float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
float saturation = 1.0f;
-void update_hsv(Effect *lift_gamma_gain_effect)
+void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
{
RGBTriplet lift(0.0f, 0.0f, 0.0f);
RGBTriplet gamma(1.0f, 1.0f, 1.0f);
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);
+ bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
+ ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
+ ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
+ assert(ok);
if (saturation < 0.0) {
saturation = 0.0;
}
+ ok = saturation_effect->set_float("saturation", saturation);
+ assert(ok);
}
void mouse(int x, int y)
inout_format.gamma_curve = GAMMA_sRGB;
chain.add_input(inout_format);
- Effect *lift_gamma_gain_effect = chain.add_effect(LIFT_GAMMA_GAIN);
+ Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
+ Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
chain.add_output(inout_format);
chain.finalize();
++frame;
- update_hsv(lift_gamma_gain_effect);
+ update_hsv(lift_gamma_gain_effect, saturation_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));