X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=white_balance_effect.cpp;h=53c49e4ffc919b4d8ec6bcb321787a4f53b08613;hp=a52af6a87fd1992d65e03e5136717c53b7b0d5e6;hb=85f9719bf3519b1f1942738d11601584f5d38725;hpb=9ad1a31f02c3de450c650191cc40a194506807bc diff --git a/white_balance_effect.cpp b/white_balance_effect.cpp index a52af6a..53c49e4 100644 --- a/white_balance_effect.cpp +++ b/white_balance_effect.cpp @@ -3,12 +3,14 @@ #include #include +#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(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(rgb_to_xyz_matrix).inverse() * + rgb_to_xyz_matrix.inverse() * Map(xyz_to_lms_matrix).inverse() * lms_scale.asDiagonal() * Map(xyz_to_lms_matrix) * - Map(rgb_to_xyz_matrix); + rgb_to_xyz_matrix; set_uniform_mat3(glsl_program_num, prefix, "correction_matrix", corr_matrix); }