📷 A modern, cross-platform, 2D Graphics library for .NET
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// Copyright (c) Six Labors and contributors.
// Licensed under the Apache License, Version 2.0.
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using SixLabors.ImageSharp.PixelFormats;
namespace SixLabors.ImageSharp
{
/// <summary>
/// Extension methods for the <see cref="Vector4"/> struct.
/// </summary>
internal static class Vector4Extensions
{
/// <summary>
/// Pre-multiplies the "x", "y", "z" components of a vector by its "w" component leaving the "w" component intact.
/// </summary>
/// <param name="source">The <see cref="Vector4"/> to premultiply</param>
/// <returns>The <see cref="Vector4"/></returns>
[MethodImpl(InliningOptions.ShortMethod)]
public static Vector4 Premultiply(this Vector4 source)
{
float w = source.W;
Vector4 premultiplied = source * w;
premultiplied.W = w;
return premultiplied;
}
/// <summary>
/// Reverses the result of premultiplying a vector via <see cref="Premultiply(Vector4)"/>.
/// </summary>
/// <param name="source">The <see cref="Vector4"/> to premultiply</param>
/// <returns>The <see cref="Vector4"/></returns>
[MethodImpl(InliningOptions.ShortMethod)]
public static Vector4 UnPremultiply(this Vector4 source)
{
float w = source.W;
Vector4 unpremultiplied = source / w;
unpremultiplied.W = w;
return unpremultiplied;
}
/// <summary>
/// Bulk variant of <see cref="Premultiply(System.Numerics.Vector4)"/>
/// </summary>
/// <param name="vectors">The span of vectors</param>
public static void Premultiply(Span<Vector4> vectors)
{
// TODO: This method can be AVX2 optimized using Vector<float>
ref Vector4 baseRef = ref MemoryMarshal.GetReference(vectors);
for (int i = 0; i < vectors.Length; i++)
{
ref Vector4 v = ref Unsafe.Add(ref baseRef, i);
var s = new Vector4(v.W);
s.W = 1;
v *= s;
}
}
/// <summary>
/// Bulk variant of <see cref="UnPremultiply(System.Numerics.Vector4)"/>
/// </summary>
/// <param name="vectors">The span of vectors</param>
public static void UnPremultiply(Span<Vector4> vectors)
{
// TODO: This method can be AVX2 optimized using Vector<float>
ref Vector4 baseRef = ref MemoryMarshal.GetReference(vectors);
for (int i = 0; i < vectors.Length; i++)
{
ref Vector4 v = ref Unsafe.Add(ref baseRef, i);
var s = new Vector4(1 / v.W);
s.W = 1;
v *= s;
}
}
/// <summary>
/// Compresses a linear color signal to its sRGB equivalent.
/// <see href="http://www.4p8.com/eric.brasseur/gamma.html#formulas"/>
/// <see href="http://entropymine.com/imageworsener/srgbformula/"/>
/// </summary>
/// <param name="linear">The <see cref="Vector4"/> whose signal to compress.</param>
/// <returns>The <see cref="Vector4"/>.</returns>
[MethodImpl(InliningOptions.ShortMethod)]
public static Vector4 Compress(this Vector4 linear)
{
// TODO: Is there a faster way to do this?
return new Vector4(Compress(linear.X), Compress(linear.Y), Compress(linear.Z), linear.W);
}
/// <summary>
/// Expands an sRGB color signal to its linear equivalent.
/// <see href="http://www.4p8.com/eric.brasseur/gamma.html#formulas"/>
/// <see href="http://entropymine.com/imageworsener/srgbformula/"/>
/// </summary>
/// <param name="gamma">The <see cref="Rgba32"/> whose signal to expand.</param>
/// <returns>The <see cref="Vector4"/>.</returns>
[MethodImpl(InliningOptions.ShortMethod)]
public static Vector4 Expand(this Vector4 gamma)
{
// TODO: Is there a faster way to do this?
return new Vector4(Expand(gamma.X), Expand(gamma.Y), Expand(gamma.Z), gamma.W);
}
/// <summary>
/// Bulk variant of <see cref="Compress(System.Numerics.Vector4)"/>
/// </summary>
/// <param name="vectors">The span of vectors</param>
public static void Compress(Span<Vector4> vectors)
{
ref Vector4 baseRef = ref MemoryMarshal.GetReference(vectors);
for (int i = 0; i < vectors.Length; i++)
{
ref Vector4 v = ref Unsafe.Add(ref baseRef, i);
v.X = Compress(v.X);
v.Y = Compress(v.Y);
v.Z = Compress(v.Z);
}
}
/// <summary>
/// Bulk variant of <see cref="Expand(System.Numerics.Vector4)"/>
/// </summary>
/// <param name="vectors">The span of vectors</param>
public static void Expand(Span<Vector4> vectors)
{
ref Vector4 baseRef = ref MemoryMarshal.GetReference(vectors);
for (int i = 0; i < vectors.Length; i++)
{
ref Vector4 v = ref Unsafe.Add(ref baseRef, i);
v.X = Expand(v.X);
v.Y = Expand(v.Y);
v.Z = Expand(v.Z);
}
}
/// <summary>
/// Gets the compressed sRGB value from an linear signal.
/// <see href="http://www.4p8.com/eric.brasseur/gamma.html#formulas"/>
/// <see href="http://entropymine.com/imageworsener/srgbformula/"/>
/// </summary>
/// <param name="signal">The signal value to compress.</param>
/// <returns>
/// The <see cref="float"/>.
/// </returns>
[MethodImpl(InliningOptions.ShortMethod)]
private static float Compress(float signal)
{
if (signal <= 0.0031308F)
{
return signal * 12.92F;
}
return (1.055F * MathF.Pow(signal, 0.41666666F)) - 0.055F;
}
/// <summary>
/// Gets the expanded linear value from an sRGB signal.
/// <see href="http://www.4p8.com/eric.brasseur/gamma.html#formulas"/>
/// <see href="http://entropymine.com/imageworsener/srgbformula/"/>
/// </summary>
/// <param name="signal">The signal value to expand.</param>
/// <returns>
/// The <see cref="float"/>.
/// </returns>
[MethodImpl(InliningOptions.ShortMethod)]
private static float Expand(float signal)
{
if (signal <= 0.04045F)
{
return signal / 12.92F;
}
return MathF.Pow((signal + 0.055F) / 1.055F, 2.4F);
}
}
}