float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
float saturation = 1.0f;
+float radius = 0.3f;
+float inner_radius = 0.3f;
+
void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
{
RGBTriplet lift(0.0f, 0.0f, 0.0f);
read_colorwheel(xf, yf - 0.4f, &gain_rad, &gain_theta, &gain_v);
} else if (yf >= 0.6f && yf < 0.62f && xf < 0.2f) {
saturation = (xf / 0.2f) * 4.0f;
+ } else if (yf >= 0.65f && yf < 0.67f && xf < 0.2f) {
+ radius = (xf / 0.2f);
+ } else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
+ inner_radius = (xf / 0.2f);
}
}
chain.add_input(inout_format);
Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
+ Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
chain.add_output(inout_format);
chain.finalize();
++frame;
update_hsv(lift_gamma_gain_effect, saturation_effect);
+ vignette_effect->set_float("radius", radius);
+ vignette_effect->set_float("inner_radius", inner_radius);
chain.render_to_screen(src_img);
glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
- draw_saturation_bar(0.6f, saturation);
+ draw_saturation_bar(0.6f, saturation / 4.0f);
+ draw_saturation_bar(0.65f, radius);
+ draw_saturation_bar(0.70f, inner_radius);
SDL_GL_SwapBuffers();
check_error();