#include "util.h"
#include "effect_chain.h"
#include "gamma_expansion_effect.h"
+#include "gamma_compression_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
+#include "saturation_effect.h"
#include "texture_enum.h"
EffectChain::EffectChain(unsigned width, unsigned height)
- : width(width), height(height), finalized(false) {}
+ : width(width), height(height), use_srgb_texture_format(false), finalized(false) {}
void EffectChain::add_input(const ImageFormat &format)
{
Effect *instantiate_effect(EffectId effect)
{
switch (effect) {
- case GAMMA_CONVERSION:
+ case EFFECT_GAMMA_EXPANSION:
return new GammaExpansionEffect();
- case RGB_PRIMARIES_CONVERSION:
- return new GammaExpansionEffect();
- case LIFT_GAMMA_GAIN:
+ case EFFECT_GAMMA_COMPRESSION:
+ return new GammaCompressionEffect();
+ case EFFECT_LIFT_GAMMA_GAIN:
return new LiftGammaGainEffect();
+ case EFFECT_SATURATION:
+ return new SaturationEffect();
}
assert(false);
}
+void EffectChain::normalize_to_linear_gamma()
+{
+ if (current_gamma_curve == GAMMA_sRGB) {
+ // TODO: check if the extension exists
+ use_srgb_texture_format = true;
+ } else {
+ GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
+ gamma_conversion->set_int("source_curve", current_gamma_curve);
+ effects.push_back(gamma_conversion);
+ }
+ current_gamma_curve = GAMMA_LINEAR;
+}
+
+void EffectChain::normalize_to_srgb()
+{
+ assert(current_gamma_curve == GAMMA_LINEAR);
+ ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
+ colorspace_conversion->set_int("source_space", current_color_space);
+ colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
+ effects.push_back(colorspace_conversion);
+ current_color_space = COLORSPACE_sRGB;
+}
+
Effect *EffectChain::add_effect(EffectId effect_id)
{
Effect *effect = instantiate_effect(effect_id);
if (effect->needs_linear_light() && current_gamma_curve != GAMMA_LINEAR) {
- GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
- gamma_conversion->set_int("source_curve", current_gamma_curve);
- effects.push_back(gamma_conversion);
- current_gamma_curve = GAMMA_LINEAR;
+ normalize_to_linear_gamma();
}
if (effect->needs_srgb_primaries() && current_color_space != COLORSPACE_sRGB) {
- assert(current_gamma_curve == GAMMA_LINEAR);
- ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", current_color_space);
- colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
- effects.push_back(colorspace_conversion);
- current_color_space = COLORSPACE_sRGB;
+ normalize_to_srgb();
}
// not handled yet
void EffectChain::finalize()
{
+ // TODO: If we want a non-sRGB output color space, convert.
+
+ if (current_gamma_curve != output_format.gamma_curve) {
+ if (current_gamma_curve != GAMMA_LINEAR) {
+ normalize_to_linear_gamma();
+ }
+ assert(current_gamma_curve == GAMMA_LINEAR);
+ GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
+ gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
+ effects.push_back(gamma_conversion);
+ current_gamma_curve = output_format.gamma_curve;
+ }
+
std::string frag_shader = read_file("header.glsl");
for (unsigned i = 0; i < effects.size(); ++i) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
- // TODO: use sRGB textures if applicable
+ GLenum internal_format = GL_RGBA8;
+ if (use_srgb_texture_format) {
+ internal_format = GL_SRGB8;
+ }
+
if (input_format.pixel_format == FORMAT_RGB) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
} else if (input_format.pixel_format == FORMAT_RGBA) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
} else {
assert(false);
}
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
- //for (unsigned i = 0; i < effects.size(); ++i) {
- // effects[i]->set_uniforms();
- //}
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ char effect_id[256];
+ sprintf(effect_id, "eff%d", i);
+ effects[i]->set_uniforms(glsl_program_num, effect_id);
+ }
glDisable(GL_BLEND);
check_error();