#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 "texture_enum.h"
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);
+ 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) {
--- /dev/null
+#include <assert.h>
+
+#include "gamma_compression_effect.h"
+#include "util.h"
+
+GammaCompressionEffect::GammaCompressionEffect()
+ : destination_curve(GAMMA_LINEAR)
+{
+ register_int("destination_curve", (int *)&destination_curve);
+}
+
+std::string GammaCompressionEffect::output_glsl()
+{
+ switch (destination_curve) {
+ case GAMMA_sRGB:
+ return read_file("gamma_compression_effect_srgb.glsl");
+ case GAMMA_REC_709: // and GAMMA_REC_601
+ // Not implemented yet.
+ assert(false);
+ default:
+ assert(false);
+ }
+}
--- /dev/null
+// Compress to sRGB gamma curve.
+
+#if 0
+
+// if we have the lut
+uniform sampler1D PREFIX(srgb_tex);
+
+vec4 FUNCNAME(vec2 tc) {
+ vec4 x = LAST_INPUT(tc);
+
+ x.r = texture1D(PREFIX(srgb_tex), x.r).x;
+ x.g = texture1D(PREFIX(srgb_tex), x.g).x;
+ x.b = texture1D(PREFIX(srgb_tex), x.b).x;
+
+ return x;
+}
+
+#else
+
+// use arithmetic (slow)
+vec4 FUNCNAME(vec2 tc) {
+ vec4 x = LAST_INPUT(tc);
+
+ vec3 a = vec3(12.92) * x.rgb;
+ vec3 b = vec3(1.055) * pow(x.rgb, vec3(1.0/2.4)) - vec3(0.055);
+ vec3 f = vec3(greaterThan(x.rgb, vec3(0.0031308)));
+
+ return vec4(mix(a, b, f), x.a);
+}
+
+#endif