#include "gamma_compression_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
+#include "saturation_effect.h"
+#include "vignette_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_COLOR_SPACE_CONVERSION:
+ return new ColorSpaceConversionEffect();
+ case EFFECT_LIFT_GAMMA_GAIN:
return new LiftGammaGainEffect();
+ case EFFECT_SATURATION:
+ return new SaturationEffect();
+ case EFFECT_VIGNETTE:
+ return new VignetteEffect();
}
assert(false);
}
void EffectChain::normalize_to_linear_gamma()
{
- GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
- gamma_conversion->set_int("source_curve", current_gamma_curve);
- effects.push_back(gamma_conversion);
+ 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::finalize()
{
- // TODO: If we want a non-sRGB output color space, convert.
+ if (current_color_space != output_format.color_space) {
+ ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
+ colorspace_conversion->set_int("source_space", current_color_space);
+ colorspace_conversion->set_int("destination_space", output_format.color_space);
+ effects.push_back(colorspace_conversion);
+ current_color_space = output_format.color_space;
+ }
if (current_gamma_curve != output_format.gamma_curve) {
if (current_gamma_curve != GAMMA_LINEAR) {
printf("%s\n", frag_shader.c_str());
glsl_program_num = glCreateProgram();
- GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
- GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+ GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);
glLinkProgram(glsl_program_num);
check_error();
+ // Translate the format to OpenGL's enums.
+ GLenum internal_format;
+ if (use_srgb_texture_format) {
+ internal_format = GL_SRGB8;
+ } else {
+ internal_format = GL_RGBA8;
+ }
+ if (input_format.pixel_format == FORMAT_RGB) {
+ format = GL_RGB;
+ bytes_per_pixel = 3;
+ } else if (input_format.pixel_format == FORMAT_RGBA) {
+ format = GL_RGBA;
+ bytes_per_pixel = 4;
+ } else if (input_format.pixel_format == FORMAT_BGR) {
+ format = GL_BGR;
+ bytes_per_pixel = 3;
+ } else if (input_format.pixel_format == FORMAT_BGRA) {
+ format = GL_BGRA;
+ bytes_per_pixel = 4;
+ } else {
+ assert(false);
+ }
+
+ // Create PBO to hold the texture, and then the texture itself.
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
+ check_error();
+ glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
+ check_error();
+
+ void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+ memset(mapped_pbo, 0, width * height * bytes_per_pixel);
+ glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+
+ glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ check_error();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
+
finalized = true;
}
{
assert(finalized);
+ // Copy the pixel data into the PBO.
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
check_error();
- glUseProgram(glsl_program_num);
+ void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+ memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
+ glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
check_error();
+ // Re-upload the texture from the PBO.
glActiveTexture(GL_TEXTURE0);
+ check_error();
glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ check_error();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ check_error();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
+
+ glUseProgram(glsl_program_num);
+ check_error();
- // TODO: use sRGB textures if applicable
- if (input_format.pixel_format == FORMAT_RGB) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 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);
- } else {
- assert(false);
- }
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);