commit 64d19bd837fa375ae3f526e2f8f62ac496277057
parent d9d61e8d6c5f66e12ed8915dfce7bb40b7fddc93
Author: Alexander Kojevnikov <alexander@kojevnikov.com>
Date: Sun, 16 May 2010 12:00:52 +1000
Use doubles instead of floats
Diffstat:
1 file changed, 33 insertions(+), 33 deletions(-)
diff --git a/src/spek-spectrogram.vala b/src/spek-spectrogram.vala
@@ -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;
}
}