/*
* CINELERRA
* Copyright (C) 2008 Adam Williams <broadcast at earthling dot net>
- *
+ *
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- *
+ *
*/
#ifndef GAMMA_AGGREGATED
" return texture2D(tex, gl_TexCoord[0].st);\n"
"}\n";
-static const char *gamma_pow_frag =
+static const char *gamma_pow_frag =
"float my_pow(float x, float y, float max)\n"
"{\n"
" return (x > 0.0) ? pow(x * 2.0 / max, y) : 0.0;\n"
"}\n";
-static const char *gamma_rgb_frag =
+static const char *gamma_rgb_frag =
"uniform float gamma_scale;\n"
"uniform float gamma_gamma;\n"
"uniform float gamma_max;\n"
" gl_FragColor = pixel;\n"
"}\n";
-static const char *gamma_yuv_frag =
+static const char *gamma_yuv_frag =
"uniform float gamma_scale;\n"
"uniform float gamma_gamma;\n"
"uniform float gamma_max;\n"
" gl_FragColor = pixel;\n"
"}\n";
-#define GAMMA_COMPILE(shader_stack, current_shader, aggregate_interpolation) \
-{ \
- if(aggregate_interpolation) \
- shader_stack[current_shader++] = gamma_get_pixel1; \
- else \
- shader_stack[current_shader++] = gamma_get_pixel2; \
- \
- switch(get_output()->get_color_model()) \
- { \
- case BC_YUV888: \
- case BC_YUVA8888: \
- shader_stack[current_shader++] = gamma_pow_frag; \
- shader_stack[current_shader++] = gamma_yuv_frag; \
- break; \
- default: \
- shader_stack[current_shader++] = gamma_pow_frag; \
- shader_stack[current_shader++] = gamma_rgb_frag; \
- break; \
- } \
-}
+#define GAMMA_COMPILE(shader_stack, current_shader, aggregate_interpolation) do { \
+ shader_stack[current_shader++] = \
+ (aggregate_interpolation) ? gamma_get_pixel1 : gamma_get_pixel2; \
+ shader_stack[current_shader++] = gamma_pow_frag; \
+ shader_stack[current_shader++] = \
+ !BC_CModels::is_yuv(get_output()->get_color_model()) ? \
+ gamma_rgb_frag : gamma_yuv_frag; \
+} while(0)
-#define GAMMA_UNIFORMS(frag) \
-{ \
+#define GAMMA_UNIFORMS(frag) do { \
float gamma = get_output()->get_params()->get("GAMMA_GAMMA", (float)1); \
float max = get_output()->get_params()->get("GAMMA_MAX", (float)1) * gamma; \
gamma -= 1.0; \
glUniform1f(glGetUniformLocation(frag, "gamma_scale"), scale); \
glUniform1f(glGetUniformLocation(frag, "gamma_gamma"), gamma); \
glUniform1f(glGetUniformLocation(frag, "gamma_max"), max); \
-printf("GAMMA_UNIFORMS %f %f\n", max, gamma); \
-}
-
-
-
-
+} while(0)
#endif