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https://github.com/brunoherbelin/vimix.git
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69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
#include "defines.h"
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#include "Visitor.h"
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#include "Log.h"
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#include "ImageProcessingShader.h"
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ShadingProgram imageProcessingShadingProgram("shaders/image.vs", "shaders/imageprocessing.fs");
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ImageProcessingShader::ImageProcessingShader()
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{
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program_ = &imageProcessingShadingProgram;
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reset();
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}
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void ImageProcessingShader::use()
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{
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Shader::use();
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// program_->setUniform("iChannelResolution[0]", iChannelResolution[0].x, iChannelResolution[0].y, iChannelResolution[0].z);
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// program_->setUniform("iChannelResolution[1]", iChannelResolution[1].x, iChannelResolution[1].y, iChannelResolution[1].z);
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program_->setUniform("brightness", brightness);
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program_->setUniform("contrast", contrast);
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program_->setUniform("saturation", saturation);
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program_->setUniform("hueshift", hueshift);
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program_->setUniform("threshold", threshold);
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program_->setUniform("lumakey", lumakey);
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program_->setUniform("nbColors", nbColors);
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program_->setUniform("invert", invert);
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program_->setUniform("filter", filter);
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program_->setUniform("gamma", gamma);
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program_->setUniform("levels", levels);
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program_->setUniform("chromakey", chromakey);
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program_->setUniform("chromadelta", chromadelta);
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}
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void ImageProcessingShader::reset()
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{
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Shader::reset();
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// // no texture resolution yet
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// iChannelResolution[0] = glm::vec3(1.f);
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// iChannelResolution[1] = glm::vec3(1.f);
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// default values for image processing
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brightness = 0.f;
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contrast = 0.f;
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saturation = 0.f;
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hueshift = 0.f;
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threshold = 0.f;
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lumakey = 0.f;
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nbColors = 0;
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invert = 0;
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filter = 0;
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gamma = glm::vec4(1.f, 1.f, 1.f, 1.f);
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levels = glm::vec4(0.f, 1.f, 0.f, 1.f);
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chromakey = glm::vec4(0.f, 1.f, 0.f, 0.f);
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chromadelta = 0.f;
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}
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void ImageProcessingShader::accept(Visitor& v) {
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// Shader::accept(v);
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v.visit(*this);
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}
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