case IDENTITY_EFFECT:
return new IdentityEffect;
case WHITE_BALANCE_EFFECT:
+ case AUTO_WHITE_BALANCE_EFFECT:
return new WhiteBalanceEffect;
case RESAMPLE_EFFECT:
return new ResampleEffect;
{ "new", Scene_new },
{ "__gc", Scene_gc },
{ "add_input", Scene::add_input },
+ { "add_auto_white_balance", Scene::add_auto_white_balance },
{ "add_effect", Scene::add_effect },
{ "add_optional_effect", Scene::add_optional_effect },
{ "finalize", Scene::finalize },
return ret;
}
-void Theme::set_wb(unsigned channel, double r, double g, double b)
+void Theme::set_wb(unsigned channel, float r, float g, float b)
{
lock_guard<mutex> lock(m);
+
+ if (channel_signals.count(channel)) {
+ white_balance_for_signal[channel_signals[channel]] = WhiteBalance{ r, g, b };
+ }
+
lua_getglobal(L, "set_wb");
+ if (lua_isnil(L, -1)) {
+ // The function doesn't exist, to just ignore. We've stored the white balance,
+ // and most likely, it will be picked up by auto white balance instead.
+ lua_pop(L, 1);
+ return;
+ }
lua_pushnumber(L, channel);
lua_pushnumber(L, r);
lua_pushnumber(L, g);
assert(lua_gettop(L) == 0);
}
+Theme::WhiteBalance Theme::get_white_balance_for_signal(int signal)
+{
+ if (white_balance_for_signal.count(signal)) {
+ return white_balance_for_signal[signal];
+ } else {
+ return WhiteBalance{ 1.0, 1.0, 1.0 };
+ }
+}
+
vector<string> Theme::get_transition_names(float t)
{
lock_guard<mutex> lock(m);