示例#1
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文件: Rgb48.cs 项目: wilka/ImageSharp
 public void FromVector4(Vector4 vector)
 {
     vector = Vector4Utilities.FastClamp(vector, Vector4.Zero, Vector4.One) * Max;
     this.R = (ushort)MathF.Round(vector.X);
     this.G = (ushort)MathF.Round(vector.Y);
     this.B = (ushort)MathF.Round(vector.Z);
 }
示例#2
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 private static ushort Pack(ref Vector4 vector)
 {
     vector = Vector4Utilities.FastClamp(vector, Vector4.Zero, Vector4.One);
     return((ushort)((((int)Math.Round(vector.W * 15F) & 0x0F) << 12)
                     | (((int)Math.Round(vector.X * 15F) & 0x0F) << 8)
                     | (((int)Math.Round(vector.Y * 15F) & 0x0F) << 4)
                     | ((int)Math.Round(vector.Z * 15F) & 0x0F)));
 }
示例#3
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 public void FromVector4(Vector4 vector)
 {
     vector = Vector4Utilities.FastClamp(vector, Vector4.Zero, Vector4.One);
     this.R = vector.X;
     this.G = vector.Y;
     this.B = vector.Z;
     this.A = vector.W;
 }
示例#4
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 public Cmyk(Vector4 vector)
 {
     vector = Vector4Utilities.FastClamp(vector, Min, Max);
     this.C = vector.X;
     this.M = vector.Y;
     this.Y = vector.Z;
     this.K = vector.W;
 }
示例#5
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 private static ushort Pack(ref Vector4 vector)
 {
     vector = Vector4Utilities.FastClamp(vector, Vector4.Zero, Vector4.One);
     return((ushort)(
                (((int)Math.Round(vector.X * 31F) & 0x1F) << 10)
                | (((int)Math.Round(vector.Y * 31F) & 0x1F) << 5)
                | (((int)Math.Round(vector.Z * 31F) & 0x1F) << 0)
                | (((int)Math.Round(vector.W) & 0x1) << 15)));
 }
示例#6
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        private static uint Pack(ref Vector4 vector)
        {
            vector = Vector4Utilities.FastClamp(vector, Vector4.Zero, Vector4.One) * Multiplier;

            return((uint)(
                       (((int)Math.Round(vector.X) & 0x03FF) << 0)
                       | (((int)Math.Round(vector.Y) & 0x03FF) << 10)
                       | (((int)Math.Round(vector.Z) & 0x03FF) << 20)
                       | (((int)Math.Round(vector.W) & 0x03) << 30)));
        }
示例#7
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文件: Rgb24.cs 项目: wilka/ImageSharp
        private void Pack(ref Vector4 vector)
        {
            vector *= MaxBytes;
            vector += Half;
            vector  = Vector4Utilities.FastClamp(vector, Vector4.Zero, MaxBytes);

            this.R = (byte)vector.X;
            this.G = (byte)vector.Y;
            this.B = (byte)vector.Z;
        }
            public void Invoke(int y, Span <Vector4> span)
            {
                Span <TPixel> rowSpan = this.source.GetPixelRowSpan(y).Slice(this.startX, span.Length);

                PixelOperations <TPixel> .Instance.ToVector4(this.configuration, rowSpan, span);

                Vector4Utilities.Transform(span, ref Unsafe.AsRef(this.matrix));

                PixelOperations <TPixel> .Instance.FromVector4Destructive(this.configuration, span, rowSpan);
            }
示例#9
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        private static uint Pack(ref Vector4 vector)
        {
            vector = Vector4Utilities.FastClamp(vector, MinusOne, Vector4.One) * Half;

            uint byte4 = ((uint)MathF.Round(vector.X) & 0xFF) << 0;
            uint byte3 = ((uint)MathF.Round(vector.Y) & 0xFF) << 8;
            uint byte2 = ((uint)MathF.Round(vector.Z) & 0xFF) << 16;
            uint byte1 = ((uint)MathF.Round(vector.W) & 0xFF) << 24;

            return(byte4 | byte3 | byte2 | byte1);
        }
示例#10
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        internal static void ApplyBackwardConversionModifiers(Span <Vector4> vectors, PixelConversionModifiers modifiers)
        {
            if (modifiers.IsDefined(PixelConversionModifiers.Premultiply))
            {
                Vector4Utilities.UnPremultiply(vectors);
            }

            if (modifiers.IsDefined(PixelConversionModifiers.SRgbCompand))
            {
                SRgbCompanding.Compress(vectors);
            }
        }
示例#11
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        private static ulong Pack(ref Vector4 vector)
        {
            vector = Vector4Utilities.FastClamp(vector, Min, Max);

