"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"
"vec4 cubic(float x)\n"
"\n"
-"#define IN_GAMMA 2.2\n"
-"#define OUT_GAMMA 0.384615385\n" // 1 / 2.6
+"#define IN_GAMMA 2.6\n"
+"#define OUT_GAMMA 0.454545455\n" // 1 / 2.2
"#define DCI_COEFFICIENT 0.91655528\n" // 48 / 53.37
"\n"
"{\n"
" 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"
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
string log;
if (log_length > 0) {
- char* log_char = new char[log_length];
- glGetShaderInfoLog(shader, log_length, nullptr, log_char);
- log = string(log_char);
- delete[] log_char;
+ std::vector<char> log_char(log_length);
+ glGetShaderInfoLog(shader, log_length, nullptr, log_char.data());
+ log = string(log_char.data());
}
glDeleteShader(shader);
throw GLError(String::compose("Could not compile shader (%1)", log).c_str(), -1);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
string log;
if (log_length > 0) {
- char* log_char = new char[log_length];
- glGetProgramInfoLog(program, log_length, nullptr, log_char);
- log = string(log_char);
- delete[] log_char;
+ std::vector<char> log_char(log_length);
+ glGetProgramInfoLog(program, log_length, nullptr, log_char.data());
+ log = string(log_char.data());
}
glDeleteProgram (program);
throw GLError(String::compose("Could not link shader (%1)", log).c_str(), -1);
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 (2.0f);
+ glLineWidth (1.0f);
check_gl_error ("glLineWidth");
glEnable (GL_BLEND);
check_gl_error ("glEnable");
check_gl_error ("glDrawElements");
}
if (auto guess = _viewer->crop_guess()) {
- glUniform1i(_fragment_type, 1);
+ glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::CROP_GUESS));
glDrawElements (GL_LINES, indices_crop_guess_number, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_crop_guess_offset * sizeof(int)));
check_gl_error ("glDrawElements");
}
* Otherwise we render a RGB image without any shader-side processing.
*/
- /* XXX: video range conversion */
-
_video_texture->set (video);
auto const text = pv->text();