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a29b349014
Renamed the love.image CompressedData type to CompressedImageData. love.math.compress returns a love.math CompressedData object which holds the newly compressed data. Currently supported formats are "lz4" and "zlib". Note that the formats are not file formats and don't compress filesystem hierarchies.
287 lines
7.7 KiB
C++
287 lines
7.7 KiB
C++
/**
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* Copyright (c) 2006-2015 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "MathModule.h"
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#include "common/Vector.h"
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#include "BezierCurve.h"
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// STL
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#include <cmath>
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#include <list>
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#include <iostream>
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using std::list;
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using std::vector;
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using love::Vertex;
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namespace
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{
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// check if an angle is oriented counter clockwise
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inline bool is_oriented_ccw(const Vertex &a, const Vertex &b, const Vertex &c)
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{
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// return det(b-a, c-a) >= 0
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return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) >= 0;
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}
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// check if a and b are on the same side of the line c->d
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bool on_same_side(const Vertex &a, const Vertex &b, const Vertex &c, const Vertex &d)
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{
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float px = d.x - c.x, py = d.y - c.y;
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// return det(p, a-c) * det(p, b-c) >= 0
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float l = px * (a.y - c.y) - py * (a.x - c.x);
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float m = px * (b.y - c.y) - py * (b.x - c.x);
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return l * m >= 0;
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}
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// checks is p is contained in the triangle abc
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inline bool point_in_triangle(const Vertex &p, const Vertex &a, const Vertex &b, const Vertex &c)
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{
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return on_same_side(p,a, b,c) && on_same_side(p,b, a,c) && on_same_side(p,c, a,b);
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}
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// checks if any vertex in `vertices' is in the triangle abc.
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bool any_point_in_triangle(const list<const Vertex *> &vertices, const Vertex &a, const Vertex &b, const Vertex &c)
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{
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list<const Vertex *>::const_iterator it, end = vertices.end();
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for (it = vertices.begin(); it != end; ++it)
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{
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const Vertex *p = *it;
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if ((p != &a) && (p != &b) && (p != &c) && point_in_triangle(*p, a,b,c)) // oh god...
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return true;
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}
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return false;
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}
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inline bool is_ear(const Vertex &a, const Vertex &b, const Vertex &c, const list<const Vertex *> &vertices)
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{
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return is_oriented_ccw(a,b,c) && !any_point_in_triangle(vertices, a,b,c);
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}
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}
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namespace love
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{
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namespace math
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{
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Math Math::instance;
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Math::Math()
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: rng()
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, compressors()
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{
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// prevent the runtime from free()-ing this
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retain();
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for (int i = 0; i < (int) Compressor::FORMAT_MAX_ENUM; i++)
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compressors[i] = Compressor::Create((Compressor::Format) i);
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}
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Math::~Math()
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{
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for (Compressor *c : compressors)
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delete c;
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}
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RandomGenerator *Math::newRandomGenerator()
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{
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return new RandomGenerator();
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}
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BezierCurve *Math::newBezierCurve(const vector<Vector> &points)
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{
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return new BezierCurve(points);
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}
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vector<Triangle> Math::triangulate(const vector<Vertex> &polygon)
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{
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if (polygon.size() < 3)
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throw love::Exception("Not a polygon");
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else if (polygon.size() == 3)
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return vector<Triangle>(1, Triangle(polygon[0], polygon[1], polygon[2]));
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// collect list of connections and record leftmost item to check if the polygon
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// has the expected winding
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vector<size_t> next_idx(polygon.size()), prev_idx(polygon.size());
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size_t idx_lm = 0;
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for (size_t i = 0; i < polygon.size(); ++i)
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{
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const Vertex &lm = polygon[idx_lm], &p = polygon[i];
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if (p.x < lm.x || (p.x == lm.x && p.y < lm.y))
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idx_lm = i;
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next_idx[i] = i+1;
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prev_idx[i] = i-1;
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}
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next_idx[next_idx.size()-1] = 0;
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prev_idx[0] = prev_idx.size()-1;
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// check if the polygon has the expected winding and reverse polygon if needed
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if (!is_oriented_ccw(polygon[prev_idx[idx_lm]], polygon[idx_lm], polygon[next_idx[idx_lm]]))
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next_idx.swap(prev_idx);
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// collect list of concave polygons
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list<const Vertex *> concave_vertices;
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for (size_t i = 0; i < polygon.size(); ++i)
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{
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if (!is_oriented_ccw(polygon[prev_idx[i]], polygon[i], polygon[next_idx[i]]))
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concave_vertices.push_back(&polygon[i]);
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}
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// triangulation according to kong
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vector<Triangle> triangles;
