#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 sampler1D curve;\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"
- " sample.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"
- " sample.rgb = saturated.rgb*(1.0-peak+(1.0-x*x)*peak);\n"
- " }\n"
- " }\n"
- " gl_FragColor = vec4(texture1D(curve, sample.r).r, texture1D(curve, sample.g).r, texture1D(curve, sample.b).r, sample.a);\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.bind_attribute(get_component_type(VERTEX2), "vertex");
- shprog.link();
-
- shdata.uniform("texture", 0);
+ shdata.uniform("source", 0);
shdata.uniform("curve", 1);
curve.storage(LUMINANCE, 256);
curve.set_min_filter(LINEAR);
curve.set_wrap(CLAMP_TO_EDGE);
+ texturing.attach(1, curve);
- set_peak(0.2);
- set_brightness(1.5);
+ set_exposure_adjust(0.0f);
+ set_brightness_response(0.4f);
set_linear();
}
-void ColorCurve::set_peak(float p)
+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_peak(float)
{
- if(p<0 || p>1)
- throw invalid_argument("ColorCurve::set_peak");
- shdata.uniform("peak", p);
}
void ColorCurve::set_brightness(float b)
{
- if(b<1)
- throw invalid_argument("ColorCurve::set_brightness");
- shdata.uniform("brightness", b);
+ set_brightness_response(1/b);
}
void ColorCurve::set_gamma(float g)
curve.image(0, LUMINANCE, UNSIGNED_BYTE, curve_data);
}
-void ColorCurve::render(const Texture2D &color_buf, const Texture2D &)
+void ColorCurve::render(Renderer &renderer, 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();
+ texturing.attach(0, color_buf);
+
+ Renderer::Push push(renderer);
+ renderer.set_shader_program(&shprog, &shdata);
+ renderer.set_texturing(&texturing);
+ quad.draw(renderer);
}
} // namespace GL