Mercurial > sdl-ios-xcode
view src/video/SDL_gamma.c @ 4249:429c8dd3175d SDL-1.2
Fixed bug #713
Don't clamp the mouse coordinates to the video surface size, instead clamp them to the last known window size.
This allows users to get the correct mouse coordinates even if they don't call SDL_SetVideoMode() in response to an SDL_VIDEORESIZE event (used as a hack to retain the OpenGL context on Windows and Linux after a window resize)
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 27 Sep 2009 05:18:43 +0000 |
parents | a1b03ba2fcd0 |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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) { int succeeded; SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; succeeded = -1; /* Prefer using SetGammaRamp(), as it's more flexible */ { Uint16 ramp[3][256]; CalculateGammaRamp(red, ramp[0]); CalculateGammaRamp(green, ramp[1]); CalculateGammaRamp(blue, ramp[2]); succeeded = SDL_SetGammaRamp(ramp[0], ramp[1], ramp[2]); } if ( (succeeded < 0) && video->SetGamma ) { SDL_ClearError(); succeeded = video->SetGamma(this, red, green, blue); } return succeeded; } /* 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; SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; succeeded = -1; /* Prefer using GetGammaRamp(), as it's more flexible */ { 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]); } } if ( (succeeded < 0) && video->GetGamma ) { SDL_ClearError(); succeeded = video->GetGamma(this, red, green, blue); } return succeeded; } int SDL_SetGammaRamp(const Uint16 *red, const Uint16 *green, const Uint16 *blue) { int succeeded; SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; SDL_Surface *screen = SDL_PublicSurface; /* Verify the screen parameter */ if ( !screen ) { SDL_SetError("No video mode has been set"); return -1; } /* Lazily allocate the gamma tables */ if ( ! video->gamma ) { SDL_GetGammaRamp(0, 0, 0); } /* Fill the gamma table with the new values */ if ( red ) { SDL_memcpy(&video->gamma[0*256], red, 256*sizeof(*video->gamma)); } if ( green ) { SDL_memcpy(&video->gamma[1*256], green, 256*sizeof(*video->gamma)); } if ( blue ) { SDL_memcpy(&video->gamma[2*256], blue, 256*sizeof(*video->gamma)); } /* Gamma correction always possible on split palettes */ if ( (screen->flags & SDL_HWPALETTE) == SDL_HWPALETTE ) { SDL_Palette *pal = screen->format->palette; /* If physical palette has been set independently, use it */ if(video->physpal) pal = video->physpal; SDL_SetPalette(screen, SDL_PHYSPAL, pal->colors, 0, pal->ncolors); return 0; } /* Try to set the gamma ramp in the driver */ succeeded = -1; if ( video->SetGammaRamp ) { succeeded = video->SetGammaRamp(this, video->gamma); } else { SDL_SetError("Gamma ramp manipulation not supported"); } return succeeded; } int SDL_GetGammaRamp(Uint16 *red, Uint16 *green, Uint16 *blue) { SDL_VideoDevice *video = current_video; SDL_VideoDevice *this = current_video; /* Lazily allocate the gamma table */ if ( ! video->gamma ) { video->gamma = SDL_malloc(3*256*sizeof(*video->gamma)); if ( ! video->gamma ) { SDL_OutOfMemory(); return -1; } if ( video->GetGammaRamp ) { /* Get the real hardware gamma */ video->GetGammaRamp(this, video->gamma); } else { /* Assume an identity gamma */ int i; for ( i=0; i<256; ++i ) { video->gamma[0*256+i] = (i << 8) | i; video->gamma[1*256+i] = (i << 8) | i; video->gamma[2*256+i] = (i << 8) | i; } } } /* Just copy from our internal table */ if ( red ) { SDL_memcpy(red, &video->gamma[0*256], 256*sizeof(*red)); } if ( green ) { SDL_memcpy(green, &video->gamma[1*256], 256*sizeof(*green)); } if ( blue ) { SDL_memcpy(blue, &video->gamma[2*256], 256*sizeof(*blue)); } return 0; }