#include "program.h"
#include "programdata.h"
#include "texture1d.h"
+#include "texturing.h"
namespace Msp {
namespace GL {
/**
Processes oversaturated colors to preserve hues. When one color component
-exceeds 1.0, the others are scaled towards white. A transition curve is also
-applied near 1.0 to prevent the abrupt change in the gradient.
+exceeds 1.0, the overflow is distributed to the other components, scaling the
+color towards white.
Gamma or sRGB correction can also be applied to the output. It can be used to
improve color reproduction by performing lighting calculations in linear color
*/
class ColorCurve: public PostProcessor
{
+public:
+ struct Template: public PostProcessor::Template
+ {
+ class Loader: public DataFile::DerivedObjectLoader<Template, PostProcessor::Template::Loader>
+ {
+ public:
+ Loader(Template &);
+
+ private:
+ void gamma(float);
+ void srgb();
+ };
+
+ float exposure_adjust;
+ float brightness_response;
+ float gamma;
+ bool srgb;
+
+ Template();
+
+ virtual ColorCurve *create(unsigned, unsigned) const;
+ };
+
private:
Program shprog;
ProgramData shdata;
Texture1D curve;
- const Mesh &quad;
+ Texturing texturing;
+ RefPtr<Mesh> quad;
public:
ColorCurve();
- /// Sets the size of the peak zone. Must be between 0 and 1, inclusive.
- void set_peak(float);
+ /** Set exposure adjustment in EV units. Positive values brighten the
+ image, negative values darken it. Zero is neutral. */
+ void set_exposure_adjust(float);
- /** Sets brightness for oversaturated colors. Must be >= 1. Suggested
- values are between 1.5 and 2.0; a value of 1.0 will clamp colors to the
- saturated value. */
- void set_brightness(float);
+ /** Sets the exponent of the */
+ void set_brightness_response(float);
/** Sets the gamma value used for mapping output colors. Allowed range is
from 0.1 to 10. */
/// Sets output mapping to linear. This is equivalent to set_gamma(1).
void set_linear();
- virtual void render(const Texture2D &, const Texture2D &);
+ virtual void render(Renderer &, const Texture2D &, const Texture2D &);
};
} // namespace GL