diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2017-08-08 10:40:14 -0700 |
---|---|---|
committer | Vito Caputo <vcaputo@pengaru.com> | 2019-11-13 02:17:54 -0800 |
commit | 8acb27a788f24f85f38cf4ca45f2c3124128fa26 (patch) | |
tree | 7b747bb9a50bf3f804ac11e03149dd347839f6fc /src/libs/ray/ray_render.c | |
parent | 448362dcd54c1275ec80d16bcb4d88732f6912f2 (diff) |
ray: add rudimentary gamma correction
color banding has been quite visible, and somewhat expected with a
direct conversion from the linear float color space to the 8-bit
integral rgb color components.
A simple lookup table is used here to non-linearly map the values, table
generation is taken from Greg Ward's REAL PIXELS gem in Graphics Gems II.
Diffstat (limited to 'src/libs/ray/ray_render.c')
-rw-r--r-- | src/libs/ray/ray_render.c | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/libs/ray/ray_render.c b/src/libs/ray/ray_render.c index e551d8c..1c7c79c 100644 --- a/src/libs/ray/ray_render.c +++ b/src/libs/ray/ray_render.c @@ -5,6 +5,7 @@ #include "ray_camera.h" #include "ray_color.h" +#include "ray_gamma.h" #include "ray_render_object.h" #include "ray_ray.h" #include "ray_scene.h" @@ -18,6 +19,7 @@ typedef struct ray_render_t { ray_color_t ambient_light; ray_camera_frame_t frame; + ray_gamma_t gamma; ray_render_object_t objects[]; } ray_render_t; @@ -207,7 +209,7 @@ void ray_render_trace_fragment(ray_render_t *render, fb_fragment_t *fb_fragment) ray_camera_fragment_begin(&render->frame, fb_fragment, &ray, &fragment); do { do { - *buf = ray_color_to_uint32_rgb(trace_ray(render, &ray)); + *buf = ray_gamma_color_to_uint32_rgb(&render->gamma, trace_ray(render, &ray)); buf++; } while (ray_camera_fragment_x_step(&fragment)); @@ -236,6 +238,7 @@ ray_render_t * ray_render_new(const ray_scene_t *scene, const ray_camera_t *came render->camera = camera; render->ambient_light = ray_3f_mult_scalar(&scene->ambient_color, scene->ambient_brightness); + ray_gamma_prepare(scene->gamma, &render->gamma); ray_camera_frame_prepare(camera, &render->frame); for (i = 0, object = scene->objects; object->type; object++) |