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synced 2025-04-21 02:47:37 +03:00
Use doubles instead of floats
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@ -38,7 +38,7 @@ namespace Spek {
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// Pre-draw the palette.
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palette = new ImageSurface (Format.RGB24, RULER, BANDS);
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for (int y = 0; y < BANDS; y++) {
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var color = get_color (y / (float) BANDS);
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var color = get_color (y / (double) BANDS);
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for (int x = 0; x < RULER; x++) {
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put_pixel (palette, x, y, color);
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}
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@ -82,8 +82,8 @@ namespace Spek {
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private void source_callback (int sample, float[] values) {
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for (int y = 0; y < values.length; y++) {
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var level = float.min (
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1f, Math.log10f (1f - THRESHOLD + values[y]) / Math.log10f (-THRESHOLD));
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var level = double.min (
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1.0, Math.log10 (1.0 - THRESHOLD + values[y]) / Math.log10 (-THRESHOLD));
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put_pixel (image, sample, y, get_color (level));
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}
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queue_draw_area (PADDING + sample, PADDING, 1, allocation.height - 2 * PADDING);
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@ -143,42 +143,42 @@ namespace Spek {
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// Modified version of Dan Bruton's algorithm:
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// http://www.physics.sfasu.edu/astro/color/spectra.html
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private uint32 get_color (float level) {
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level *= 0.6625f;
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float r = 0.0f, g = 0.0f, b = 0.0f;
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if (level >= 0f && level < 0.15f) {
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r = (0.15f - level) / (0.15f + 0.075f);
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g = 0.0f;
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b = 1.0f;
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} else if (level >= 0.15f && level < 0.275f) {
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r = 0.0f;
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g = (level - 0.15f) / (0.275f - 0.15f);
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b = 1.0f;
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} else if (level >= 0.275f && level < 0.325f) {
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r = 0.0f;
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g = 1.0f;
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b = (0.325f - level) / (0.325f - 0.275f);
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} else if (level >= 0.325f && level < 0.5f) {
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r = (level - 0.325f) / (0.5f - 0.325f);
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g = 1.0f;
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b = 0.0f;
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} else if (level >= 0.5f && level < 0.6625f) {
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r = 1.0f;
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g = (0.6625f - level) / (0.6625f - 0.5f);
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b = 0.0f;
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private uint32 get_color (double level) {
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level *= 0.6625;
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double r = 0.0, g = 0.0, b = 0.0;
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if (level >= 0 && level < 0.15) {
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r = (0.15 - level) / (0.15 + 0.075);
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g = 0.0;
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b = 1.0;
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} else if (level >= 0.15 && level < 0.275) {
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r = 0.0;
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g = (level - 0.15) / (0.275 - 0.15);
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b = 1.0;
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} else if (level >= 0.275 && level < 0.325) {
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r = 0.0;
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g = 1.0;
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b = (0.325 - level) / (0.325 - 0.275);
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} else if (level >= 0.325 && level < 0.5) {
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r = (level - 0.325) / (0.5 - 0.325);
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g = 1.0;
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b = 0.0;
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} else if (level >= 0.5 && level < 0.6625) {
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r = 1.0;
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g = (0.6625 - level) / (0.6625 - 0.5f);
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b = 0.0;
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}
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// Intensity correction.
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float cf = 1.0f;
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if (level >= 0 && level < 0.1f) {
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cf = level / 0.1f;
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double cf = 1.0;
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if (level >= 0.0 && level < 0.1) {
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cf = level / 0.1;
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}
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cf *= 255f;
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cf *= 255.0;
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// Pack RGB values into Cairo-happy format.
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uint32 rr = (uint32) (r * cf + 0.5f);
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uint32 gg = (uint32) (g * cf + 0.5f);
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uint32 bb = (uint32) (b * cf + 0.5f);
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uint32 rr = (uint32) (r * cf + 0.5);
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uint32 gg = (uint32) (g * cf + 0.5);
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uint32 bb = (uint32) (b * cf + 0.5);
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return (rr << 16) + (gg << 8) + bb;
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}
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}
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