]> git.sesse.net Git - movit/blobdiff - white_balance_effect.cpp
Move to 'using namespace std;' in all .cpp files.
[movit] / white_balance_effect.cpp
index a52af6a87fd1992d65e03e5136717c53b7b0d5e6..53c49e4ffc919b4d8ec6bcb321787a4f53b08613 100644 (file)
@@ -3,12 +3,14 @@
 #include <GL/glew.h>
 #include <assert.h>
 
+#include "colorspace_conversion_effect.h"
 #include "d65.h"
 #include "effect_util.h"
 #include "util.h"
 #include "white_balance_effect.h"
 
 using namespace Eigen;
+using namespace std;
 
 namespace {
 
@@ -38,13 +40,6 @@ Vector3d convert_color_temperature_to_xyz(float T)
        return Vector3d(x, y, 1.0 - x - y);
 }
 
-// Assuming sRGB primaries, from Wikipedia.
-const double rgb_to_xyz_matrix[9] = {
-       0.4124, 0.2126, 0.0193, 
-       0.3576, 0.7152, 0.1192,
-       0.1805, 0.0722, 0.9505,
-};
-
 /*
  * There are several different perceptual color spaces with different intended
  * uses; for instance, CIECAM02 uses one space (CAT02) for purposes of computing
@@ -109,15 +104,16 @@ WhiteBalanceEffect::WhiteBalanceEffect()
        register_float("output_color_temperature", &output_color_temperature);
 }
 
-std::string WhiteBalanceEffect::output_fragment_shader()
+string WhiteBalanceEffect::output_fragment_shader()
 {
        return read_file("white_balance_effect.frag");
 }
 
-void WhiteBalanceEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void WhiteBalanceEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
 {
+       Matrix3d rgb_to_xyz_matrix = ColorspaceConversionEffect::get_xyz_matrix(COLORSPACE_sRGB);
        Vector3d rgb(neutral_color.r, neutral_color.g, neutral_color.b);
-       Vector3d xyz = Map<const Matrix3d>(rgb_to_xyz_matrix) * rgb;
+       Vector3d xyz = rgb_to_xyz_matrix * rgb;
        Vector3d lms_scale = compute_lms_scaling_factors(xyz);
 
        /*
@@ -144,10 +140,10 @@ void WhiteBalanceEffect::set_gl_state(GLuint glsl_program_num, const std::string
         * has to be the opposite of the execution order.
         */
        Matrix3d corr_matrix =
-               Map<const Matrix3d>(rgb_to_xyz_matrix).inverse() *
+               rgb_to_xyz_matrix.inverse() *
                Map<const Matrix3d>(xyz_to_lms_matrix).inverse() *
                lms_scale.asDiagonal() *
                Map<const Matrix3d>(xyz_to_lms_matrix) *
-               Map<const Matrix3d>(rgb_to_xyz_matrix);
+               rgb_to_xyz_matrix;
        set_uniform_mat3(glsl_program_num, prefix, "correction_matrix", corr_matrix);
 }