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Commit c1deaa22 authored by Rajeev Sharma's avatar Rajeev Sharma
Browse files

Vignette filter: precompute more values, simplify math, cleanup code

Change-Id: I29cfc313a5173fd393944dd9af58d0111a3d726a
parent 880209e4
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+23 −28
Original line number Diff line number Diff line
@@ -14,48 +14,43 @@
 * limitations under the License.
 */

static float2 scale;
static float2 center, dimensions;
static float range, inv_max_dist, shade, slope;
static float2 overDimensions;
static float2 neg_center, axis_scale, inv_dimensions;
static float sloped_neg_range, sloped_inv_max_dist, shade, opp_shade;

void init_vignette(uint32_t dim_x, uint32_t dim_y, float center_x, float center_y,
        float desired_scale, float desired_shade, float desired_slope) {

    center.x = center_x;
    center.y = center_y;
    dimensions.x = (float)dim_x;
    dimensions.y = (float)dim_y;
    neg_center.x = -center_x;
    neg_center.y = -center_y;
    inv_dimensions.x = 1.f / (float)dim_x;
    inv_dimensions.y = 1.f / (float)dim_y;

    axis_scale = (float2)1.f;
    if (dim_x > dim_y)
        axis_scale.y = (float)dim_y / (float)dim_x;
    else
        axis_scale.x = (float)dim_x / (float)dim_y;

    const float max_dist = 0.5 * length(axis_scale);
    sloped_inv_max_dist = desired_slope * 1.f/max_dist;

    float max_dist = 0.5;
    if (dim_x > dim_y) {
        scale.x = 1.0;
        scale.y = dimensions.y / dimensions.x;
        max_dist *= sqrt(scale.y*scale.y + 1);
    } else {
        scale.x = dimensions.x / dimensions.y;
        scale.y = 1.0;
        max_dist *= sqrt(scale.x*scale.x + 1);
    }
    inv_max_dist = 1.0/max_dist;
    // Range needs to be between 1.3 to 0.6. When scale is zero then range is
    // 1.3 which means no vignette at all because the luminousity difference is
    // less than 1/256.  Expect input scale to be between 0.0 and 1.0.
    range = 1.3 - 0.7*sqrt(desired_scale);
    shade = desired_shade;
    slope = desired_slope;
    const float neg_range = 0.7*sqrt(desired_scale) - 1.3;
    sloped_neg_range = exp(neg_range * desired_slope);

    overDimensions = ((float2)1.f) / dimensions;
    shade = desired_shade;
    opp_shade = 1.f - desired_shade;
}

void root(const uchar4 *in, uchar4 *out, uint32_t x, uint32_t y) {
    // Convert x and y to floating point coordinates with center as origin
    const float4 fin = convert_float4(*in);
    float2 coord = {(float)x, (float)y};
    coord *= overDimensions;
    coord -= center;
    const float dist = length(scale * coord);
    const float lumen = shade / (1.0 + exp((dist * inv_max_dist - range) * slope)) + (1.0 - shade);
    const float2 inCoord = {(float)x, (float)y};
    const float2 coord = mad(inCoord, inv_dimensions, neg_center);
    const float sloped_dist_ratio = length(axis_scale * coord)  * sloped_inv_max_dist;
    const float lumen = opp_shade + shade / ( 1.0 + sloped_neg_range * exp(sloped_dist_ratio) );
    float4 fout;
    fout.rgb = fin.rgb * lumen;
    fout.w = fin.w;