Squash linear gamma back into the sRGB curve at the end.
[movit] / main.cpp
index 256b29e..4853179 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -38,71 +38,6 @@ float lift_r = 0.0f, lift_g = 0.0f, lift_b = 0.0f;
 float gamma_r = 1.0f, gamma_g = 1.0f, gamma_b = 1.0f;
 float gain_r = 1.0f, gain_g = 1.0f, gain_b = 1.0f;
 
-void draw_picture_quad(GLint prog, int frame)
-{
-       glUseProgramObjectARB(prog);
-       check_error();
-
-       glActiveTexture(GL_TEXTURE0);
-       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
-       glUniform1i(glGetUniformLocation(prog, "tex"), 0);
-
-       glActiveTexture(GL_TEXTURE1);
-       glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
-       glUniform1i(glGetUniformLocation(prog, "srgb_tex"), 1);
-
-       glActiveTexture(GL_TEXTURE2);
-       glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
-       glUniform1i(glGetUniformLocation(prog, "srgb_reverse_tex"), 2);
-
-       glUniform3f(glGetUniformLocation(prog, "lift"), lift_r, lift_g, lift_b);
-       //glUniform3f(glGetUniformLocation(prog, "gamma"), gamma_r, gamma_g, gamma_b);
-       glUniform3f(glGetUniformLocation(prog, "inv_gamma_22"),
-                   2.2f / gamma_r,
-                   2.2f / gamma_g,
-                   2.2f / gamma_b);
-       glUniform3f(glGetUniformLocation(prog, "gain_pow_inv_gamma"),
-                   pow(gain_r, 1.0f / gamma_r),
-                   pow(gain_g, 1.0f / gamma_g),
-                   pow(gain_b, 1.0f / gamma_b));
-       glUniform1f(glGetUniformLocation(prog, "saturation"), saturation);
-
-       glDisable(GL_BLEND);
-       check_error();
-       glDisable(GL_DEPTH_TEST);
-       check_error();
-       glDepthMask(GL_FALSE);
-       check_error();
-
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
-
-       glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
-//     glClear(GL_COLOR_BUFFER_BIT);
-       check_error();
-
-       glBegin(GL_QUADS);
-
-       glTexCoord2f(0.0f, 1.0f);
-       glVertex2f(0.0f, 0.0f);
-
-       glTexCoord2f(1.0f, 1.0f);
-       glVertex2f(1.0f, 0.0f);
-
-       glTexCoord2f(1.0f, 0.0f);
-       glVertex2f(1.0f, 1.0f);
-
-       glTexCoord2f(0.0f, 0.0f);
-       glVertex2f(0.0f, 1.0f);
-
-       glEnd();
-       check_error();
-}
-
 void update_hsv()
 {
        hsv2rgb(lift_theta, lift_rad, lift_v, &lift_r, &lift_g, &lift_b);
@@ -238,7 +173,8 @@ int main(int argc, char **argv)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        check_error();
 
-       load_texture("blg_wheels_woman_1.jpg");
+       unsigned img_w, img_h;
+       unsigned char *src_img = load_image("blg_wheels_woman_1.jpg", &img_w, &img_h);
 
        EffectChain chain(WIDTH, HEIGHT);
 
@@ -345,8 +281,7 @@ int main(int argc, char **argv)
 
                ++frame;
 
-               
-               draw_picture_quad(prog, frame);
+               chain.render_to_screen(src_img);
                
                glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
                check_error();