X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=85832db88541cfb90748dd55f8aca171a6621673;hp=3ccab448f17a4ae85a3055d2cab375c6c41e6a0d;hb=aa72f1070c44ed0217ce1ffde599d5c40864ac4a;hpb=affe96389941123d20354ad8091977aa196a741c diff --git a/effect_chain.cpp b/effect_chain.cpp index 3ccab44..85832db 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -14,6 +14,7 @@ #include "lift_gamma_gain_effect.h" #include "colorspace_conversion_effect.h" #include "saturation_effect.h" +#include "vignette_effect.h" #include "texture_enum.h" EffectChain::EffectChain(unsigned width, unsigned height) @@ -38,10 +39,14 @@ Effect *instantiate_effect(EffectId effect) return new GammaExpansionEffect(); case EFFECT_GAMMA_COMPRESSION: return new GammaCompressionEffect(); + case EFFECT_COLOR_SPACE_CONVERSION: + return new ColorSpaceConversionEffect(); case EFFECT_LIFT_GAMMA_GAIN: return new LiftGammaGainEffect(); case EFFECT_SATURATION: return new SaturationEffect(); + case EFFECT_VIGNETTE: + return new VignetteEffect(); } assert(false); } @@ -132,7 +137,13 @@ std::string replace_prefix(const std::string &text, const std::string &prefix) void EffectChain::finalize() { - // TODO: If we want a non-sRGB output color space, convert. + if (current_color_space != output_format.color_space) { + ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect(); + colorspace_conversion->set_int("source_space", current_color_space); + colorspace_conversion->set_int("destination_space", output_format.color_space); + effects.push_back(colorspace_conversion); + current_color_space = output_format.color_space; + } if (current_gamma_curve != output_format.gamma_curve) { if (current_gamma_curve != GAMMA_LINEAR) { @@ -165,8 +176,8 @@ void EffectChain::finalize() printf("%s\n", frag_shader.c_str()); glsl_program_num = glCreateProgram(); - GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER); - GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER); + GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER); + GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER); glAttachShader(glsl_program_num, vs_obj); check_error(); glAttachShader(glsl_program_num, fs_obj); @@ -188,18 +199,21 @@ void EffectChain::render_to_screen(unsigned char *src) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE); - GLenum internal_format = GL_RGBA8; + GLenum format, internal_format; if (use_srgb_texture_format) { internal_format = GL_SRGB8; + } else { + internal_format = GL_RGBA8; } - if (input_format.pixel_format == FORMAT_RGB) { - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src); + format = GL_RGB; } else if (input_format.pixel_format == FORMAT_RGBA) { - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src); + format = GL_RGBA; } else { assert(false); } + + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, src); check_error(); glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);