void KisCanvas2::createCanvas() { KisConfig cfg; slotSetDisplayProfile( KoColorSpaceRegistry::instance()->profileByName(cfg.monitorProfile()) ); if (cfg.useOpenGL()) { #ifdef HAVE_OPENGL createOpenGLCanvas(); #else warnKrita << "OpenGL requested while its not available, starting qpainter canvas"; createQPainterCanvas(); #endif } else { createQPainterCanvas(); } }
void OcioDisplayFilter::updateProcessor() { if (!config) { return; } if (!displayDevice) { displayDevice = config->getDefaultDisplay(); } if (!view) { view = config->getDefaultView(displayDevice); } if (!inputColorSpaceName) { inputColorSpaceName = config->getColorSpaceNameByIndex(0); } OCIO::DisplayTransformRcPtr transform = OCIO::DisplayTransform::Create(); transform->setInputColorSpaceName(inputColorSpaceName); transform->setDisplay(displayDevice); transform->setView(view); OCIO::GroupTransformRcPtr approximateTransform = OCIO::GroupTransform::Create(); // fstop exposure control -- not sure how that translates to our exposure { float exposureGain = powf(2.0f, exposure); const qreal minRange = 0.001; if (qAbs(blackPoint - whitePoint) < minRange) { whitePoint = blackPoint + minRange; } const float oldMin[] = { blackPoint, blackPoint, blackPoint, 0.0f }; const float oldMax[] = { whitePoint, whitePoint, whitePoint, 1.0f }; const float newMin[] = { 0.0f, 0.0f, 0.0f, 0.0f }; const float newMax[] = { exposureGain, exposureGain, exposureGain, 1.0f }; float m44[16]; float offset4[4]; OCIO::MatrixTransform::Fit(m44, offset4, oldMin, oldMax, newMin, newMax); OCIO::MatrixTransformRcPtr mtx = OCIO::MatrixTransform::Create(); mtx->setValue(m44, offset4); transform->setLinearCC(mtx); // approximation (no color correction); approximateTransform->push_back(mtx); } // channel swizzle { int channelHot[4]; switch (swizzle) { case LUMINANCE: channelHot[0] = 1; channelHot[1] = 1; channelHot[2] = 1; channelHot[3] = 0; break; case RGBA: channelHot[0] = 1; channelHot[1] = 1; channelHot[2] = 1; channelHot[3] = 1; break; case R: channelHot[0] = 1; channelHot[1] = 0; channelHot[2] = 0; channelHot[3] = 0; break; case G: channelHot[0] = 0; channelHot[1] = 1; channelHot[2] = 0; channelHot[3] = 0; break; case B: channelHot[0] = 0; channelHot[1] = 0; channelHot[2] = 1; channelHot[3] = 0; break; case A: channelHot[0] = 0; channelHot[1] = 0; channelHot[2] = 0; channelHot[3] = 1; default: ; } float lumacoef[3]; config->getDefaultLumaCoefs(lumacoef); float m44[16]; float offset[4]; OCIO::MatrixTransform::View(m44, offset, channelHot, lumacoef); OCIO::MatrixTransformRcPtr swizzle = OCIO::MatrixTransform::Create(); swizzle->setValue(m44, offset); transform->setChannelView(swizzle); } // Post-display transform gamma { float exponent = 1.0f/std::max(1e-6f, static_cast<float>(gamma)); const float exponent4f[] = { exponent, exponent, exponent, exponent }; OCIO::ExponentTransformRcPtr expTransform = OCIO::ExponentTransform::Create(); expTransform->setValue(exponent4f); transform->setDisplayCC(expTransform); // approximation (no color correction); approximateTransform->push_back(expTransform); } m_processor = config->getProcessor(transform); m_forwardApproximationProcessor = config->getProcessor(approximateTransform, OCIO::TRANSFORM_DIR_FORWARD); try { m_revereseApproximationProcessor = config->getProcessor(approximateTransform, OCIO::TRANSFORM_DIR_INVERSE); } catch (...) { warnKrita << "OCIO inverted matrix does not exist!"; //m_revereseApproximationProcessor; } #ifdef HAVE_OPENGL // check whether we are allowed to use shaders -- though that should // work for everyone these days KisConfig cfg; if (!cfg.useOpenGL()) return; QOpenGLFunctions glFuncs(QOpenGLContext::currentContext()); QOpenGLFunctions_3_2_Core *glFuncs3 = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_2_Core>(); const int lut3DEdgeSize = cfg.ocioLutEdgeSize(); if (m_lut3d.size() == 0) { //dbgKrita << "generating lut"; glFuncs.glGenTextures(1, &m_lut3dTexID); int num3Dentries = 3 * lut3DEdgeSize * lut3DEdgeSize * lut3DEdgeSize; m_lut3d.fill(0.0, num3Dentries); glFuncs.glActiveTexture(GL_TEXTURE1); glFuncs.glBindTexture(GL_TEXTURE_3D, m_lut3dTexID); glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glFuncs3->glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, lut3DEdgeSize, lut3DEdgeSize, lut3DEdgeSize, 0, GL_RGB, GL_FLOAT, &m_lut3d.constData()[0]); } // Step 1: Create a GPU Shader Description OCIO::GpuShaderDesc shaderDesc; shaderDesc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_3); shaderDesc.setFunctionName("OCIODisplay"); shaderDesc.setLut3DEdgeLen(lut3DEdgeSize); // Step 2: Compute the 3D LUT QString lut3dCacheID = QString::fromLatin1(m_processor->getGpuLut3DCacheID(shaderDesc)); if(lut3dCacheID != m_lut3dcacheid) { //dbgKrita << "Computing 3DLut " << m_lut3dcacheid; m_lut3dcacheid = lut3dCacheID; m_processor->getGpuLut3D(&m_lut3d[0], shaderDesc); glFuncs.glBindTexture(GL_TEXTURE_3D, m_lut3dTexID); glFuncs3->glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, lut3DEdgeSize, lut3DEdgeSize, lut3DEdgeSize, GL_RGB, GL_FLOAT, &m_lut3d[0]); } // Step 3: Generate the shader text QString shaderCacheID = QString::fromLatin1(m_processor->getGpuShaderTextCacheID(shaderDesc)); if (m_program.isEmpty() || shaderCacheID != m_shadercacheid) { //dbgKrita << "Computing Shader " << m_shadercacheid; m_shadercacheid = shaderCacheID; std::ostringstream os; os << m_processor->getGpuShaderText(shaderDesc) << "\n"; m_program = QString::fromLatin1(os.str().c_str()); } #endif }