+#include <cmath>
#include "colorcurve.h"
#include "mesh.h"
#include "shader.h"
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"
" 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"
+ " 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"
- " gl_FragColor.rgb = saturated.rgb*(1.0-peak+(1.0-x*x)*peak);\n"
+ " sample.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"
+ " gl_FragColor = vec4(texture1D(curve, sample.r).r, texture1D(curve, sample.g).r, texture1D(curve, sample.b).r, sample.a);\n"
"}";
}
shprog.attach_shader_owned(new FragmentShader(fragment_src));
shprog.link();
+ shdata.uniform("texture", 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] = (1.055*pow(i/255.0f, 1/2.4f)-0.055)*255+0.5;
+ 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_tex(color_buf);
+ Bind _bind_curve(curve, 1);
quad.draw();
}