/* * CINELERRA * Copyright (C) 2008 Adam Williams * * 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 INTERPOLATE_AGGREGATED #define INTERPOLATE_AGGREGATED // Interpolation sections performed by other plugins static const char *interpolate_shader = "uniform sampler2D tex;\n" "uniform vec2 pattern_offset;\n" "uniform vec2 pattern_size;\n" "uniform vec2 pixel_size;\n" "uniform mat3 color_matrix;\n" "\n" "void main()\n" "{\n" " vec2 pixel_coord = gl_TexCoord[0].st;\n" " vec2 pattern_coord = pixel_coord;\n" " vec3 result;\n" " pattern_coord -= pattern_offset;\n" " pattern_coord = fract(pattern_coord / pattern_size);\n" " if(pattern_coord.x >= 0.5) {\n" " if(pattern_coord.y >= 0.5) {\n" /* Bottom right of pattern */ /* Bottom right pixels are: */ /* 2 */ /* 1*3 */ /* 4 */ " vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n" " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n" " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n" " vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n" " result = vec3((texture2D(tex, pixel1).r + \n" " texture2D(tex, pixel3).r) / 2.0, \n" " texture2D(tex, pixel_coord).g, \n" " (texture2D(tex, pixel2).b + \n" " texture2D(tex, pixel4).b) / 2.0);\n" " }\n" " else {\n" /* Top right of pattern */ /* Top right pixels are: */ /* 123 */ /* 4*5 */ /* 678 */ " vec2 pixel1 = pixel_coord - pixel_size;\n" " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n" " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n" " vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n" " vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n" " vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n" " vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n" " vec2 pixel8 = pixel_coord + pixel_size;\n" " result = vec3((texture2D(tex, pixel1).r + \n" " texture2D(tex, pixel3).r + \n" " texture2D(tex, pixel6).r + \n" " texture2D(tex, pixel8).r) / 4.0, \n" " (texture2D(tex, pixel4).g + \n" " texture2D(tex, pixel2).g + \n" " texture2D(tex, pixel5).g + \n" " texture2D(tex, pixel7).g) / 4.0, \n" " texture2D(tex, pixel_coord).b);\n" " }\n" " }\n" " else {\n" " if(pattern_coord.y >= 0.5) {\n" /* Bottom left of pattern */ /* Bottom left pixels are: */ /* 123 */ /* 4*5 */ /* 678 */ " vec2 pixel1 = pixel_coord - pixel_size;\n" " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n" " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n" " vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n" " vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n" " vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n" " vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n" " vec2 pixel8 = pixel_coord + pixel_size;\n" " result = vec3(texture2D(tex, pixel_coord).r, \n" " (texture2D(tex, pixel4).g + \n" " texture2D(tex, pixel2).g + \n" " texture2D(tex, pixel5).g + \n" " texture2D(tex, pixel7).g) / 4.0, \n" " (texture2D(tex, pixel1).b + \n" " texture2D(tex, pixel3).b + \n" " texture2D(tex, pixel6).b + \n" " texture2D(tex, pixel8).b) / 4.0);\n" " }\n" " else {\n" /* Top left of pattern */ /* Top left pixels are: */ /* 2 */ /* 1 3 */ /* 4 */ " vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n" " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n" " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n" " vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n" " result = vec3((texture2D(tex, pixel2).r + \n" " texture2D(tex, pixel4).r) / 2.0, \n" " texture2D(tex, pixel_coord).g, \n" " (texture2D(tex, pixel1).b + \n" " texture2D(tex, pixel3).b) / 2.0);\n" " }\n" " }\n" "\n" " gl_FragColor = vec4(result * color_matrix, 1.0);\n" "}\n"; #define INTERPOLATE_COMPILE(shader_stack, current_shader) do { \ shader_stack[current_shader++] = interpolate_shader; \ } while(0) #define INTERPOLATE_UNIFORMS(frag) do { \ int x_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_X", (int)0); \ int y_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_Y", (int)0); \ float color_matrix[9]; \ for( int i=0; i<9; ++i ) color_matrix[i] = 0; \ for( int i=0; i<3; ++i ) color_matrix[i*3 + i] = 1; \ char string[BCTEXTLEN]; \ string[0] = 0; \ get_output()->get_params()->get("DCRAW_MATRIX", string); \ sscanf(string, "%f %f %f %f %f %f %f %f %f", \ &color_matrix[0], &color_matrix[1], &color_matrix[2], \ &color_matrix[3], &color_matrix[4], &color_matrix[5], \ &color_matrix[6], &color_matrix[7], &color_matrix[8]); \ glUniformMatrix3fv(glGetUniformLocation(frag, "color_matrix"), \ 1, 0, color_matrix); \ glUniform2f(glGetUniformLocation(frag, "pattern_offset"), \ (float)x_offset / get_output()->get_texture_w(), \ (float)y_offset / get_output()->get_texture_h()); \ glUniform2f(glGetUniformLocation(frag, "pattern_size"), \ 2.0 / get_output()->get_texture_w(), \ 2.0 / get_output()->get_texture_h()); \ glUniform2f(glGetUniformLocation(frag, "pixel_size"), \ 1.0 / get_output()->get_texture_w(), \ 1.0 / get_output()->get_texture_h()); \ } while(0) #endif