+#include <cmath>
+#include "color.h"
#include "colorcurve.h"
#include "mesh.h"
#include "shader.h"
using namespace std;
-namespace {
-
-static const char fragment_src[] =
- "uniform sampler2D texture;\n"
- "uniform float peak;\n"
- "uniform float brightness;\n"
- "varying vec2 texcoord;\n"
- "void main()\n"
- "{\n"
- " vec4 sample = texture2D(texture, texcoord);\n"
- " float maxc = max(sample.r, max(sample.g, sample.b));\n"
- " if(maxc>1.0-peak)\n"
- " {\n"
- " vec3 saturated = sample.rgb/maxc;\n"
- " if(maxc>1.0+peak)\n"
- " {\n"
- " gl_FragColor.rgb = mix(vec3(1.0), saturated, 1.0/pow(brightness, maxc-1.0-peak));\n"
- " }\n"
- " else\n"
- " {\n"
- " float x = (1.0+peak-maxc)/(2.0*peak);\n"
- " gl_FragColor.rgb = saturated.rgb*(1.0-peak+(1.0-x*x)*peak);\n"
- " }\n"
- " gl_FragColor.a = sample.a;\n"
- " }\n"
- " else\n"
- " gl_FragColor = sample;\n"
- "}";
-
-}
-
namespace Msp {
namespace GL {
ColorCurve::ColorCurve():
+ shprog("colorcurve.glsl"),
quad(get_fullscreen_quad())
{
- shprog.attach_shader(get_fullscreen_vertex_shader());
- shprog.attach_shader_owned(new FragmentShader(fragment_src));
- shprog.link();
+ shdata.uniform("source", 0);
+ shdata.uniform("curve", 1);
+
+ curve.storage(LUMINANCE, 256);
+ curve.set_min_filter(LINEAR);
+ curve.set_wrap(CLAMP_TO_EDGE);
set_peak(0.2);
set_brightness(1.5);
+ set_linear();
}
void ColorCurve::set_peak(float p)
shdata.uniform("brightness", b);
}
+void ColorCurve::set_gamma(float g)
+{
+ if(g<0.1 || g>10)
+ throw invalid_argument("ColorCurve::set_gamma");
+
+ unsigned char curve_data[256];
+ for(unsigned i=0; i<256; ++i)
+ curve_data[i] = pow(i/255.0f, 1/g)*255+0.5f;
+ curve.image(0, LUMINANCE, UNSIGNED_BYTE, curve_data);
+}
+
+void ColorCurve::set_srgb()
+{
+ unsigned char curve_data[256];
+ curve_data[0] = 0;
+ for(unsigned i=1; i<256; ++i)
+ curve_data[i] = to_srgb(i/255.0f)*255+0.5f;
+ curve.image(0, LUMINANCE, UNSIGNED_BYTE, curve_data);
+}
+
+void ColorCurve::set_linear()
+{
+ unsigned char curve_data[256];
+ for(unsigned i=0; i<256; ++i)
+ curve_data[i] = i;
+ curve.image(0, LUMINANCE, UNSIGNED_BYTE, curve_data);
+}
+
void ColorCurve::render(const Texture2D &color_buf, const Texture2D &)
{
Bind _bind_shader(shprog);
shdata.apply();
+ Bind _bind_mesh(quad);
Bind _bind_tex(color_buf);
+ Bind _bind_curve(curve, 1);
quad.draw();
}