]> git.sesse.net Git - movit/blobdiff - main.cpp
Clean up stuff from the vertex shader.
[movit] / main.cpp
index d82369447b69ac8986bb4c55e34d69e9352a57cc..569c67d6653704e43831c28fae8925b6ab8b73f3 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -34,7 +34,7 @@ float gamma_theta = 0.0f, gamma_rad = 0.0f, gamma_v = 0.5f;
 float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
 float saturation = 1.0f;
 
-void update_hsv(Effect *lift_gamma_gain_effect)
+void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
 {
        RGBTriplet lift(0.0f, 0.0f, 0.0f);
        RGBTriplet gamma(1.0f, 1.0f, 1.0f);
@@ -52,6 +52,8 @@ void update_hsv(Effect *lift_gamma_gain_effect)
        if (saturation < 0.0) {
                saturation = 0.0;
        }
+       ok = saturation_effect->set_float("saturation", saturation);
+       assert(ok);
 }
 
 void mouse(int x, int y)
@@ -117,24 +119,6 @@ unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
        return dst_pixels;
 }
 
-void load_texture(const char *filename)
-{
-       unsigned w, h;
-       unsigned char *pixels = load_image(filename, &w, &h);
-
-#if 1
-       // we will convert to sRGB in the shader
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
-       check_error();
-#else
-       // implicit sRGB conversion in hardware
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
-       check_error();
-#endif
-
-       free(pixels);
-}
-
 void write_ppm(const char *filename, unsigned char *screenbuf)
 {
        FILE *fp = fopen(filename, "w");
@@ -181,7 +165,8 @@ int main(int argc, char **argv)
        inout_format.gamma_curve = GAMMA_sRGB;
 
        chain.add_input(inout_format);
-       Effect *lift_gamma_gain_effect = chain.add_effect(LIFT_GAMMA_GAIN);
+       Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
+       Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
        chain.add_output(inout_format);
        chain.finalize();
 
@@ -189,10 +174,6 @@ int main(int argc, char **argv)
        //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
        //check_error();
 
-       //load_texture("maserati_gts_wallpaper_1280x720_01.jpg");
-       //load_texture("90630d1295075297-console-games-wallpapers-wallpaper_need_for_speed_prostreet_09_1920x1080.jpg");
-       //load_texture("glacier-lake-1280-720-4087.jpg");
-
 #if 0
        // sRGB reverse LUT
        glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
@@ -238,23 +219,6 @@ int main(int argc, char **argv)
 
        make_hsv_wheel_texture();
 
-       int prog = glCreateProgram();
-       GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
-       GLhandleARB fs_obj = compile_shader(read_file("fs.glsl"), GL_FRAGMENT_SHADER);
-       glAttachObjectARB(prog, vs_obj);
-       check_error();
-       glAttachObjectARB(prog, fs_obj);
-       check_error();
-       glLinkProgram(prog);
-       check_error();
-
-       GLchar info_log[4096];
-       GLsizei log_length = sizeof(info_log) - 1;
-       log_length = sizeof(info_log) - 1;
-       glGetProgramInfoLog(prog, log_length, &log_length, info_log);
-       info_log[log_length] = 0; 
-       printf("link: %s\n", info_log);
-
        struct timespec start, now;
        int frame = 0, screenshot = 0;
        clock_gettime(CLOCK_MONOTONIC, &start);
@@ -277,7 +241,7 @@ int main(int argc, char **argv)
 
                ++frame;
 
-               update_hsv(lift_gamma_gain_effect);
+               update_hsv(lift_gamma_gain_effect, saturation_effect);
                chain.render_to_screen(src_img);
                
                glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));