            // Clamp the value between min and max values
            ulong word4 = ((ulong)Math.Round(vector.X) & 0xFFFF) << 0x00;
            ulong word3 = ((ulong)Math.Round(vector.Y) & 0xFFFF) << 0x10;
            ulong word2 = ((ulong)Math.Round(vector.Z) & 0xFFFF) << 0x20;
            ulong word1 = ((ulong)Math.Round(vector.W) & 0xFFFF) << 0x30;

            return(word4 | word3 | word2 | word1);
        }
示例#12
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        private static ulong Pack(ref Vector4 vector)
        {
            vector *= Max;
            vector  = Vector4Utilities.FastClamp(vector, Min, Max);

            // Round rather than truncate.
            ulong word4 = ((ulong)MathF.Round(vector.X) & 0xFFFF) << 0x00;
            ulong word3 = ((ulong)MathF.Round(vector.Y) & 0xFFFF) << 0x10;
            ulong word2 = ((ulong)MathF.Round(vector.Z) & 0xFFFF) << 0x20;
            ulong word1 = ((ulong)MathF.Round(vector.W) & 0xFFFF) << 0x30;

            return(word4 | word3 | word2 | word1);
        }
示例#13
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        private static uint Pack(ref Vector4 vector)
        {
            const float Max = 255F;

            // Clamp the value between min and max values
            vector = Vector4Utilities.FastClamp(vector, Vector4.Zero, new Vector4(Max));

            uint byte4 = (uint)Math.Round(vector.X) & 0xFF;
            uint byte3 = ((uint)Math.Round(vector.Y) & 0xFF) << 0x8;
            uint byte2 = ((uint)Math.Round(vector.Z) & 0xFF) << 0x10;
            uint byte1 = ((uint)Math.Round(vector.W) & 0xFF) << 0x18;

            return(byte4 | byte3 | byte2 | byte1);
        }
示例#14
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        public void UnPremultiply_VectorSpan(int length)
        {
            var rnd = new Random(42);

            Vector4[] source   = rnd.GenerateRandomVectorArray(length, 0, 1);
            Vector4[] expected = source.Select(v =>
            {
                Vector4Utilities.UnPremultiply(ref v);
                return(v);
            }).ToArray();

            Vector4Utilities.UnPremultiply(source);

            Assert.Equal(expected, source, this.approximateFloatComparer);
        }
示例#15
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        /// <summary>
        /// Level shift by +maximum/2, clip to [0, maximum]
        /// </summary>
        public void NormalizeColorsInplace(float maximum)
        {
            var CMin4 = new Vector4(0F);
            var CMax4 = new Vector4(maximum);
            var COff4 = new Vector4(MathF.Ceiling(maximum / 2));

            this.V0L = Vector4Utilities.FastClamp(this.V0L + COff4, CMin4, CMax4);
            this.V0R = Vector4Utilities.FastClamp(this.V0R + COff4, CMin4, CMax4);
            this.V1L = Vector4Utilities.FastClamp(this.V1L + COff4, CMin4, CMax4);
            this.V1R = Vector4Utilities.FastClamp(this.V1R + COff4, CMin4, CMax4);
            this.V2L = Vector4Utilities.FastClamp(this.V2L + COff4, CMin4, CMax4);
            this.V2R = Vector4Utilities.FastClamp(this.V2R + COff4, CMin4, CMax4);
            this.V3L = Vector4Utilities.FastClamp(this.V3L + COff4, CMin4, CMax4);
            this.V3R = Vector4Utilities.FastClamp(this.V3R + COff4, CMin4, CMax4);
            this.V4L = Vector4Utilities.FastClamp(this.V4L + COff4, CMin4, CMax4);
            this.V4R = Vector4Utilities.FastClamp(this.V4R + COff4, CMin4, CMax4);
            this.V5L = Vector4Utilities.FastClamp(this.V5L + COff4, CMin4, CMax4);
            this.V5R = Vector4Utilities.FastClamp(this.V5R + COff4, CMin4, CMax4);
            this.V6L = Vector4Utilities.FastClamp(this.V6L + COff4, CMin4, CMax4);
            this.V6R = Vector4Utilities.FastClamp(this.V6R + COff4, CMin4, CMax4);
            this.V7L = Vector4Utilities.FastClamp(this.V7L + COff4, CMin4, CMax4);
            this.V7R = Vector4Utilities.FastClamp(this.V7R + COff4, CMin4, CMax4);
        }