+#include <cmath>
+#include "color.h"
#include "colorcurve.h"
#include "mesh.h"
+#include "renderer.h"
#include "shader.h"
#include "texture2d.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-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-x*x)*peak);\n"
- " }\n"
- " gl_FragColor.a = sample.a;\n"
- " }\n"
- " else\n"
- " gl_FragColor = sample;\n"
- "}";
-
-}
-
namespace Msp {
namespace GL {
ColorCurve::ColorCurve():
- quad(get_fullscreen_quad())
+ shprog("colorcurve.glsl"),
+ quad(get_fullscreen_quad()),
+ linear_sampler(get_linear_sampler()),
+ nearest_sampler(get_nearest_sampler())
+{
+ shdata.uniform("source", 0);
+ shdata.uniform("curve", 1);
+
+ curve.storage(LUMINANCE8, 256, 1);
+ texturing.attach(1, curve, linear_sampler.get());
+
+ set_exposure_adjust(0.0f);
+ set_brightness_response(0.4f);
+ set_linear();
+}
+
+void ColorCurve::set_exposure_adjust(float e)
+{
+ shdata.uniform("exposure", pow(2.0f, e));
+}
+
+void ColorCurve::set_brightness_response(float b)
+{
+ if(b<=0 || b>1)
+ throw invalid_argument("ColorCurve::set_brightness_response");
+ float t = (b<1 ? pow(b, 1/(1-b)) : 0.0f);
+ shdata.uniform("brightness_response", b, t, pow(t, 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, curve_data);
+}
+
+void ColorCurve::set_srgb()
{
- shprog.attach_shader(get_fullscreen_vertex_shader());
- Shader *fs = new Shader(FRAGMENT_SHADER, fragment_src);
- shprog.attach_shader_owned(fs);
- shprog.link();
+ 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, curve_data);
+}
- set_peak(0.2);
- set_brightness(1.5);
+void ColorCurve::set_linear()
+{
+ unsigned char curve_data[256];
+ for(unsigned i=0; i<256; ++i)
+ curve_data[i] = i;
+ curve.image(0, curve_data);
}
-void ColorCurve::set_peak(float p)
+void ColorCurve::render(Renderer &renderer, const Texture2D &color_buf, const Texture2D &)
+{
+ texturing.attach(0, color_buf, nearest_sampler.get());
+
+ Renderer::Push push(renderer);
+ renderer.set_shader_program(&shprog, &shdata);
+ renderer.set_texturing(&texturing);
+ quad->draw(renderer);
+}
+
+
+ColorCurve::Template::Template():
+ exposure_adjust(0.0f),
+ brightness_response(0.4f),
+ gamma(1.0f),
+ srgb(false)
+{ }
+
+ColorCurve *ColorCurve::Template::create(unsigned, unsigned) const
+{
+ RefPtr<ColorCurve> colorcurve = new ColorCurve;
+ colorcurve->set_exposure_adjust(exposure_adjust);
+ colorcurve->set_brightness_response(brightness_response);
+ if(srgb)
+ colorcurve->set_srgb();
+ else
+ colorcurve->set_gamma(gamma);
+ return colorcurve.release();
+}
+
+
+ColorCurve::Template::Loader::Loader(Template &t):
+ DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>(t)
{
- if(p<0 || p>1)
- throw invalid_argument("ColorCurve::set_peak");
- shdata.uniform("peak", p);
+ add("brightness_response", &Template::brightness_response);
+ add("exposure_adjust", &Template::exposure_adjust);
+ add("gamma", &Loader::gamma);
+ add("srgb", &Loader::srgb);
}
-void ColorCurve::set_brightness(float b)
+void ColorCurve::Template::Loader::gamma(float g)
{
- if(b<1)
- throw invalid_argument("ColorCurve::set_brightness");
- shdata.uniform("brightness", b);
+ obj.gamma = g;
+ obj.srgb = false;
}
-void ColorCurve::render(const Texture2D &color_buf, const Texture2D &)
+void ColorCurve::Template::Loader::srgb()
{
- Bind _bind_shader(shprog);
- shdata.apply();
- Bind _bind_tex(color_buf);
- quad.draw();
+ obj.srgb = true;
}
} // namespace GL