Use doubles instead of floats

This commit is contained in:
Alexander Kojevnikov 2010-05-16 12:00:52 +10:00
parent d9d61e8d6c
commit 64d19bd837

View File

@ -38,7 +38,7 @@ namespace Spek {
// Pre-draw the palette.
palette = new ImageSurface (Format.RGB24, RULER, BANDS);
for (int y = 0; y < BANDS; y++) {
var color = get_color (y / (float) BANDS);
var color = get_color (y / (double) BANDS);
for (int x = 0; x < RULER; x++) {
put_pixel (palette, x, y, color);
}
@ -82,8 +82,8 @@ namespace Spek {
private void source_callback (int sample, float[] values) {
for (int y = 0; y < values.length; y++) {
var level = float.min (
1f, Math.log10f (1f - THRESHOLD + values[y]) / Math.log10f (-THRESHOLD));
var level = double.min (
1.0, Math.log10 (1.0 - THRESHOLD + values[y]) / Math.log10 (-THRESHOLD));
put_pixel (image, sample, y, get_color (level));
}
queue_draw_area (PADDING + sample, PADDING, 1, allocation.height - 2 * PADDING);
@ -143,42 +143,42 @@ namespace Spek {
// Modified version of Dan Bruton's algorithm:
// http://www.physics.sfasu.edu/astro/color/spectra.html
private uint32 get_color (float level) {
level *= 0.6625f;
float r = 0.0f, g = 0.0f, b = 0.0f;
if (level >= 0f && level < 0.15f) {
r = (0.15f - level) / (0.15f + 0.075f);
g = 0.0f;
b = 1.0f;
} else if (level >= 0.15f && level < 0.275f) {
r = 0.0f;
g = (level - 0.15f) / (0.275f - 0.15f);
b = 1.0f;
} else if (level >= 0.275f && level < 0.325f) {
r = 0.0f;
g = 1.0f;
b = (0.325f - level) / (0.325f - 0.275f);
} else if (level >= 0.325f && level < 0.5f) {
r = (level - 0.325f) / (0.5f - 0.325f);
g = 1.0f;
b = 0.0f;
} else if (level >= 0.5f && level < 0.6625f) {
r = 1.0f;
g = (0.6625f - level) / (0.6625f - 0.5f);
b = 0.0f;
private uint32 get_color (double level) {
level *= 0.6625;
double r = 0.0, g = 0.0, b = 0.0;
if (level >= 0 && level < 0.15) {
r = (0.15 - level) / (0.15 + 0.075);
g = 0.0;
b = 1.0;
} else if (level >= 0.15 && level < 0.275) {
r = 0.0;
g = (level - 0.15) / (0.275 - 0.15);
b = 1.0;
} else if (level >= 0.275 && level < 0.325) {
r = 0.0;
g = 1.0;
b = (0.325 - level) / (0.325 - 0.275);
} else if (level >= 0.325 && level < 0.5) {
r = (level - 0.325) / (0.5 - 0.325);
g = 1.0;
b = 0.0;
} else if (level >= 0.5 && level < 0.6625) {
r = 1.0;
g = (0.6625 - level) / (0.6625 - 0.5f);
b = 0.0;
}
// Intensity correction.
float cf = 1.0f;
if (level >= 0 && level < 0.1f) {
cf = level / 0.1f;
double cf = 1.0;
if (level >= 0.0 && level < 0.1) {
cf = level / 0.1;
}
cf *= 255f;
cf *= 255.0;
// Pack RGB values into Cairo-happy format.
uint32 rr = (uint32) (r * cf + 0.5f);
uint32 gg = (uint32) (g * cf + 0.5f);
uint32 bb = (uint32) (b * cf + 0.5f);
uint32 rr = (uint32) (r * cf + 0.5);
uint32 gg = (uint32) (g * cf + 0.5);
uint32 bb = (uint32) (b * cf + 0.5);
return (rr << 16) + (gg << 8) + bb;
}
}