4 * Copyright (C) 2008 Adam Williams <broadcast at earthling dot net>
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 #ifndef INTERPOLATE_AGGREGATED
23 #define INTERPOLATE_AGGREGATED
25 // Interpolation sections performed by other plugins
27 static const char *interpolate_shader =
28 "uniform sampler2D tex;\n"
29 "uniform vec2 pattern_offset;\n"
30 "uniform vec2 pattern_size;\n"
31 "uniform vec2 pixel_size;\n"
32 "uniform mat3 color_matrix;\n"
36 " vec2 pixel_coord = gl_TexCoord[0].st;\n"
37 " vec2 pattern_coord = pixel_coord;\n"
39 " pattern_coord -= pattern_offset;\n"
40 " pattern_coord = fract(pattern_coord / pattern_size);\n"
41 " if(pattern_coord.x >= 0.5) {\n"
42 " if(pattern_coord.y >= 0.5) {\n"
43 /* Bottom right of pattern */
44 /* Bottom right pixels are: */
48 " vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
49 " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
50 " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
51 " vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n"
52 " result = vec3((texture2D(tex, pixel1).r + \n"
53 " texture2D(tex, pixel3).r) / 2.0, \n"
54 " texture2D(tex, pixel_coord).g, \n"
55 " (texture2D(tex, pixel2).b + \n"
56 " texture2D(tex, pixel4).b) / 2.0);\n"
59 /* Top right of pattern */
60 /* Top right pixels are: */
64 " vec2 pixel1 = pixel_coord - pixel_size;\n"
65 " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
66 " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n"
67 " vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
68 " vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
69 " vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n"
70 " vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n"
71 " vec2 pixel8 = pixel_coord + pixel_size;\n"
72 " result = vec3((texture2D(tex, pixel1).r + \n"
73 " texture2D(tex, pixel3).r + \n"
74 " texture2D(tex, pixel6).r + \n"
75 " texture2D(tex, pixel8).r) / 4.0, \n"
76 " (texture2D(tex, pixel4).g + \n"
77 " texture2D(tex, pixel2).g + \n"
78 " texture2D(tex, pixel5).g + \n"
79 " texture2D(tex, pixel7).g) / 4.0, \n"
80 " texture2D(tex, pixel_coord).b);\n"
84 " if(pattern_coord.y >= 0.5) {\n"
85 /* Bottom left of pattern */
86 /* Bottom left pixels are: */
90 " vec2 pixel1 = pixel_coord - pixel_size;\n"
91 " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
92 " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, -pixel_size.y);\n"
93 " vec2 pixel4 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
94 " vec2 pixel5 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
95 " vec2 pixel6 = pixel_coord + vec2(-pixel_size.x, pixel_size.y);\n"
96 " vec2 pixel7 = pixel_coord + vec2(0.0, pixel_size.y);\n"
97 " vec2 pixel8 = pixel_coord + pixel_size;\n"
98 " result = vec3(texture2D(tex, pixel_coord).r, \n"
99 " (texture2D(tex, pixel4).g + \n"
100 " texture2D(tex, pixel2).g + \n"
101 " texture2D(tex, pixel5).g + \n"
102 " texture2D(tex, pixel7).g) / 4.0, \n"
103 " (texture2D(tex, pixel1).b + \n"
104 " texture2D(tex, pixel3).b + \n"
105 " texture2D(tex, pixel6).b + \n"
106 " texture2D(tex, pixel8).b) / 4.0);\n"
109 /* Top left of pattern */
110 /* Top left pixels are: */
114 " vec2 pixel1 = pixel_coord - vec2(pixel_size.x, 0.0);\n"
115 " vec2 pixel2 = pixel_coord - vec2(0.0, pixel_size.y);\n"
116 " vec2 pixel3 = pixel_coord + vec2(pixel_size.x, 0.0);\n"
117 " vec2 pixel4 = pixel_coord + vec2(0.0, pixel_size.y);\n"
118 " result = vec3((texture2D(tex, pixel2).r + \n"
119 " texture2D(tex, pixel4).r) / 2.0, \n"
120 " texture2D(tex, pixel_coord).g, \n"
121 " (texture2D(tex, pixel1).b + \n"
122 " texture2D(tex, pixel3).b) / 2.0);\n"
126 " gl_FragColor = vec4(result * color_matrix, 1.0);\n"
130 #define INTERPOLATE_COMPILE(shader_stack, current_shader) do { \
131 shader_stack[current_shader++] = interpolate_shader; \
134 #define INTERPOLATE_UNIFORMS(frag) do { \
135 int x_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_X", (int)0); \
136 int y_offset = get_output()->get_params()->get("INTERPOLATEPIXELS_Y", (int)0); \
137 float color_matrix[9]; \
138 for( int i=0; i<9; ++i ) color_matrix[i] = 0; \
139 for( int i=0; i<3; ++i ) color_matrix[i*3 + i] = 1; \
140 char string[BCTEXTLEN]; \
142 get_output()->get_params()->get("DCRAW_MATRIX", string); \
143 sscanf(string, "%f %f %f %f %f %f %f %f %f", \
144 &color_matrix[0], &color_matrix[1], &color_matrix[2], \
145 &color_matrix[3], &color_matrix[4], &color_matrix[5], \
146 &color_matrix[6], &color_matrix[7], &color_matrix[8]); \
147 glUniformMatrix3fv(glGetUniformLocation(frag, "color_matrix"), \
148 1, 0, color_matrix); \
149 glUniform2f(glGetUniformLocation(frag, "pattern_offset"), \
150 (float)x_offset / get_output()->get_texture_w(), \
151 (float)y_offset / get_output()->get_texture_h()); \
152 glUniform2f(glGetUniformLocation(frag, "pattern_size"), \
153 2.0 / get_output()->get_texture_w(), \
154 2.0 / get_output()->get_texture_h()); \
155 glUniform2f(glGetUniformLocation(frag, "pixel_size"), \
156 1.0 / get_output()->get_texture_w(), \
157 1.0 / get_output()->get_texture_h()); \