CXXFLAGS=-Wall -g
LDFLAGS=-lSDL -lSDL_image -lGL
OBJS=main.o util.o widgets.o effect.o effect_chain.o
-OBJS += lift_gamma_gain_effect.o gamma_expansion_effect.o gamma_compression_effect.o colorspace_conversion_effect.o saturation_effect.o
+OBJS += lift_gamma_gain_effect.o gamma_expansion_effect.o gamma_compression_effect.o colorspace_conversion_effect.o saturation_effect.o vignette_effect.o
test: $(OBJS)
$(CXX) -o test $(OBJS) $(LDFLAGS)
#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)
return new LiftGammaGainEffect();
case EFFECT_SATURATION:
return new SaturationEffect();
+ case EFFECT_VIGNETTE:
+ return new VignetteEffect();
}
assert(false);
}
// Color.
EFFECT_LIFT_GAMMA_GAIN,
EFFECT_SATURATION,
+
+ // Spatial.
+ EFFECT_VIGNETTE,
};
#endif // !defined(_EFFECT_ID_H)
--- /dev/null
+#define GL_GLEXT_PROTOTYPES 1
+
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glext.h>
+
+#include "vignette_effect.h"
+#include "util.h"
+
+VignetteEffect::VignetteEffect()
+ : center(0.5f, 0.5f),
+ radius(0.3f),
+ inner_radius(0.3f)
+{
+ register_vec2("center", (float *)¢er);
+ register_float("radius", (float *)&radius);
+ register_float("inner_radius", (float *)&inner_radius);
+}
+
+std::string VignetteEffect::output_glsl()
+{
+ return read_file("vignette_effect.glsl");
+}
+
+void VignetteEffect::set_uniforms(GLhandleARB glsl_program_num, const std::string &prefix)
+{
+ Effect::set_uniforms(glsl_program_num, prefix);
+
+ set_uniform_float(glsl_program_num, prefix, "inv_radius", 1.0f / radius);
+
+ Point2D aspect(16.0f / 9.0f, 1.0f); // FIXME
+ set_uniform_vec2(glsl_program_num, prefix, "aspect_correction", (float *)&aspect);
+}
--- /dev/null
+// A simple, circular vignette, with a cosĀ² falloff.
+
+uniform float PREFIX(inv_radius);
+uniform vec2 PREFIX(aspect_correction);
+
+vec4 FUNCNAME(vec2 tc) {
+ vec4 x = LAST_INPUT(tc);
+
+ const float pihalf = 3.14159265358979324 / 2;
+
+ vec2 normalized_pos = (tc - PREFIX(center)) * PREFIX(aspect_correction);
+ float dist = (length(normalized_pos) - PREFIX(inner_radius)) * PREFIX(inv_radius);
+ float linear_falloff = clamp(dist, 0.0, 1.0) * pihalf;
+ float falloff = cos(linear_falloff) * cos(linear_falloff);
+ x.rgb *= vec3(falloff);
+
+ return x;
+}
--- /dev/null
+#ifndef _VIGNETTE_EFFECT_H
+#define _VIGNETTE_EFFECT_H 1
+
+#include "effect.h"
+
+class VignetteEffect : public Effect {
+public:
+ VignetteEffect();
+ std::string output_glsl();
+
+ void set_uniforms(GLhandleARB glsl_program_num, const std::string &prefix);
+
+private:
+ Point2D center;
+ float radius, inner_radius;
+};
+
+#endif // !defined(_VIGNETTE_EFFECT_H)