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-   -   Delphi Fast integer RGB-HSL (https://www.delphipraxis.net/157099-fast-integer-rgb-hsl.html)

WojTec 29. Dez 2010 15:37

Fast integer RGB-HSL
 
I need to convert color from RGB to HSL, manupulate HSL and then make RGB. I'm using GR32, in GR32 there is function to convert RGB-HSL, is very fast, but has wrong rande - any HSL component is in 0..255. So, I checked mbColorLib, hot it working qith HSL. It allows to scale HSL range for actial needs, for example extend H component to 0..360. It is exactly what I need and looked for this for a looooong time. One thing I can't accept is performance, HSL routins can't be used in image processing. Here is unit I'm talking bout:

Delphi-Quellcode:
unit RGBHSLUtils;

interface

uses
 Windows, Graphics, Math, Scanlines;

var //set these variables to your needs, e.g. 360, 255, 255
 MaxHue: integer = 239;
 MaxSat: integer = 240;
 MaxLum: integer = 240;

function HSLtoRGB (H, S, L: double): TColor;
function HSLRangeToRGB (H, S, L: integer): TColor;
procedure RGBtoHSLRange (RGB: TColor; var H1, S1, L1 : integer);
function GetHValue(AColor: TColor): integer;
function GetSValue(AColor: TColor): integer;
function GetLValue(AColor: TColor): integer;
procedure Clamp(var Input: integer; Min, Max: integer);
function HSLToRGBTriple(H, S, L : integer) : TRGBTriple;
function HSLToRGBQuad(H, S, L: integer): TRGBQuad;
procedure RGBTripleToHSL(RGBTriple : TRGBTriple; var h, s, l: integer);

implementation

function HSLtoRGB(H, S, L: double): TColor;
var
 M1, M2: double;

  function HueToColorValue(Hue: double): byte;
  var
   V : double;
  begin
   if Hue < 0 then
    Hue := Hue + 1
   else
    if Hue > 1 then
     Hue := Hue - 1;
   if 6 * Hue < 1 then
    V := M1 + (M2 - M1) * Hue * 6
   else
    if 2 * Hue < 1 then
     V := M2
    else
     if 3 * Hue < 2 then
      V := M1 + (M2 - M1) * (2/3 - Hue) * 6
     else
      V := M1;
   Result := round (255 * V)
  end;

var
 R, G, B: byte;
begin
 if S = 0 then
  begin
   R := round (MaxLum * L);
   G := R;
   B := R
  end
 else
  begin
   if L <= 0.5 then
    M2 := L * (1 + S)
   else
    M2 := L + S - L * S;
   M1 := 2 * L - M2;
   R := HueToColorValue (H + 1/3);
   G := HueToColorValue (H);
   B := HueToColorValue (H - 1/3)
  end;
 Result := RGB (R, G, B)
end;

function HSLRangeToRGB(H, S, L : integer): TColor;
begin
 if s > MaxSat then s := MaxSat;
 if s < 0 then s := 0;
 if l > MaxLum then l := MaxLum;
 if l < 0 then l := 0;
 Result := HSLToRGB(H / MaxHue, S / MaxSat, L / MaxLum);
end;

procedure RGBtoHSLRange(RGB: TColor; var H1, S1, L1 : integer);
var
  R, G, B, D, Cmax, Cmin, h, s, l: double;
begin
 H := h1;
 S := s1;
 L := l1;
 R := GetRValue (RGB) / 255;
 G := GetGValue (RGB) / 255;
 B := GetBValue (RGB) / 255;
 Cmax := Max (R, Max (G, B));
 Cmin := Min (R, Min (G, B));
 L := (Cmax + Cmin) / 2;
 if Cmax = Cmin then
  begin
   H := 0;
   S := 0;
  end
 else
  begin
   D := Cmax - Cmin;
   //calc L
   if L < 0.5 then
    S := D / (Cmax + Cmin)
   else
    S := D / (2 - Cmax - Cmin);
   //calc H
   if R = Cmax then
    H := (G - B) / D
   else
    if G = Cmax then
     H := 2 + (B - R) /D
    else
     H := 4 + (R - G) / D;
   H := H / 6;
   if H < 0 then
    H := H + 1;
  end;
 H1 := round (H * MaxHue);
 S1 := round (S * MaxSat);
 L1 := round (L * MaxLum);
end;

function GetHValue(AColor: TColor): integer;
var
 d, h: integer;
begin
 RGBToHSLRange(AColor, h, d, d);
 Result := h;
end;

function GetSValue(AColor: TColor): integer;
var
 d, s: integer;
begin
 RGBToHSLRange(AColor, d, s, d);
 Result := s;
end;

