[squeak-dev] The Trunk: Graphics-nice.536.mcz

karl ramberg karlramberg at gmail.com
Sun Aug 21 19:07:08 UTC 2022


Hi,
I read in comment for Color:
"(r, b and g) amount, a Float between 0.0 and 1.0.
(But, in fact, the three are encoded as values from 0 to 1023 and combined
in a single integer, rgb.  The user does not need to know this.)"

But in several places colors are also represented as 0 to 255 for r, g, b
and alpha.
So when are we using 8 bits and when are we using 10 bits for each color
value?

Best,
Karl





On Sun, Aug 21, 2022 at 5:37 PM <commits at source.squeak.org> wrote:

> Nicolas Cellier uploaded a new version of Graphics to project The Trunk:
> http://source.squeak.org/trunk/Graphics-nice.536.mcz
>
> ==================== Summary ====================
>
> Name: Graphics-nice.536
> Author: nice
> Time: 21 August 2022, 5:36:40.736262 pm
> UUID: a4930d0f-a408-724e-b9e0-4eb4841607e3
> Ancestors: Graphics-nice.535
>
> Further accelerate Color creation from 8 bits components.
>
> For this we pre-multiply the constants by the destination shift - 8, so as
> to omit the right shift >> 8 followed by the left shift << Red/GreenShift.
> - RedShift = 20 bits, 16r403 >> (20-8) = 16r403000
> - GreenShift = 10 bits, 16r403 >> (10-8) = 16r100C
>
> =============== Diff against Graphics-nice.535 ===============
>
> Item was changed:
>   ----- Method: Color>>setRed8:green8:blue8: (in category 'private') -----
>   setRed8: r green8: g blue8: b
>         "Initialize this color's r, g, and b components to the given
> values in the range [0..255].
>         Use an optimized operation rather than a slow division"
>
>         "
>         self assert: ((0 to: 255) allSatisfy: [:e | (e*1023/255) rounded =
> (e * 16r403 + 16r81 >> 8)]).
>         "
>
>         ComponentMax = 1023 ifFalse: [^self setRed: r / 255 green: g / 255
> blue: b / 255].
>         rgb == nil ifFalse: [self attemptToMutateError].
> +       rgb := (r* 16r403000 + 16r81000 bitAnd: 16r3FF00000 "ComponentMask
> << RedShift" )
> +               + (g* 16r100C + 16r204 bitAnd: 16rFFC00 "ComponentMask <<
> GreenShift" )
> +               + (b* 16r403 + 16r81 >> 8).
> -       rgb := ((r* 16r403 + 16r81 >> 8) bitShift: RedShift)
> -               + ((g* 16r403 + 16r81 >> 8) bitShift: GreenShift)
> -               + ((b* 16r403 + 16r81 >> 8)).
>         cachedDepth := nil.
>         cachedBitPattern := nil.!
>
> Item was changed:
>   ----- Method: Color>>setRed:green:blue:range: (in category 'private')
> -----
>   setRed: r green: g blue: b range: range
>         "Initialize this color's r, g, and b components to the given
> values in the range [0..r]."
>
> +       range = ComponentMax  ifTrue: [^self setPrivateRed: r green: g
> blue: b].
>         range = 255 ifTrue: [^self setRed8: r green8: g blue8: b].
>         ^ self setRed: r / range green: g / range blue: b / range!
>
> Item was changed:
>   DisplayMedium subclass: #Form
>         instanceVariableNames: 'bits width height depth offset'
>         classVariableNames: 'CompressOnSnapshot'
>         poolDictionaries: ''
>         category: 'Graphics-Display Objects'!
>
> + !Form commentStamp: 'nice 5/3/2020 18:04' prior: 0!
> - !Form commentStamp: 'cbc 5/5/2017 10:07' prior: 0!
>   A rectangular array of pixels, used for holding images.  All pictures,
> including character images are Forms.  The depth of a Form is how many bits
> are used to specify the color at each pixel.  The actual bits are held in a
> Bitmap, whose internal structure is different at each depth.  Class Color
> allows you to deal with colors without knowing how they are actually
> encoded inside a Bitmap.
>           The supported depths (in bits) are 1, 2, 4, 8, 16, and 32.  The
> number of actual colors at these depths are: 2, 4, 16, 256, 32768, and 16
> million.
>         Forms are indexed starting at 0 instead of 1; thus, the top-left
> pixel of a Form has coordinates 0 at 0.
>         Forms are combined using BitBlt.  See the comment in class
> BitBlt.  Forms that repeat many times to fill a large destination are
> InfiniteForms.
>
>         colorAt: x at y            Returns the abstract Color at this
> location
>         displayAt: x at y          shows this form on the screen
>         displayOn: aMedium at: x at y      shows this form in a Window, a
> Form, or other DisplayMedium
>         fillColor: aColor               Set all the pixels to the color.
>         edit            launch an editor to change the bits of this form.
>         pixelValueAt: x at y       The encoded color.  The encoding depends
> on the depth.
>
> + Details about internal format for Bitmap:
> + Pixels are organised left to right, top to bottom, that is as a
> contiguous serie of lines.
> + Each pixel is made of a fixed quantity of bits (depth).
> + Thus a Bitmap can be viewed as a rectangular area of size (width*depth x
> height) in bits.
> + However, the beginning of each line in the bitmap must fall on a 32-bit
> word boundary.
> + Thus the actual bitSize of a line is rounded up to next multiple of 32.
> + The Bitmap may somehow have unsued bits near the end of each line.
> +
> + Note: If you want to hook up other external forms/displayScreens, please
> look at the (successful) Graphics-External package in
> http://www.squeaksource.com/Balloon3D.
> +
> + !
> - Note: If you want to hook up other external forms/displayScreens, please
> look at the (successful) Graphics-External package in
> http://www.squeaksource.com/Balloon3D.!
>
>
>
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