#include <math.h>
#include <time.h>
+#include <string>
+#include <vector>
+
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#include <SDL/SDL_image.h>
#include <GL/gl.h>
#include <GL/glext.h>
+#include "util.h"
+
#ifdef NDEBUG
#define check_error()
#else
float gamma_r = 1.0f, gamma_g = 1.0f, gamma_b = 1.0f;
float gain_r = 1.0f, gain_g = 1.0f, gain_b = 1.0f;
+struct ImageFormat {
+ enum { FORMAT_RGB, FORMAT_RGBA } format;
+
+ // Note: sRGB and 709 use the same colorspace primaries.
+ enum { COLORSPACE_sRGB, COLORSPACE_REC_601_525, COLORSPACE_REC_601_625, COLORSPACE_REC_709 } color_space;
+
+ // Note: Rec. 601 and 709 use the same gamma curve.
+ enum { LINEAR_LIGHT, GAMMA_sRGB, GAMMA_REC_601, GAMMA_REC_709 } gamma_curve;
+};
+
+enum EffectId {
+ // Mostly for internal use.
+ GAMMA_CONVERSION = 0,
+ RGB_PRIMARIES_CONVERSION,
+
+ // Color.
+ LIFT_GAMMA_GAIN,
+};
+
+class Effect {
+public:
+ virtual bool needs_linear_light() { return true; }
+ virtual bool needs_srgb_primaries() { return true; }
+ virtual bool needs_many_samples() { return false; }
+ virtual bool needs_mipmaps() { return false; }
+ bool set_float(const std::string& key, float value);
+ bool set_float_array(const std::string&, const float *values, size_t num_values);
+
+private:
+ bool register_float(const std::string& key, float value);
+ bool register_float_array(const std::string& key, float *values, size_t num_values);
+};
+
+class EffectChain {
+public:
+ void set_size(unsigned width, unsigned height);
+ void add_input(const ImageFormat &format);
+ Effect *add_effect(EffectId effect);
+ void add_output(const ImageFormat &format);
+
+ void render(unsigned char *src, unsigned char *dst);
+
+private:
+ unsigned width, height;
+ ImageFormat input_format, output_format;
+ std::vector<Effect *> effects;
+};
+
enum textures {
SOURCE_IMAGE = 1,
SRGB_LUT = 2,
HSV_WHEEL = 4,
};
-// assumes h in [0, 2pi> or [-pi, pi>
-void hsv2rgb(float h, float s, float v, float *r, float *g, float *b)
-{
- if (h < 0.0f) {
- h += 2.0f * M_PI;
- }
- float c = v * s;
- float hp = (h * 180.0 / M_PI) / 60.0;
- float x = c * (1 - fabs(fmod(hp, 2.0f) - 1.0f));
-
- if (hp >= 0 && hp < 1) {
- *r = c;
- *g = x;
- *b = 0.0f;
- } else if (hp >= 1 && hp < 2) {
- *r = x;
- *g = c;
- *b = 0.0f;
- } else if (hp >= 2 && hp < 3) {
- *r = 0.0f;
- *g = c;
- *b = x;
- } else if (hp >= 3 && hp < 4) {
- *r = 0.0f;
- *g = x;
- *b = c;
- } else if (hp >= 4 && hp < 5) {
- *r = x;
- *g = 0.0f;
- *b = c;
- } else {
- *r = c;
- *g = 0.0f;
- *b = x;
- }
-
- float m = v - c;
- *r += m;
- *g += m;
- *b += m;
-}
-
GLhandleARB read_shader(const char* filename, GLenum type)
{
static char buf[131072];