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r_grader.cpp
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#include <string.h>
#include "r_grader.h"
#include "m_mat.h"
namespace r {
grader::grader()
: m_fbo(0)
, m_width(0)
, m_height(0)
{
memset(m_textures, 0, sizeof m_textures);
}
grader::~grader() {
destroy();
}
void grader::destroy() {
if (m_fbo)
gl::DeleteFramebuffers(1, &m_fbo);
if (m_textures[0])
gl::DeleteTextures(2, m_textures);
}
void grader::update(const m::perspective &p, const unsigned char *const colorGradingData) {
const size_t width = p.width;
const size_t height = p.height;
// Need to update color grading data if any is passed at all
if (colorGradingData) {
gl::BindTexture(GL_TEXTURE_3D, m_textures[kColorGrading]);
gl::TexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 16, 16, 16, GL_RGB,
GL_UNSIGNED_BYTE, colorGradingData);
}
if (m_width == width && m_height == height)
return;
const GLenum format = gl::has(gl::ARB_texture_rectangle) ? GL_TEXTURE_RECTANGLE : GL_TEXTURE_2D;
m_width = width;
m_height = height;
gl::BindTexture(format, m_textures[kOutput]);
gl::TexImage2D(format, 0, GL_RGBA8, m_width, m_height, 0, GL_RGBA, GL_FLOAT, nullptr);
}
bool grader::init(const m::perspective &p, const unsigned char *const colorGradingData) {
m_width = p.width;
m_height = p.height;
gl::GenFramebuffers(1, &m_fbo);
gl::BindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
gl::GenTextures(2, m_textures);
const GLenum format = gl::has(gl::ARB_texture_rectangle) ? GL_TEXTURE_RECTANGLE : GL_TEXTURE_2D;
gl::BindTexture(format, m_textures[kOutput]);
gl::TexImage2D(format, 0, GL_RGBA8, m_width, m_height, 0, GL_RGBA, GL_FLOAT, nullptr);
gl::TexParameteri(format, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl::TexParameteri(format, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl::TexParameteri(format, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl::TexParameteri(format, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl::FramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, format, m_textures[kOutput], 0);
static GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0 };
gl::DrawBuffers(sizeof drawBuffers / sizeof *drawBuffers, drawBuffers);
const GLenum status = gl::CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
return false;
// Color grading texture
gl::BindTexture(GL_TEXTURE_3D, m_textures[kColorGrading]);
gl::TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl::TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl::TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl::TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl::TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
gl::TexImage3D(GL_TEXTURE_3D, 0, GL_RGB8, 16, 16, 16, 0, GL_RGB,
GL_UNSIGNED_BYTE, colorGradingData);
gl::BindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return true;
}
void grader::bindWriting() {
gl::BindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
}
GLuint grader::texture(type what) const {
return m_textures[what];
}
}