#define PLAYBACK3D_H
#include "arraylist.h"
+#include "bccolors.h"
#include "bcpixmap.inc"
#include "bcsynchronous.h"
#include "bcwindowbase.inc"
+// use static presets YUV in bccolors.h
+#define BC_GL_MATRIX(shader, mat) \
+ glUniformMatrix3fv(glGetUniformLocation(shader, #mat), 1, 1, YUV::mat)
+#define BC_GL_VECTOR(shader, vec) \
+ glUniform3fv(glGetUniformLocation(shader, #vec), 1, YUV::vec)
+
+#define BC_GL_YMINF(shader) \
+ glUniform1f(glGetUniformLocation(shader, "yminf"), YUV::yuv.get_yminf())
+
+#define BC_GL_RGB_TO_YUV(shader) do { \
+ BC_GL_MATRIX(shader, rgb_to_yuv_matrix); \
+ BC_GL_YMINF(shader); \
+} while(0)
+
+#define BC_GL_RGB_TO_Y(shader) do { \
+ BC_GL_VECTOR(shader, rgb_to_y_vector); \
+ BC_GL_YMINF(shader); \
+} while(0)
+
+#define BC_GL_YUV_TO_RGB(shader) do { \
+ BC_GL_MATRIX(shader, yuv_to_rgb_matrix); \
+ BC_GL_YMINF(shader); \
+} while(0)
+
+#define BC_GL_COLORS(shader) do { \
+ BC_GL_MATRIX(shader, yuv_to_rgb_matrix); \
+ BC_GL_MATRIX(shader, rgb_to_yuv_matrix); \
+ BC_GL_YMINF(shader); \
+} while(0)
+
+
+#define bc_gl_yuv_to_rgb "uniform mat3 yuv_to_rgb_matrix;\n"
+#define bc_gl_rgb_to_yuv "uniform mat3 rgb_to_yuv_matrix;\n"
+#define bc_gl_rgb_to_y "uniform vec3 rgb_to_y_vector;\n"
+#define bc_gl_yminf "uniform float yminf;\n"
+#define bc_gl_colors bc_gl_yuv_to_rgb bc_gl_rgb_to_yuv bc_gl_yminf
// Macros for useful fragment shaders
#define YUV_TO_RGB_FRAG(PIXEL) \
- PIXEL ".gb -= vec2(0.5, 0.5);\n" \
- PIXEL ".rgb = mat3(\n" \
- " 1, 1, 1, \n" \
- " 0, -0.34414, 1.77200, \n" \
- " 1.40200, -0.71414, 0) * " PIXEL ".rgb;\n"
+ PIXEL ".rgb -= vec3(yminf, 0.5, 0.5);\n" \
+ PIXEL ".rgb = yuv_to_rgb_matrix * " PIXEL ".rgb;\n"
#define RGB_TO_YUV_FRAG(PIXEL) \
- PIXEL ".rgb = mat3(\n" \
- " 0.29900, -0.16874, 0.50000, \n" \
- " 0.58700, -0.33126, -0.41869, \n" \
- " 0.11400, 0.50000, -0.08131) * " PIXEL ".rgb;\n" \
- PIXEL ".gb += vec2(0.5, 0.5);\n"
+ PIXEL ".rgb = rgb_to_yuv_matrix * " PIXEL ".rgb;\n" \
+ PIXEL ".rgb += vec3(yminf, 0.5, 0.5);\n"
#define RGB_TO_HSV_FRAG(PIXEL) \
"{\n" \
"" PIXEL ".b = b;\n" \
"}\n"
-
-
class Playback3DCommand : public BC_SynchronousCommand
{
public: