-#define GL_GLEXT_PROTOTYPES 1
-
+#include <epoxy/gl.h>
#include <math.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include "effect_util.h"
#include "lift_gamma_gain_effect.h"
#include "util.h"
+using namespace std;
+
+namespace movit {
+
LiftGammaGainEffect::LiftGammaGainEffect()
: lift(0.0f, 0.0f, 0.0f),
gamma(1.0f, 1.0f, 1.0f),
register_vec3("lift", (float *)&lift);
register_vec3("gamma", (float *)&gamma);
register_vec3("gain", (float *)&gain);
+ register_uniform_vec3("gain_pow_inv_gamma", (float *)&uniform_gain_pow_inv_gamma);
+ register_uniform_vec3("inv_gamma_22", (float *)&uniform_inv_gamma22);
}
-std::string LiftGammaGainEffect::output_glsl()
+string LiftGammaGainEffect::output_fragment_shader()
{
- return read_file("lift_gamma_gain_effect.glsl");
+ return read_file("lift_gamma_gain_effect.frag");
}
-void LiftGammaGainEffect::set_uniforms(GLhandleARB glsl_program_num, const std::string &prefix)
+void LiftGammaGainEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix);
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
- RGBTriplet gain_pow_inv_gamma(
+ uniform_gain_pow_inv_gamma = RGBTriplet(
pow(gain.r, 1.0f / gamma.r),
pow(gain.g, 1.0f / gamma.g),
pow(gain.b, 1.0f / gamma.b));
- set_uniform_vec3(glsl_program_num, prefix, "gain_pow_inv_gamma", (float *)&gain_pow_inv_gamma);
- RGBTriplet inv_gamma_22(
+ uniform_inv_gamma22 = RGBTriplet(
2.2f / gamma.r,
2.2f / gamma.g,
2.2f / gamma.b);
- set_uniform_vec3(glsl_program_num, prefix, "inv_gamma_22", (float *)&inv_gamma_22);
}
+
+} // namespace movit