Mercurial > sdl-ios-xcode
view src/video/SDL_gamma.c @ 2198:fe19afb86473
Split acinclude.m4 into its component parts for easy updating
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 15 Jul 2007 01:51:11 +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: */