Use gamma correct (and nearly gamma correct) color mixing

This commit is contained in:
Lior Halphon 2022-07-25 19:55:31 +03:00
parent 43e1e85179
commit e0436e33d4
1 changed files with 11 additions and 2 deletions

View File

@ -281,12 +281,21 @@ uint32_t GB_convert_rgb15(GB_gameboy_t *gb, uint16_t color, bool for_border)
if (gb->color_correction_mode != GB_COLOR_CORRECTION_CORRECT_CURVES) {
uint8_t new_r, new_g, new_b;
double gamma = 2.2;
if (gb->color_correction_mode < GB_COLOR_CORRECTION_REDUCE_CONTRAST) {
/* Don't use absolutely gamma-correct mixing for the high-contrast
modes, to prevent the blue hues from being too washed out */
gamma = 1.6;
}
// TODO: Optimze pow out using a LUT
if (agb) {
new_g = (g * 5 + b) / 6;
new_g = pow((pow(g / 255.0, gamma) * 5 + pow(b / 255.0, gamma)) / 6, 1 / gamma) * 255;
}
else {
new_g = (g * 3 + b) / 4;
new_g = pow((pow(g / 255.0, gamma) * 3 + pow(b / 255.0, gamma)) / 4, 1 / gamma) * 255;
}
new_r = r;
new_b = b;
if (gb->color_correction_mode == GB_COLOR_CORRECTION_REDUCE_CONTRAST) {