view src/video/SDL_gamma.c @ 3469:8c5fb2a3b11d

RenderReadPixels and RenderWritePixels functions work with back buffer now and all asynchronous operations are flushed before reading or writing to backbuffer. Thanks Sam for clarification of this.
author Mike Gorchak <lestat@i.com.ua>
date Sat, 21 Nov 2009 06:17:50 +0000
parents 62d4992e5a92
children 4b594623401b
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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 */

#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) (SDL_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) (SDL_log(A) / SDL_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;
}

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