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size_t n_vertices = polygon.size();
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size_t current = 1, skipped = 0, next, prev;
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while (n_vertices > 3)
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{
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next = next_idx[current];
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prev = prev_idx[current];
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const Vertex &a = polygon[prev], &b = polygon[current], &c = polygon[next];
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if (is_ear(a,b,c, concave_vertices))
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{
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triangles.push_back(Triangle(a,b,c));
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next_idx[prev] = next;
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prev_idx[next] = prev;
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concave_vertices.remove(&b);
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--n_vertices;
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skipped = 0;
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}
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else if (++skipped > n_vertices)
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{
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throw love::Exception("Cannot triangulate polygon.");
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}
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current = next;
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}
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next = next_idx[current];
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prev = prev_idx[current];
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triangles.push_back(Triangle(polygon[prev], polygon[current], polygon[next]));
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return triangles;
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}
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bool Math::isConvex(const std::vector<Vertex> &polygon)
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{
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if (polygon.size() < 3)
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return false;
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// a polygon is convex if all corners turn in the same direction
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// turning direction can be determined using the cross-product of
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// the forward difference vectors
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size_t i = polygon.size() - 2, j = polygon.size() - 1, k = 0;
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Vector p(polygon[j].x - polygon[i].x, polygon[j].y - polygon[i].y);
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Vector q(polygon[k].x - polygon[j].x, polygon[k].y - polygon[j].y);
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float winding = p ^ q;
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while (k+1 < polygon.size())
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{
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i = j; j = k; k++;
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p.x = polygon[j].x - polygon[i].x;
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p.y = polygon[j].y - polygon[i].y;
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q.x = polygon[k].x - polygon[j].x;
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q.y = polygon[k].y - polygon[j].y;
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if ((p^q) * winding < 0)
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return false;
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}
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return true;
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}
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/**
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* http://en.wikipedia.org/wiki/SRGB#The_reverse_transformation
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**/
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float Math::gammaToLinear(float c) const
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{
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if (c > 1.0f)
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return 1.0f;
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else if (c < 0.0f)
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return 0.0f;
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else if (c <= 0.04045)
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return c / 12.92f;
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else
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return powf((c + 0.055f) / 1.055f, 2.4f);
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}
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/**
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* http://en.wikipedia.org/wiki/SRGB#The_forward_transformation_.28CIE_xyY_or_CIE_XYZ_to_sRGB.29
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**/
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float Math::linearToGamma(float c) const
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{
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if (c > 1.0f)
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return 1.0f;
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else if (c < 0.0f)
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return 0.0f;
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else if (c < 0.0031308f)
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return c * 12.92f;
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else
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return 1.055f * powf(c, 0.41666f) - 0.055f;
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}
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CompressedData *Math::compress(Compressor::Format format, love::Data *rawdata, int level)
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{
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return compress(format, (const char *) rawdata->getData(), rawdata->getSize(), level);
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}
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CompressedData *Math::compress(Compressor::Format format, const char *rawbytes, size_t rawsize, int level)
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{
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if (format == Compressor::FORMAT_MAX_ENUM || !compressors[format])
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throw love::Exception("Invalid compression format.");
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size_t compressedsize = 0;
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Compressor *compressor = compressors[format];
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char *cbytes = compressor->compress(rawbytes, rawsize, level, compressedsize);
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CompressedData *data = nullptr;
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try
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{
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data = new CompressedData(format, cbytes, compressedsize, rawsize, true);
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}
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catch (love::Exception &)
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{
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delete[] cbytes;
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throw;
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}
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return data;
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}
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char *Math::decompress(CompressedData *data, size_t &decompressedsize)
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{
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size_t rawsize = data->getDecompressedSize();
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char *rawbytes = decompress(data->getFormat(), (const char *) data->getData(),
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data->getSize(), rawsize);
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decompressedsize = rawsize;
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return rawbytes;
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}
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char *Math::decompress(Compressor::Format format, const char *cbytes, size_t compressedsize, size_t &rawsize)
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{
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if (format == Compressor::FORMAT_MAX_ENUM || !compressors[format])
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throw love::Exception("Invalid compression format.");
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return compressors[format]->decompress(cbytes, compressedsize, rawsize);
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}
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} // math
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} // love
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