]> git.sesse.net Git - movit/blobdiff - main.cpp
Let FlatInput take in float data (sort of kludgy, though). Also remove the get_*...
[movit] / main.cpp
index 7e289935abf29745a4a7a6aee2271097e9d82295..625dba6097d724c5a7fa6a3e66b72a32b46d1a0d 100644 (file)
--- a/main.cpp
+++ b/main.cpp
 #include <SDL/SDL_opengl.h>
 #include <SDL/SDL_image.h>
 
-#include <GL/gl.h>
-#include <GL/glext.h>
-
 #include "effect.h"
 #include "effect_chain.h"
 #include "util.h"
+#include "opengl.h"
 #include "widgets.h"
 
+#include "flat_input.h"
+#include "lift_gamma_gain_effect.h"
+#include "saturation_effect.h"
+#include "diffusion_effect.h"
+
 unsigned char result[WIDTH * HEIGHT * 4];
 
 float lift_theta = 0.0f, lift_rad = 0.0f, lift_v = 0.0f;
@@ -44,9 +47,9 @@ void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
        RGBTriplet gamma(1.0f, 1.0f, 1.0f);
        RGBTriplet gain(1.0f, 1.0f, 1.0f);
 
-       hsv2rgb(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
-       hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
-       hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
+       hsv2rgb_normalized(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
+       hsv2rgb_normalized(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
+       hsv2rgb_normalized(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
 
        bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
        ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
@@ -160,23 +163,23 @@ int main(int argc, char **argv)
        EffectChain chain(WIDTH, HEIGHT);
 
        ImageFormat inout_format;
-       inout_format.pixel_format = FORMAT_BGRA;
        inout_format.color_space = COLORSPACE_sRGB;
        inout_format.gamma_curve = GAMMA_sRGB;
 
-       Input *input = 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 *diffusion_effect = chain.add_effect(EFFECT_DIFFUSION);
-       //Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
-       //Effect *sandbox_effect = chain.add_effect(EFFECT_SANDBOX);
+       FlatInput *input = new FlatInput(inout_format, FORMAT_BGRA, GL_UNSIGNED_BYTE, img_w, img_h);
+       chain.add_input(input);
+       Effect *lift_gamma_gain_effect = chain.add_effect(new LiftGammaGainEffect());
+       Effect *saturation_effect = chain.add_effect(new SaturationEffect());
+       Effect *diffusion_effect = chain.add_effect(new DiffusionEffect());
+       //Effect *vignette_effect = chain.add_effect(new VignetteEffect());
+       //Effect *sandbox_effect = chain.add_effect(new SandboxEffect());
        //sandbox_effect->set_float("parm", 42.0f);
-       //chain.add_effect(EFFECT_MIRROR);
+       //chain.add_effect(new MirrorEffect());
        chain.add_output(inout_format);
        chain.finalize();
 
-       // generate a PDO to hold the data we read back with glReadPixels()
-       // (Intel/DRI goes into a slow path if we don't read to PDO)
+       // generate a PBO to hold the data we read back with glReadPixels()
+       // (Intel/DRI goes into a slow path if we don't read to PBO)
        GLuint pbo;
        glGenBuffers(1, &pbo);
        glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);