Merge CV, ver=5.1; ops/methods from HV, and interface from CV where possible
[goodguy/history.git] / cinelerra-5.1 / plugins / colorbalance / aggregated.h
diff --git a/cinelerra-5.1/plugins/colorbalance/aggregated.h b/cinelerra-5.1/plugins/colorbalance/aggregated.h
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+
+/*
+ * 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 COLORBALANCE_AGGREGATED
+#define COLORBALANCE_AGGREGATED
+
+static const char *colorbalance_get_pixel1 =
+       "vec4 colorbalance_get_pixel()\n"
+       "{\n"
+       "       return gl_FragColor;\n"
+       "}\n";
+
+static const char *colorbalance_get_pixel2 =
+       "uniform sampler2D tex;\n"
+       "vec4 colorbalance_get_pixel()\n"
+       "{\n"
+       "       return texture2D(tex, gl_TexCoord[0].st);\n"
+       "}\n";
+
+
+static const char *colorbalance_rgb_shader = 
+       "uniform vec3 colorbalance_scale;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_FragColor = colorbalance_get_pixel();\n"
+       "       gl_FragColor.rgb *= colorbalance_scale;\n"
+       "}\n";
+
+static const char *colorbalance_yuv_shader = 
+       "uniform vec3 colorbalance_scale;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_FragColor = colorbalance_get_pixel();\n"
+       YUV_TO_RGB_FRAG("gl_FragColor")
+       "       gl_FragColor.rgb *= colorbalance_scale;\n"
+       RGB_TO_YUV_FRAG("gl_FragColor")
+       "}\n";
+
+static const char *colorbalance_yuv_preserve_shader = 
+       "uniform vec3 colorbalance_scale;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_FragColor = colorbalance_get_pixel();\n"
+       "       float y = gl_FragColor.r;\n"
+       YUV_TO_RGB_FRAG("gl_FragColor")
+       "       gl_FragColor.rgb *= colorbalance_scale.rgb;\n"
+       RGB_TO_YUV_FRAG("gl_FragColor")
+       "       gl_FragColor.r = y;\n"
+       "}\n";
+
+#define COLORBALANCE_COMPILE(shader_stack, current_shader, aggregate_prev) \
+{ \
+       if(aggregate_prev) \
+               shader_stack[current_shader++] = colorbalance_get_pixel1; \
+       else \
+               shader_stack[current_shader++] = colorbalance_get_pixel2; \
+       if(BC_CModels::is_yuv(get_output()->get_color_model())) \
+       {\
+               if(get_output()->get_params()->get("COLORBALANCE_PRESERVE", (int)0)) \
+                       shader_stack[current_shader++] = colorbalance_yuv_preserve_shader; \
+               else \
+                       shader_stack[current_shader++] = colorbalance_yuv_shader; \
+       } \
+       else \
+               shader_stack[current_shader++] = colorbalance_rgb_shader; \
+}
+
+#define COLORBALANCE_UNIFORMS(shader) \
+       glUniform3f(glGetUniformLocation(shader, "colorbalance_scale"),  \
+               get_output()->get_params()->get("COLORBALANCE_CYAN", (float)1), \
+               get_output()->get_params()->get("COLORBALANCE_MAGENTA", (float)1), \
+               get_output()->get_params()->get("COLORBALANCE_YELLOW", (float)1));
+
+#endif
+