float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
float saturation = 1.0f;
-float lift_r = 0.0f, lift_g = 0.0f, lift_b = 0.0f;
-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)
+void update_hsv(Effect *lift_gamma_gain_effect)
{
- 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();
+ RGBTriplet lift(0.0f, 0.0f, 0.0f);
+ RGBTriplet gamma(1.0f, 1.0f, 1.0f);
+ RGBTriplet gain(1.0f, 1.0f, 1.0f);
- 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);
+ hsv2rgb(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
+ hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
+ hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
- 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);
- hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma_r, &gamma_g, &gamma_b);
- hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain_r, &gain_g, &gain_b);
+ lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
+ lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
+ lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
if (saturation < 0.0) {
saturation = 0.0;
}
-
- printf("lift: %f %f %f\n", lift_r, lift_g, lift_b);
- printf("gamma: %f %f %f\n", gamma_r, gamma_g, gamma_b);
- printf("gain: %f %f %f\n", gain_r, gain_g, gain_b);
- printf("saturation: %f\n", saturation);
- printf("\n");
}
void mouse(int x, int y)
} else if (yf >= 0.6f && yf < 0.62f && xf < 0.2f) {
saturation = (xf / 0.2f) * 4.0f;
}
-
- update_hsv();
}
unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
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);
glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
make_hsv_wheel_texture();
- update_hsv();
int prog = glCreateProgram();
GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
++frame;
-
- draw_picture_quad(prog, frame);
+ update_hsv(lift_gamma_gain_effect);
+ 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();