f1eabc702e276924fb04ae4d570a67f6 (patch) | |
tree | 5ede0d30d6c28b4d324eecb66d40d7fb58863903 /Libraries/LibGfx | |
parent | 7042490e41fe822d2ce12e14cb655a0dddc6d345 (diff) | |
download | serenity-1b9a85e4f1eabc702e276924fb04ae4d570a67f6.zip |
LibGfx: Use gamma-corrected interpolation for color gradients
Switch over to gamma-aware interpolation. This causes color gradients
to not look so dark in the middle. SIMD optimized code is provided for
sse1 enabled builds.
Fixes #1342.
Diffstat (limited to 'Libraries/LibGfx')
-rw-r--r-- | Libraries/LibGfx/Color.h | 8 | ||||
-rw-r--r-- | Libraries/LibGfx/Gamma.h | 157 | ||||
-rw-r--r-- | Libraries/LibGfx/Painter.cpp | 21 |
3 files changed, 165 insertions, 21 deletions
diff --git a/Libraries/LibGfx/Color.h b/Libraries/LibGfx/Color.h index 721b5ad02a..e7f5eb4a42 100644 --- a/Libraries/LibGfx/Color.h +++ b/Libraries/LibGfx/Color.h @@ -89,10 +89,10 @@ public: static constexpr Color from_rgb(unsigned rgb) { return Color(rgb | 0xff000000); } static constexpr Color from_rgba(unsigned rgba) { return Color(rgba); } - u8 red() const { return (m_value >> 16) & 0xff; } - u8 green() const { return (m_value >> 8) & 0xff; } - u8 blue() const { return m_value & 0xff; } - u8 alpha() const { return (m_value >> 24) & 0xff; } + constexpr u8 red() const { return (m_value >> 16) & 0xff; } + constexpr u8 green() const { return (m_value >> 8) & 0xff; } + constexpr u8 blue() const { return m_value & 0xff; } + constexpr u8 alpha() const { return (m_value >> 24) & 0xff; } void set_alpha(u8 value) { diff --git a/Libraries/LibGfx/Gamma.h b/Libraries/LibGfx/Gamma.h new file mode 100644 index 0000000000..ace2292953 --- /dev/null +++ b/Libraries/LibGfx/Gamma.h @@ -0,0 +1,157 @@ +/* + * Copyright (c) 2020, the SerenityOS developers. + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * + * 1. Redistributions of source code must retain the above copyright notice, this + * list of conditions and the following disclaimer. + * + * 2. Redistributions in binary form must reproduce the above copyright notice, + * this list of conditions and the following disclaimer in the documentation + * and/or other materials provided with the distribution. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE + * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL + * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR + * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER + * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, + * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#pragma once + +#include "Color.h" +#include <math.h> +#include <xmmintrin.h> + +#define GAMMA 2.2 + +// Most computer graphics are stored in the sRGB color space, which stores something close to +// the square root of the display intensity of each color channel. This is problematic for most +// operations that we want to perform on colors, since they typically assume that color scales +// linearly (e.g. rgb(127, 0, 0) is half as bright as rgb(255, 0, 0)). This causes incorrect +// results that look more gray than they should, to fix this we have to convert colors to the linear +// color space before performing these operations, then convert back before displaying. +// +// Conversion between linear and sRGB spaces are somewhat expensive to do on the CPU, so we instead +// interpret sRGB colors as gamma2.2 colors, which are close enough in most cases to be indistinguishable. +// Gamma 2.2 colors follow the simple rule of `display_intensity = pow(stored_intensity, 2.2)`. +// This module implements some fast color space transforms between the gamma2.2 and linear color spaces, plus +// some common primitive operations like blending. +// +// For a more in-depth overview of how gamma-adjustment works, check out: +// https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/ + +namespace Gfx { + +#ifndef NO_FPU + +# ifdef __SSE__ + +// A vector of 4 floats, aligned for SSE instructions +typedef float v4sf __attribute__((vector_size(16))); + +// Transform v4sf from gamma2.2 space to linear space +// Assumes x is in range [0, 1] +constexpr v4sf gamma_to_linear4(v4sf x) +{ + return (0.8f + 0.2f * x) * x * x; +} + +constexpr v4sf linear_to_gamma4(v4sf x) +{ + // Source for approximation: https://mimosa-pudica.net/fast-gamma/ + constexpr float a = 0.00279491f; + constexpr float b = 1.15907984f; + constexpr float c = (b / sqrt(1 + a)) - 1; + return ((b * __builtin_ia32_rsqrtps(x + a)) - c) * x; +} + +// Linearize v1 and v2, lerp them by mix factor, then convert back. +// The output is entirely v1 when mix = 0 and entirely v2 when mix = 1 +constexpr v4sf gamma_accurate_lerp4(v4sf v1, v4sf v2, float mix) +{ + return linear_to_gamma4(gamma_to_linear4(v1) * (1 - mix) + gamma_to_linear4(v2) * mix); +} + +// Convert a and b to linear space, blend them by mix factor, then convert back using sse1. +// The output is entirely a when mix = 0 and entirely b when mix = 1 +constexpr Color gamma_accurate_blend4(Color a, Color b, float mix) +{ + v4sf ac = { + (float)a.red(), + (float)a.green(), + (float)a.blue(), + 0.f, + }; + v4sf bc = { + (float)b.red(), + (float)b.green(), + (float)b.blue(), + 0.f, + }; + v4sf out = 255.f * gamma_accurate_lerp4(ac / 255.f, bc / 255.f, mix); + return Color(out[0], out[1], out[2]); +} + +# endif + +// Transform scalar from gamma2.2 space to linear space +// Assumes x is in range [0, 1] +constexpr float gamma_to_linear(float x) +{ +# ifdef ACCURATE_GAMMA_ADJUSTMENT + // Slower, but more accurate + return pow(x, GAMMA); +# else + return (0.8 + 0.2 * x) * x * x; +# endif +} + +// Transform scalar from linear space to gamma2.2 space +// Assumes x is in range [0, 1] +constexpr float linear_to_gamma(float x) +{ +# ifdef ACCURATE_GAMMA_ADJUSTMENT + // Slower, but more accurate + return pow(x, 1. / GAMMA); +# else + // Source for approximation: https://mimosa-pudica.net/fast-gamma/ + constexpr float a = 0.00279491; + constexpr float b = 1.15907984; + constexpr float c = (b / sqrt(1 + a)) - 1; + return ((b / __builtin_sqrt(x + a)) - c) * x; +# endif +} + +// Linearize v1 and v2, lerp them by mix factor, then convert back. +// The output is entirely v1 when mix = 0 and entirely v2 when mix = 1 +constexpr float gamma_accurate_lerp(float v1, float v2, float mix) +{ + return linear_to_gamma(gamma_to_linear(v1) * (1 - mix) + gamma_to_linear(v2) * mix); +} + +// Convert a and b to linear space, blend them by mix factor, then convert back. +// The output is entirely a when mix = 0 and entirely b when mix = 1 +constexpr Color gamma_accurate_blend(Color a, Color b, float mix) +{ +# ifdef __SSE__ + return gamma_accurate_blend4(a, b, mix); +# else + return { + static_cast<u8>(255. * gamma_accurate_lerp(a.red() / 255., b.red() / 255., mix)), + static_cast<u8>(255. * gamma_accurate_lerp(a.green() / 255., b.green() / 255., mix)), + static_cast<u8>(255. * gamma_accurate_lerp(a.blue() / 255., b.blue() / 255., mix)), + }; +# endif +} + +#endif + +} diff --git a/Libraries/LibGfx/Painter.cpp b/Libraries/LibGfx/Painter.cpp index 63015774ad..9af7a136b7 100644 --- a/Libraries/LibGfx/Painter.cpp +++ b/Libraries/LibGfx/Painter.cpp @@ -28,6 +28,7 @@ #include "Bitmap.h" #include "Emoji.h" #include "Font.h" +#include "Gamma.h" #include <AK/Assertions.h> #include <AK/Function.h> #include <AK/Memory.h> @@ -200,24 +201,13 @@ void Painter::fill_rect_with_gradient(Orientation orientation, const IntRect& a_ RGBA32* dst = m_target->scanline(clipped_rect.top()) + clipped_rect.left(); const size_t dst_skip = m_target->pitch() / sizeof(RGBA32); - float increment = (1.0 / ((rect.primary_size_for_orientation(orientation)) / 255.0)); - - int r2 = gradient_start.red(); - int g2 = gradient_start.green(); - int b2 = gradient_start.blue(); - int r1 = gradient_end.red(); - int g1 = gradient_end.green(); - int b1 = gradient_end.blue(); + float increment = (1.0 / ((rect.primary_size_for_orientation(orientation)))); if (orientation == Orientation::Horizontal) { for (int i = clipped_rect.height() - 1; i >= 0; --i) { float c = offset * increment; for (int j = 0; j < clipped_rect.width(); ++j) { - dst[j] = Color( - r1 / 255.0 * c + r2 / 255.0 * (255 - c), - g1 / 255.0 * c + g2 / 255.0 * (255 - c), - b1 / 255.0 * c + b2 / 255.0 * (255 - c)) - .value(); + dst[j] = gamma_accurate_blend(gradient_start, gradient_end, c).value(); c += increment; } dst += dst_skip; @@ -225,10 +215,7 @@ void Painter::fill_rect_with_gradient(Orientation orientation, const IntRect& a_ } else { float c = offset * increment; for (int i = clipped_rect.height() - 1; i >= 0; --i) { - Color color( - r1 / 255.0 * c + r2 / 255.0 * (255 - c), - g1 / 255.0 * c + g2 / 255.0 * (255 - c), - b1 / 255.0 * c + b2 / 255.0 * (255 - c)); + auto color = gamma_accurate_blend(gradient_start, gradient_end, c); for (int j = 0; j < clipped_rect.width(); ++j) { dst[j] = color.value(); } |