add auto zoombar/status color, fix 3 batchrender boobies, rotate plugin tweaks, add...
[goodguy/cinelerra.git] / cinelerra-5.1 / plugins / interpolate / aggregated.h
1
2 /*
3  * CINELERRA
4  * Copyright (C) 2008 Adam Williams <broadcast at earthling dot net>
5  *
6  * This program is free software; you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation; either version 2 of the License, or
9  * (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software
18  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
19  *
20  */
21
22 #ifndef INTERPOLATE_AGGREGATED
23 #define INTERPOLATE_AGGREGATED
24
25 // Interpolation sections performed by other plugins
26
27 static const char *interpolate_shader =
28 "uniform sampler2D tex;\n"
29 "uniform vec2 pattern_offset;\n"
30 "uniform vec2 pattern_size;\n"
31 "uniform vec2 pixel_size;\n"
32 "uniform mat3 color_matrix;\n"
33 "\n"
34 "void main()\n"
35 "{\n"
36 "       vec2 pixel_coord = gl_TexCoord[0].st;\n"
37 "       vec2 pattern_coord = pixel_coord;\n"
38 "       vec3 result;\n"
39 "       pattern_coord -= pattern_offset;\n"
40 "       pattern_coord = fract(pattern_coord / pattern_size);\n"
41 "       if(pattern_coord.x >= 0.5) {\n"
42 "               if(pattern_coord.y >= 0.5) {\n"
43 /* Bottom right of pattern */
44 /* Bottom right pixels are: */
45 /*    2    */
46 /*   1*3   */
47 /*    4    */
48 "                       vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
49 "                       vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
50 "                       vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
51 "                       vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n"
52 "                       result = vec3((texture2D(tex, pixel1).r + \n"
53 "                                       texture2D(tex, pixel3).r) / 2.0, \n"
54 "                                       texture2D(tex, pixel_coord).g, \n"
55 "                                       (texture2D(tex, pixel2).b + \n"
56 "                                       texture2D(tex, pixel4).b) / 2.0);\n"
57 "               }\n"
58 "               else {\n"
59 /* Top right of pattern */
60 /* Top right pixels are: */
61 /*   123   */
62 /*   4*5   */
63 /*   678   */
64 "                       vec2 pixel1 = pixel_coord - pixel_size;\n"
65 "                       vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
66 "                       vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n"
67 "                       vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
68 "                       vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
69 "                       vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n"
70 "                       vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n"
71 "                       vec2 pixel8 = pixel_coord + pixel_size;\n"
72 "                       result = vec3((texture2D(tex, pixel1).r + \n"
73 "                                       texture2D(tex, pixel3).r + \n"
74 "                                       texture2D(tex, pixel6).r + \n"
75 "                                       texture2D(tex, pixel8).r) / 4.0, \n"
76 "                                     (texture2D(tex, pixel4).g + \n"
77 "                                       texture2D(tex, pixel2).g + \n"
78 "                                       texture2D(tex, pixel5).g + \n"
79 "                                       texture2D(tex, pixel7).g) / 4.0, \n"
80 "                                     texture2D(tex, pixel_coord).b);\n"
81 "               }\n"
82 "       }\n"
83 "       else {\n"
84 "               if(pattern_coord.y >= 0.5) {\n"
85 /* Bottom left of pattern */
86 /* Bottom left pixels are: */
87 /*   123   */
88 /*   4*5   */
89 /*   678   */
90 "                       vec2 pixel1 = pixel_coord - pixel_size;\n"
91 "                       vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
92 "                       vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n"
93 "                       vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
94 "                       vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
95 "                       vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n"
96 "                       vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n"
97 "                       vec2 pixel8 = pixel_coord + pixel_size;\n"
98 "                       result = vec3(texture2D(tex, pixel_coord).r, \n"
99 "                                     (texture2D(tex, pixel4).g + \n"
100 "                                       texture2D(tex, pixel2).g + \n"
101 "                                       texture2D(tex, pixel5).g + \n"
102 "                                       texture2D(tex, pixel7).g) / 4.0, \n"
103 "                                      (texture2D(tex, pixel1).b + \n"
104 "                                       texture2D(tex, pixel3).b + \n"
105 "                                       texture2D(tex, pixel6).b + \n"
106 "                                      texture2D(tex, pixel8).b) / 4.0);\n"
107 "               }\n"
108 "               else {\n"
109 /* Top left of pattern */
110 /* Top left pixels are: */
111 /*    2    */
112 /*   1 3   */
113 /*    4    */
114 "                       vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
115 "                       vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
116 "                       vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
117 "                       vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n"
118 "                       result = vec3((texture2D(tex, pixel2).r + \n"
119 "                                       texture2D(tex, pixel4).r) / 2.0, \n"
120 "                                       texture2D(tex, pixel_coord).g, \n"
121 "                                     (texture2D(tex, pixel1).b + \n"
122 "                                       texture2D(tex, pixel3).b) / 2.0);\n"
123 "               }\n"
124 "       }\n"
125 "\n"
126 "       gl_FragColor = vec4(result * color_matrix, 1.0);\n"
127 "}\n";
128
129
130 #define INTERPOLATE_COMPILE(shader_stack, current_shader) do { \
131         shader_stack[current_shader++] = interpolate_shader; \
132 } while(0)
133
134 #define INTERPOLATE_UNIFORMS(frag) do { \
135         int x_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_X", (int)0); \
136         int y_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_Y", (int)0); \
137         float color_matrix[9]; \
138         for( int i=0; i<9; ++i ) color_matrix[i] = 0; \
139         for( int i=0; i<3; ++i ) color_matrix[i*3 + i] = 1; \
140         char string[BCTEXTLEN]; \
141         string[0] = 0; \
142         get_output()->get_params()->get("DCRAW_MATRIX", string); \
143         sscanf(string, "%f %f %f %f %f %f %f %f %f",  \
144                 &color_matrix[0], &color_matrix[1], &color_matrix[2], \
145                 &color_matrix[3], &color_matrix[4], &color_matrix[5], \
146                 &color_matrix[6], &color_matrix[7], &color_matrix[8]); \
147         glUniformMatrix3fv(glGetUniformLocation(frag, "color_matrix"),  \
148                 1, 0, color_matrix); \
149         glUniform2f(glGetUniformLocation(frag, "pattern_offset"),  \
150                 (float)x_offset / get_output()->get_texture_w(), \
151                 (float)y_offset / get_output()->get_texture_h()); \
152         glUniform2f(glGetUniformLocation(frag, "pattern_size"),  \
153                 2.0 / get_output()->get_texture_w(), \
154                 2.0 / get_output()->get_texture_h()); \
155         glUniform2f(glGetUniformLocation(frag, "pixel_size"),  \
156                 1.0 / get_output()->get_texture_w(), \
157                 1.0 / get_output()->get_texture_h()); \
158 } while(0)
159
160
161 #endif