Mercurial > sdl-ios-xcode
view src/video/SDL_gamma.c @ 2042:3908e1f808e1
Fixed bug #292
I might be on crack here.
It looks like SDL_ConvertMono() in src/audio/SDL_audiocvt.c adds the left and
right channels of a stereo stream together, and clamps the new mono channel if
it would overflow.
Shouldn't it be dividing by 2 to average the two sample points instead of
clamping? Otherwise the mono sample point's volume doubles in the conversion.
This would also make the conversion faster, as it replaces two branches per
sample frame with a bitwise shift.
--ryan.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 24 Sep 2006 15:56:36 +0000 |
parents | c121d94672cb |
children | e1da92da346c |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* Gamma correction support */ #ifdef HAVE_MATH_H #include <math.h> /* Used for calculating gamma ramps */ #else /* Math routines from uClibc: http://www.uclibc.org */ #include "math_private.h" #include "e_sqrt.h" #include "e_pow.h" #include "e_log.h" #define pow(x, y) __ieee754_pow(x, y) #define log(x) __ieee754_log(x) #endif #include "SDL_sysvideo.h" static void CalculateGammaRamp(float gamma, Uint16 * ramp) { int i; /* 0.0 gamma is all black */ if (gamma <= 0.0f) { for (i = 0; i < 256; ++i) { ramp[i] = 0; } return; } else /* 1.0 gamma is identity */ if (gamma == 1.0f) { for (i = 0; i < 256; ++i) { ramp[i] = (i << 8) | i; } return; } else /* Calculate a real gamma ramp */ { int value; gamma = 1.0f / gamma; for (i = 0; i < 256; ++i) { value = (int) (pow((double) i / 256.0, gamma) * 65535.0 + 0.5); if (value > 65535) { value = 65535; } ramp[i] = (Uint16) value; } } } static void CalculateGammaFromRamp(float *gamma, Uint16 * ramp) { /* The following is adapted from a post by Garrett Bass on OpenGL Gamedev list, March 4, 2000. */ float sum = 0.0f; int i, count = 0; *gamma = 1.0; for (i = 1; i < 256; ++i) { if ((ramp[i] != 0) && (ramp[i] != 65535)) { double B = (double) i / 256.0; double A = ramp[i] / 65535.0; sum += (float) (log(A) / log(B)); count++; } } if (count && sum > 0.0f) { *gamma = 1.0f / (sum / count); } } int SDL_SetGamma(float red, float green, float blue) { Uint16 ramp[3][256]; CalculateGammaRamp(red, ramp[0]); CalculateGammaRamp(green, ramp[1]); CalculateGammaRamp(blue, ramp[2]); return SDL_SetGammaRamp(ramp[0], ramp[1], ramp[2]); } /* Calculating the gamma by integrating the gamma ramps isn't exact, so this function isn't officially supported. */ int SDL_GetGamma(float *red, float *green, float *blue) { int succeeded; Uint16 ramp[3][256]; succeeded = SDL_GetGammaRamp(ramp[0], ramp[1], ramp[2]); if (succeeded >= 0) { CalculateGammaFromRamp(red, ramp[0]); CalculateGammaFromRamp(green, ramp[1]); CalculateGammaFromRamp(blue, ramp[2]); } return succeeded; } int SDL_SetGammaRamp(const Uint16 * red, const Uint16 * green, const Uint16 * blue) { SDL_VideoDevice *_this = SDL_GetVideoDevice(); int succeeded; /* Lazily allocate the gamma tables */ if (!SDL_CurrentDisplay.gamma) { SDL_GetGammaRamp(NULL, NULL, NULL); } /* Fill the gamma table with the new values */ if (red) { SDL_memcpy(&SDL_CurrentDisplay.gamma[0 * 256], red, 256 * sizeof(*SDL_CurrentDisplay.gamma)); } if (green) { SDL_memcpy(&SDL_CurrentDisplay.gamma[1 * 256], green, 256 * sizeof(*SDL_CurrentDisplay.gamma)); } if (blue) { SDL_memcpy(&SDL_CurrentDisplay.gamma[2 * 256], blue, 256 * sizeof(*SDL_CurrentDisplay.gamma)); } /* Try to set the gamma ramp in the driver */ succeeded = -1; if (_this && _this->SetDisplayGammaRamp) { if (SDL_GetFocusWindow()) { succeeded = _this->SetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma); } else { succeeded = 0; } } else { SDL_SetError("Gamma ramp manipulation not supported"); } return succeeded; } int SDL_GetGammaRamp(Uint16 * red, Uint16 * green, Uint16 * blue) { SDL_VideoDevice *_this = SDL_GetVideoDevice(); /* Lazily allocate the gamma table */ if (!SDL_CurrentDisplay.gamma) { size_t rampsize = (3 * 256 * sizeof(*SDL_CurrentDisplay.gamma)); SDL_CurrentDisplay.gamma = SDL_malloc(rampsize * 2); if (!SDL_CurrentDisplay.gamma) { SDL_OutOfMemory(); return -1; } if (_this && _this->GetDisplayGammaRamp) { /* Get the real hardware gamma */ _this->GetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma); } else { /* Assume an identity gamma */ int i; for (i = 0; i < 256; ++i) { SDL_CurrentDisplay.gamma[0 * 256 + i] = (i << 8) | i; SDL_CurrentDisplay.gamma[1 * 256 + i] = (i << 8) | i; SDL_CurrentDisplay.gamma[2 * 256 + i] = (i << 8) | i; } } SDL_CurrentDisplay.saved_gamma = SDL_CurrentDisplay.gamma + (3 * 256); SDL_memcpy(SDL_CurrentDisplay.saved_gamma, SDL_CurrentDisplay.gamma, rampsize); } /* Just copy from our internal table */ if (red) { SDL_memcpy(red, &SDL_CurrentDisplay.gamma[0 * 256], 256 * sizeof(*red)); } if (green) { SDL_memcpy(green, &SDL_CurrentDisplay.gamma[1 * 256], 256 * sizeof(*green)); } if (blue) { SDL_memcpy(blue, &SDL_CurrentDisplay.gamma[2 * 256], 256 * sizeof(*blue)); } return 0; } /* vi: set ts=4 sw=4 expandtab: */