function GetLValue(AColor: TColor): integer;
var
 d, l: integer;
begin
 RGBToHSLRange(AColor, d, d, l);
 Result := l;
end;

procedure Clamp(var Input: integer; Min, Max: integer);
begin
 if (Input < Min) then Input := Min;
 if (Input > Max) then Input := Max;
end;

function HSLToRGBTriple(H, S, L: integer): TRGBTriple;
const
 Divisor = 255*60;
var
 hTemp, f, LS, p, q, r: integer;
begin
 Clamp(H, 0, MaxHue);
 Clamp(S, 0, MaxSat);
 Clamp(L, 0, MaxLum);
 if (S = 0) then
   Result := RGBToRGBTriple(L, L, L)
 else
  begin
   hTemp := H mod MaxHue;
   f := hTemp mod 60;
   hTemp := hTemp div 60;
   LS := L*S;
   p := L - LS div MaxLum;
   q := L - (LS*f) div Divisor;
   r := L - (LS*(60 - f)) div Divisor;
   case hTemp of
    0: Result := RGBToRGBTriple(L, r, p);
    1: Result := RGBToRGBTriple(q, L, p);
    2: Result := RGBToRGBTriple(p, L, r);
    3: Result := RGBToRGBTriple(p, q, L);
    4: Result := RGBToRGBTriple(r, p, L);
    5: Result := RGBToRGBTriple(L, p, q);
   else
    Result := RGBToRGBTriple(0, 0, 0);
   end;
  end;
end;

function HSLToRGBQuad(H, S, L: integer): TRGBQuad;
const
 Divisor = 255*60;
var
 hTemp, f, LS, p, q, r: integer;
begin
 Clamp(H, 0, MaxHue);
 Clamp(S, 0, MaxSat);
 Clamp(L, 0, MaxLum);
 if (S = 0) then
   Result := RGBToRGBQuad(L, L, L)
 else
  begin
   hTemp := H mod MaxHue;
   f := hTemp mod 60;
   hTemp := hTemp div 60;
   LS := L*S;
   p := L - LS div MaxLum;
   q := L - (LS*f) div Divisor;
   r := L - (LS*(60 - f)) div Divisor;
   case hTemp of
    0: Result := RGBToRGBQuad(L, r, p);
    1: Result := RGBToRGBQuad(q, L, p);
    2: Result := RGBToRGBQuad(p, L, r);
    3: Result := RGBToRGBQuad(p, q, L);
    4: Result := RGBToRGBQuad(r, p, L);
    5: Result := RGBToRGBQuad(L, p, q);
   else
    Result := RGBToRGBQuad(0, 0, 0);
   end;
  end;
end;

procedure RGBTripleToHSL(RGBTriple: TRGBTriple; var h, s, l: integer);

 function RGBMaxValue(RGB: TRGBTriple): byte;
 begin
  Result := RGB.rgbtRed;
  if (Result < RGB.rgbtGreen) then Result := RGB.rgbtGreen;
  if (Result < RGB.rgbtBlue) then Result := RGB.rgbtBlue;
 end;

 function RGBMinValue(RGB: TRGBTriple) : byte;
 begin
  Result := RGB.rgbtRed;
  if (Result > RGB.rgbtGreen) then Result := RGB.rgbtGreen;
  if (Result > RGB.rgbtBlue) then Result := RGB.rgbtBlue;
 end;
var
 Delta, Min: byte;
begin
 L    := RGBMaxValue(RGBTriple);
 Min  := RGBMinValue(RGBTriple);
 Delta := L-Min;
 if (L = Min) then
  begin
   H := 0;
   S := 0;
  end
 else
  begin
   S := MulDiv(Delta, 255, L);
   with RGBTriple do
    begin
     if (rgbtRed = L) then
      H := MulDiv(60, rgbtGreen-rgbtBlue, Delta)
     else
      if (rgbtGreen = L) then
       H := MulDiv(60, rgbtBlue-rgbtRed,  Delta) + 120
      else
       if (rgbtBlue = L) then
        H := MulDiv(60, rgbtRed-rgbtGreen, Delta) + 240;
     if (H < 0) then H := H + 360;
    end;
  end;
end;

end.
So, could you share fast 0..360 integer-based HSL (scalable if possible :D)?

himitsu 29. Dez 2010 21:01

AW: Fast integer RGB-HSL
 
Zitat:

Delphi-Quellcode:
//set these variables to your needs, e.g. 360, 255, 255

Did you even read this line?


Hier im Forum suchenRGB HSV

http://www.delphipraxis.net/21076-rg...bestimmen.html
http://www.delphipraxis.net/146609-d...tml#post992348

The calculations can be necessary also to convert HSL.

