float radius = 0.3f;
float inner_radius = 0.3f;
+float blur_radius = 3.0f;
void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
{
radius = (xf / 0.2f);
} else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
inner_radius = (xf / 0.2f);
+ } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
+ blur_radius = (xf / 0.2f) * 100.0f;
}
}
chain.add_input(inout_format);
Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
+ Effect *hblur_effect = chain.add_effect(EFFECT_BLUR);
+ Effect *vblur_effect = chain.add_effect(EFFECT_BLUR);
Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
//chain.add_effect(EFFECT_MIRROR);
chain.add_output(inout_format);
chain.finalize();
- //glGenerateMipmap(GL_TEXTURE_2D);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
- //check_error();
-
// generate a PDO to hold the data we read back with glReadPixels()
// (Intel/DRI goes into a slow path if we don't read to PDO)
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
vignette_effect->set_float("radius", radius);
vignette_effect->set_float("inner_radius", inner_radius);
//vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
+
+ hblur_effect->set_int("direction", 0);
+ hblur_effect->set_float("radius", blur_radius);
+
+ vblur_effect->set_int("direction", 1);
+ vblur_effect->set_float("radius", blur_radius);
+
chain.render_to_screen(src_img);
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
check_error();
+ glLoadIdentity();
draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
draw_saturation_bar(0.6f, saturation / 4.0f);
draw_saturation_bar(0.65f, radius);
draw_saturation_bar(0.70f, inner_radius);
+ draw_saturation_bar(0.75f, blur_radius / 100.0f);
SDL_GL_SwapBuffers();
check_error();