#include "gamma_expansion_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
+#include "texture_enum.h"
EffectChain::EffectChain(unsigned width, unsigned height)
: width(width), height(height), finalized(false) {}
frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
+ frag_shader += "#undef LAST_INPUT\n";
frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
frag_shader += "\n";
}
+ frag_shader.append(read_file("footer.glsl"));
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);
- glAttachObjectARB(glsl_program_num, vs_obj);
+ glAttachShader(glsl_program_num, vs_obj);
check_error();
- glAttachObjectARB(glsl_program_num, fs_obj);
+ glAttachShader(glsl_program_num, fs_obj);
check_error();
glLinkProgram(glsl_program_num);
check_error();
+
+ finalized = true;
+}
+
+void EffectChain::render_to_screen(unsigned char *src)
+{
+ assert(finalized);
+
+ check_error();
+ glUseProgram(glsl_program_num);
+ check_error();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+
+ // TODO: use sRGB textures if applicable
+ if (input_format.pixel_format == FORMAT_RGB) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
+ } else if (input_format.pixel_format == FORMAT_RGBA) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
+ } else {
+ assert(false);
+ }
+ check_error();
+ glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
+
+ //for (unsigned i = 0; i < effects.size(); ++i) {
+ // effects[i]->set_uniforms();
+ //}
+
+ glDisable(GL_BLEND);
+ check_error();
+ glDisable(GL_DEPTH_TEST);
+ check_error();
+ glDepthMask(GL_FALSE);
+ check_error();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0.0f, 1.0f);
+ glVertex2f(0.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 1.0f);
+ glVertex2f(1.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f);
+ glVertex2f(1.0f, 1.0f);
+
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(0.0f, 1.0f);
+
+ glEnd();
+ check_error();
}
float gamma_r = 1.0f, gamma_g = 1.0f, gamma_b = 1.0f;
float gain_r = 1.0f, gain_g = 1.0f, gain_b = 1.0f;
-void draw_picture_quad(GLint prog, int frame)
-{
- glUseProgramObjectARB(prog);
- check_error();
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
- glUniform1i(glGetUniformLocation(prog, "tex"), 0);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
- glUniform1i(glGetUniformLocation(prog, "srgb_tex"), 1);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
- glUniform1i(glGetUniformLocation(prog, "srgb_reverse_tex"), 2);
-
- glUniform3f(glGetUniformLocation(prog, "lift"), lift_r, lift_g, lift_b);
- //glUniform3f(glGetUniformLocation(prog, "gamma"), gamma_r, gamma_g, gamma_b);
- glUniform3f(glGetUniformLocation(prog, "inv_gamma_22"),
- 2.2f / gamma_r,
- 2.2f / gamma_g,
- 2.2f / gamma_b);
- glUniform3f(glGetUniformLocation(prog, "gain_pow_inv_gamma"),
- pow(gain_r, 1.0f / gamma_r),
- pow(gain_g, 1.0f / gamma_g),
- pow(gain_b, 1.0f / gamma_b));
- glUniform1f(glGetUniformLocation(prog, "saturation"), saturation);
-
- glDisable(GL_BLEND);
- check_error();
- glDisable(GL_DEPTH_TEST);
- check_error();
- glDepthMask(GL_FALSE);
- check_error();
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
-// glClear(GL_COLOR_BUFFER_BIT);
- check_error();
-
- glBegin(GL_QUADS);
-
- glTexCoord2f(0.0f, 1.0f);
- glVertex2f(0.0f, 0.0f);
-
- glTexCoord2f(1.0f, 1.0f);
- glVertex2f(1.0f, 0.0f);
-
- glTexCoord2f(1.0f, 0.0f);
- glVertex2f(1.0f, 1.0f);
-
- glTexCoord2f(0.0f, 0.0f);
- glVertex2f(0.0f, 1.0f);
-
- glEnd();
- check_error();
-}
-
void update_hsv()
{
hsv2rgb(lift_theta, lift_rad, lift_v, &lift_r, &lift_g, &lift_b);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- load_texture("blg_wheels_woman_1.jpg");
+ unsigned img_w, img_h;
+ unsigned char *src_img = load_image("blg_wheels_woman_1.jpg", &img_w, &img_h);
EffectChain chain(WIDTH, HEIGHT);
++frame;
-
- draw_picture_quad(prog, frame);
+ chain.render_to_screen(src_img);
glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
check_error();