Bitmap: Use more accurate HSV-based hue shift algorithm
The previously YIQ-based algorithm turned out to be both slow, and horribly inaccurate. Another algorithm based on rotating the color value in the RGB cube along the diagonal axis was also considered, which was acceptable in terms of accuracy, and very fast. In the end, I decided on a HSV-based one, because it is by far the most accurate one, while still being a tad faster than the YIQ solution. Algorithm source: gamedev.stackexchange.com/a/59808/24839 A very simple GPU time benchmark when shifting a 2048^2 bitmap: YIQ rot RGB rot HSV shift radeon 13.4 ms 2.8 ms 11.4 ms intel 13.0 ms 6.0 ms 10.5 ms radeon: HD 3650 mobility intel: N3540 integrated (Baytrail) However hue shifting has never shown up as a bottleneck before, so these are more academic.
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4 changed files with 34 additions and 52 deletions
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@ -854,13 +854,10 @@ void Bitmap::hueChange(int hue)
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quad.setTexPosRect(texRect, texRect);
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quad.setColor(Vec4(1, 1, 1, 1));
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/* Calculate hue parameter */
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hue = wrapRange(hue, 0, 359);
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float hueAdj = -((M_PI * 2) / 360) * hue;
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HueShader &shader = shState->shaders().hue;
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shader.bind();
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shader.setHueAdjust(hueAdj);
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/* Shader expects normalized value */
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shader.setHueAdjust(wrapRange(hue, 0, 359) / 360.0f);
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FBO::bind(newTex.fbo);
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p->pushSetViewport(shader);
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@ -551,7 +551,6 @@ HueShader::HueShader()
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ShaderBase::init();
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GET_U(hueAdjust);
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GET_U(inputTexture);
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}
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void HueShader::setHueAdjust(float value)
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@ -559,11 +558,6 @@ void HueShader::setHueAdjust(float value)
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gl.Uniform1f(u_hueAdjust, value);
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}
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void HueShader::setInputTexture(TEX::ID tex)
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{
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setTexUniform(u_inputTexture, 0, tex);
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}
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SimpleMatrixShader::SimpleMatrixShader()
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{
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@ -241,10 +241,9 @@ public:
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HueShader();
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void setHueAdjust(float value);
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void setInputTexture(TEX::ID tex);
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private:
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GLint u_hueAdjust, u_inputTexture;
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GLint u_hueAdjust;
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};
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class SimpleMatrixShader : public ShaderBase
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