Thom 29. Dez 2010 22:55

AW: Fast integer RGB-HSL
 
@himitsu,
so, wie ich das verstanden habe, geht es darum, dass ihm diese Funktionen zu langsam sind:
Zitat:

It is exactly what I need... One thing I can't accept is performance
Eine mögliche Antwort wäre: Umschreiben in Assembler...

Medium 30. Dez 2010 00:49

AW: Fast integer RGB-HSL
 
As far as I see it, all the calculations can be done purely with integers. To keep some proper precision, this should be done at some higher scaling than 0..255, a factor of 100 or 1000 should suffice - any scale up to |scale*MaxValueAnywhere|<MaxInt may be chosen though.
Working strictly in the range 0..1 usually only makes things a whole lot easier (or merely possible in some cases), if nonlinear functions like powers or trigonometry come into play, of which none are involved here.

Going assembler does not generally yield better performance, MMX is not an option with values >255, but handmade SSE(2) might work. Downside: This should be done right where the load of calculations are performed, to avoid switching the FPU from/into SSE mode for every tiny conversion - this could even make things slower than the current solution. Thus, I'd first try to go all integer, and see how that performs.

Edit: Another thing might be de-modularizing the whole thing. There's a lot of calling to tiny helper functions going on, and iirc, Delphi doesn't inline (at least not per default, and not at all with older versions). Doing everything in one go, even if it results in much longer and possibly uglier code, may improve speed a bit, too. But certainly not as much as eliminating the floats completely, by far.

Edit2: Also, I'm a little unsure why these functions are so long. I haven't read them that thoroughly, but here's two methods I use in a C# project of mine:
Code:
public void ColorToHSV(Color c, out double h, out double s, out double v)
      {
         double r = c.R/255f;
         double g = c.G/255f;
         double b = c.B/255f;
         
         double max = Math.Max(r, Math.Max(g, b));
         double min = Math.Min(r, Math.Min(g, b));
         
         if (max.Equals(min)) h = 0; else
         if (max.Equals(r)) h = 60f*((g-b)/(max-min)); else
         if (max.Equals(g)) h = 60f*(2f+(b-r)/(max-min)); else
         if (max.Equals(b)) h = 60f*(4f+(r-g)/(max-min)); else
         h = 0;
         
         if (h<0) h += 360;
         
         if (max.Equals(0)) s = 0; else
         s = (max-min)/max;
         
         v = max;
         
         return;
      }
      
      public Color HSVToColor(double h, double s, double v)
      {
         int hi = (int)Math.Floor(h/60f);
         double f = h/60f - hi;
         double p = (v*(1-s))*255f;
         double q = (v*(1-s*f))*255f;
         double t = (v*(1-s*(1-f)))*255f;
         v *= 255f;
         Color cn = new Color();
         switch (hi) {
            case 0:
               cn = Color.FromArgb(255, (byte)v, (byte)t, (byte)p);
               break;
            case 1:
               cn = Color.FromArgb(255, (byte)q, (byte)v, (byte)p);
               break;
            case 2:
               cn = Color.FromArgb(255, (byte)p, (byte)v, (byte)t);
               break;
            case 3:
               cn = Color.FromArgb(255, (byte)p, (byte)q, (byte)v);
               break;
            case 4:
               cn = Color.FromArgb(255, (byte)t, (byte)p, (byte)v);
               break;
            case 5:
               cn = Color.FromArgb(255, (byte)v, (byte)p, (byte)q);
               break;
            case 6:
               cn = Color.FromArgb(255, (byte)v, (byte)t, (byte)p);
               break;               
         }
         return cn;
      }
It's full of floats though, and thus not meant for speed, but it seems a lot shorter and less complex than what you posted, and can most certainly even be optimized and shortened further :gruebel:

himitsu 30. Dez 2010 08:19

AW: Fast integer RGB-HSL
 
@Medium: HSV <> HSL (Wiki)
Aber grundsätzlich ist es ähnlich, so da man sich einen HSV-Code eventuell entsprechend anpassen könnte.

@Thom: Ich dachte er hat sich auch noch drüber beschwert, daß dieses nur von 0..255, anstatt von 0..359 geht :gruebel:

Medium 30. Dez 2010 14:10

AW: Fast integer RGB-HSL
 
HSL and HSV are that similar, that there is virtually no notable difference. It's just that L ranges from black to white, while V is from black to 50% gray. The RGB->HSL/V conversions shown here reflect that similarity pretty well, so that my code's coarse structure is still a valid indicator for the algorithms complexity.

WojTec 30. Dez 2010 15:38

Re: Fast integer RGB-HSL
 
Maybe you mean HSV/HSB? If I know HSL != HSV.

Ok, let's back to the topic. I made some changes, so now working not bad and I can use in image processing :D


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