*
*/
-#include "clip.h"
-#include "filexml.h"
#include "brightness.h"
+#include "bccolors.h"
#include "bchash.h"
+#include "clip.h"
+#include "filexml.h"
#include "language.h"
+#include "playback3d.h"
#include <stdio.h>
#include <stdint.h>
-YUV BrightnessMain::yuv;
-
BrightnessMain::BrightnessMain(PluginServer *server)
: PluginVClient(server)
{
if(engine) delete engine;
}
-const char* BrightnessMain::plugin_title() { return _("Brightness/Contrast"); }
+const char* BrightnessMain::plugin_title() { return N_("Brightness/Contrast"); }
int BrightnessMain::is_realtime() { return 1; }
NEW_WINDOW_MACRO(BrightnessMain, BrightnessWindow)
"uniform float brightness;\n"
"uniform float contrast;\n"
"uniform float offset;\n"
+ "uniform mat3 yuv_to_rgb_matrix;\n"
+ "uniform mat3 rgb_to_yuv_matrix;\n"
+
"void main()\n"
"{\n"
- " const mat3 yuv_to_rgb_matrix = mat3(\n"
- " 1, 1, 1, \n"
- " 0, -0.34414, 1.77200, \n"
- " 1.40200, -0.71414, 0);\n"
- " const mat3 rgb_to_yuv_matrix = mat3(\n"
- " 0.29900, -0.16874, 0.50000, \n"
- " 0.58700, -0.33126, -0.41869, \n"
- " 0.11400, 0.50000, -0.08131);\n"
" vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
" rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
" rgba.r += brightness;\n"
get_output()->to_texture();
get_output()->enable_opengl();
+ int need_matrix = 0;
+ const char *brightness_frag = BC_CModels::is_yuv(get_output()->get_color_model()) ?
+ (config.luma ? (need_matrix = 0, brightness_yuvluma_frag) : brightness_yuv_frag) :
+ (config.luma ? (need_matrix = 1, brightness_rgbluma_frag) : brightness_rgb_frag) ;
- unsigned int shader_id = 0;
- switch(get_output()->get_color_model())
- {
- case BC_YUV888:
- case BC_YUVA8888:
- if(config.luma)
- shader_id = VFrame::make_shader(0,
- brightness_yuvluma_frag,
- 0);
- else
- shader_id = VFrame::make_shader(0,
- brightness_yuv_frag,
- 0);
- break;
- default:
- if(config.luma)
- shader_id = VFrame::make_shader(0,
- brightness_rgbluma_frag,
- 0);
- else
- shader_id = VFrame::make_shader(0,
- brightness_rgb_frag,
- 0);
- break;
- }
-
-
- if(shader_id > 0)
- {
+ unsigned int shader_id = VFrame::make_shader(0, brightness_frag, 0);
+ if( shader_id > 0 ) {
glUseProgram(shader_id);
glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
glUniform1f(glGetUniformLocation(shader_id, "brightness"), config.brightness / 100);
glUniform1f(glGetUniformLocation(shader_id, "contrast"), contrast);
float offset = 0.5 - contrast / 2;
glUniform1f(glGetUniformLocation(shader_id, "offset"), offset);
+ if( need_matrix ) {
+ BC_GL_MATRIX(shader_id, yuv_to_rgb_matrix);
+ BC_GL_MATRIX(shader_id, rgb_to_yuv_matrix);
+ }
}
get_output()->init_screen();
FileXML output;
// cause data to be stored directly in text
- output.set_shared_output(keyframe->get_data(), MESSAGESIZE);
+ output.set_shared_output(keyframe->xbuf);
output.tag.set_title("BRIGHTNESS");
output.tag.set_property("BRIGHTNESS", config.brightness);
output.tag.set_property("CONTRAST", config.contrast);
{
FileXML input;
- input.set_shared_input(keyframe->get_data(), strlen(keyframe->get_data()));
+ input.set_shared_input(keyframe->xbuf);
int result = 0;
b = input_row[j * components + 2]; \
if(max == 0xff) \
{ \
- BrightnessMain::yuv.rgb_to_yuv_8( \
+ YUV::yuv.rgb_to_yuv_8( \
r, \
g, \
b, \
} \
else \
{ \
- BrightnessMain::yuv.rgb_to_yuv_16( \
+ YUV::yuv.rgb_to_yuv_16( \
r, \
g, \
b, \
{ \
if(max == 0xff) \
{ \
- BrightnessMain::yuv.yuv_to_rgb_8( \
+ YUV::yuv.yuv_to_rgb_8( \
r, \
g, \
b, \
} \
else \
{ \
- BrightnessMain::yuv.yuv_to_rgb_16( \
+ YUV::yuv.yuv_to_rgb_16( \
r, \
g, \
b, \
r = input_row[j * components]; \
g = input_row[j * components + 1]; \
b = input_row[j * components + 2]; \
- YUV::rgb_to_yuv_f( \
- r, \
- g, \
- b, \
- y, \
- u, \
- v); \
- \
+ YUV::yuv.rgb_to_yuv_f(r, g, b, y, u, v); \
y = y * contrast + offset; \
- \
- \
- YUV::yuv_to_rgb_f( \
- r, \
- g, \
- b, \
- y, \
- u, \
- v); \
+ YUV::yuv.yuv_to_rgb_f(r, g, b, y, u, v); \
input_row[j * components] = r; \
input_row[j * components + 1] = g; \
input_row[j * components + 2] = b; \