framework2
84 строки · 3.7 Кб
1/*
2* ContrastPass.h
3*
4* Copyright (c) 2013, satcy, http://satcy.net
5* All rights reserved.
6*
7* Redistribution and use in source and binary forms, with or without
8* modification, are permitted provided that the following conditions are met:
9*
10* * Redistributions of source code must retain the above copyright notice,
11* this list of conditions and the following disclaimer.
12* * Redistributions in binary form must reproduce the above copyright
13* notice, this list of conditions and the following disclaimer in the
14* documentation and/or other materials provided with the distribution.
15* * Neither the name of Neil Mendoza nor the names of its contributors may be used
16* to endorse or promote products derived from this software without
17* specific prior written permission.
18*
19* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
20* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
21* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
22* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
23* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
24* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
25* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
26* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
27* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
28* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
29* POSSIBILITY OF SUCH DAMAGE.
30*
31*/
32#include "ContrastPass.h"
33#include "ofMain.h"
34
35namespace itg
36{
37ContrastPass::ContrastPass(const ofVec2f& aspect, bool arb, float contrast, float brightness) :
38contrast(contrast), brightness(brightness), RenderPass(aspect, arb, "contrast")
39{
40multiple = 1.0f;
41string fragShaderSrc = STRINGIFY(uniform sampler2D tex0;
42uniform float contrast;
43uniform float brightness;
44uniform float multiple;
45
46void main(){
47vec4 color = texture2D(tex0,gl_TexCoord[0].st);
48
49float p = 0.3 *color.g + 0.59*color.r + 0.11*color.b;
50p = p * brightness;
51vec4 color2 = vec4(p,p,p,1.0);
52color *= color2;
53color *= vec4(multiple,multiple,multiple,1.0);
54color = mix( vec4(1.0,1.0,1.0,1.0),color,contrast);
55
56gl_FragColor = vec4(color.r , color.g, color.b, 1.0);
57}
58);
59
60shader.setupShaderFromSource(GL_FRAGMENT_SHADER, fragShaderSrc);
61shader.linkProgram();
62
63}
64
65
66void ContrastPass::render(ofFbo& readFbo, ofFbo& writeFbo)
67{
68writeFbo.begin();
69
70ofClear(0, 0, 0, 255);
71
72shader.begin();
73
74shader.setUniformTexture("tex0", readFbo, 0);
75shader.setUniform1f("contrast", contrast);
76shader.setUniform1f("brightness", brightness);
77shader.setUniform1f("multiple", multiple);
78
79texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
80
81shader.end();
82writeFbo.end();
83}
84}