Add a scope.
[dcpomatic.git] / src / wx / gl_video_view.cc
index 284624372fc7df7ac346054b97ec53fed2d1c170..f8c97ba14013247cf5844c8f82ce68dae1820495 100644 (file)
@@ -203,7 +203,7 @@ static constexpr char fragment_source[] =
 "uniform int type = 0;\n"
 "uniform vec4 outline_content_colour;\n"
 "uniform vec4 crop_guess_colour;\n"
-"uniform mat4 colour_conversion;\n"
+"uniform mat4 xyz_rec709_colour_conversion;\n"
 "\n"
 "out vec4 FragColor;\n"
 "\n"
@@ -271,7 +271,7 @@ static constexpr char fragment_source[] =
 "                      FragColor.x = pow(FragColor.x, IN_GAMMA) / DCI_COEFFICIENT;\n"
 "                      FragColor.y = pow(FragColor.y, IN_GAMMA) / DCI_COEFFICIENT;\n"
 "                      FragColor.z = pow(FragColor.z, IN_GAMMA) / DCI_COEFFICIENT;\n"
-"                      FragColor = colour_conversion * FragColor;\n"
+"                      FragColor = xyz_rec709_colour_conversion * FragColor;\n"
 "                      FragColor.x = pow(FragColor.x, OUT_GAMMA);\n"
 "                      FragColor.y = pow(FragColor.y, OUT_GAMMA);\n"
 "                      FragColor.z = pow(FragColor.z, OUT_GAMMA);\n"
@@ -453,18 +453,35 @@ GLVideoView::setup_shaders ()
        set_outline_content_colour (program);
        set_crop_guess_colour (program);
 
-       auto conversion = dcp::ColourConversion::rec709_to_xyz();
-       boost::numeric::ublas::matrix<double> matrix = conversion.xyz_to_rgb ();
-       GLfloat gl_matrix[] = {
-               static_cast<float>(matrix(0, 0)), static_cast<float>(matrix(0, 1)), static_cast<float>(matrix(0, 2)), 0.0f,
-               static_cast<float>(matrix(1, 0)), static_cast<float>(matrix(1, 1)), static_cast<float>(matrix(1, 2)), 0.0f,
-               static_cast<float>(matrix(2, 0)), static_cast<float>(matrix(2, 1)), static_cast<float>(matrix(2, 2)), 0.0f,
-               0.0f, 0.0f, 0.0f, 1.0f
-               };
+       auto ublas_to_gl = [](boost::numeric::ublas::matrix<double> const& ublas, GLfloat* gl) {
+               gl[0] = static_cast<float>(ublas(0, 0));
+               gl[1] = static_cast<float>(ublas(0, 1));
+               gl[2] = static_cast<float>(ublas(0, 2));
+               gl[3] = 0.0f;
+               gl[4] = static_cast<float>(ublas(1, 0));
+               gl[5] = static_cast<float>(ublas(1, 1));
+               gl[6] = static_cast<float>(ublas(1, 2));
+               gl[7] = 0.0f;
+               gl[8] = static_cast<float>(ublas(2, 0));
+               gl[9] = static_cast<float>(ublas(2, 1));
+               gl[10] = static_cast<float>(ublas(2, 2));
+               gl[11] = 0.0f;
+               gl[12] = 0.0f;
+               gl[13] = 0.0f;
+               gl[14] = 0.0f;
+               gl[15] = 1.0f;
+       };
 
-       auto colour_conversion = glGetUniformLocation (program, "colour_conversion");
-       check_gl_error ("glGetUniformLocation");
-       glUniformMatrix4fv (colour_conversion, 1, GL_TRUE, gl_matrix);
+       {
+               auto conversion = dcp::ColourConversion::rec709_to_xyz();
+               boost::numeric::ublas::matrix<double> matrix = conversion.xyz_to_rgb ();
+               GLfloat gl_matrix[16];
+               ublas_to_gl(matrix, gl_matrix);
+
+               auto xyz_rec709_colour_conversion = glGetUniformLocation(program, "xyz_rec709_colour_conversion");
+               check_gl_error ("glGetUniformLocation");
+               glUniformMatrix4fv(xyz_rec709_colour_conversion, 1, GL_TRUE, gl_matrix);
+       }
 
        glLineWidth (1.0f);
        check_gl_error ("glLineWidth");
@@ -563,8 +580,6 @@ GLVideoView::set_image (shared_ptr<const PlayerVideo> pv)
         *  Otherwise we render a RGB image without any shader-side processing.
         */
 
-       /* XXX: video range conversion */
-
        _video_texture->set (video);
 
        auto const text = pv->text();