diff --git a/shader/hue.frag b/shader/hue.frag index 405c91b..f1deeef 100644 --- a/shader/hue.frag +++ b/shader/hue.frag @@ -1,48 +1,12 @@ -uniform sampler2D inputTexture; -uniform float hueAdjust; +uniform sampler2D texture; +uniform lowp mat3 rotationMat; varying vec2 v_texCoord; void main () { - const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0); - const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0); - const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0); + vec4 color = texture2D (texture, v_texCoord.xy); - const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0); - const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0); - const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0); - - /* Sample the input pixel */ - vec4 color = texture2D (inputTexture, v_texCoord.xy); - - /* Convert to YIQ */ - float YPrime = dot (color, kRGBToYPrime); - float I = dot (color, kRGBToI); - float Q = dot (color, kRGBToQ); - - /* Calculate the hue and chroma */ - float hue = atan (Q, I); - float chroma = sqrt (I * I + Q * Q); - - /* Make the user's adjustments */ - hue += hueAdjust; - - /* Remember old I and color */ - float IOriginal = I; - vec4 coOriginal = color; - - /* Convert back to YIQ */ - Q = chroma * sin (hue); - I = chroma * cos (hue); - - /* Convert back to RGB */ - vec4 yIQ = vec4 (YPrime, I, Q, 0.0); - color.r = dot (yIQ, kYIQToR); - color.g = dot (yIQ, kYIQToG); - color.b = dot (yIQ, kYIQToB); - - /* Save the result */ - gl_FragColor = (IOriginal == 0.0) ? coOriginal : color; + gl_FragColor = vec4(rotationMat * color.rgb, color.a); } diff --git a/src/bitmap.cpp b/src/bitmap.cpp index a677207..c054cfc 100644 --- a/src/bitmap.cpp +++ b/src/bitmap.cpp @@ -29,6 +29,8 @@ #include +#include + #include "gl-util.h" #include "gl-meta.h" #include "quad.h" @@ -854,13 +856,28 @@ void Bitmap::hueChange(int hue) quad.setTexPosRect(texRect, texRect); quad.setColor(Vec4(1, 1, 1, 1)); - /* Calculate hue parameter */ + /* Calculate hue rotation matrix */ hue = wrapRange(hue, 0, 359); - float hueAdj = -((M_PI * 2) / 360) * hue; + float hueRad = (M_PI / 180.0f) * hue; + float x = cos(hueRad); + float y = sin(hueRad); + float a = (1.0f - x) / 3.0f; + float b = sqrt(1.0f / 3.0f) * y; + + float mat[9]; + mat[0] = x + a; + mat[1] = a + b; + mat[2] = a - b; + mat[3] = mat[2]; + mat[4] = mat[0]; + mat[5] = mat[1]; + mat[6] = mat[1]; + mat[7] = mat[2]; + mat[8] = mat[0]; HueShader &shader = shState->shaders().hue; shader.bind(); - shader.setHueAdjust(hueAdj); + shader.setRotationMat(mat); FBO::bind(newTex.fbo); p->pushSetViewport(shader); diff --git a/src/gl-fun.h b/src/gl-fun.h index b989ba9..21bcee6 100644 --- a/src/gl-fun.h +++ b/src/gl-fun.h @@ -90,6 +90,7 @@ typedef void (APIENTRYP _PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); typedef void (APIENTRYP _PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); typedef void (APIENTRYP _PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (APIENTRYP _PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP _PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); typedef void (APIENTRYP _PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); /* Vertex attribute */ @@ -174,6 +175,7 @@ typedef void (APIENTRYP _PFNGLRELEASESHADERCOMPILERPROC) (void); GL_FUN(Uniform2f, _PFNGLUNIFORM2FPROC) \ GL_FUN(Uniform4f, _PFNGLUNIFORM4FPROC) \ GL_FUN(Uniform1i, _PFNGLUNIFORM1IPROC) \ + GL_FUN(UniformMatrix3fv, _PFNGLUNIFORMMATRIX3FVPROC) \ GL_FUN(UniformMatrix4fv, _PFNGLUNIFORMMATRIX4FVPROC) \ /* Vertex attribute */ \ GL_FUN(BindAttribLocation, _PFNGLBINDATTRIBLOCATIONPROC) \ diff --git a/src/shader.cpp b/src/shader.cpp index 3b22483..942dd6a 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -550,18 +550,12 @@ HueShader::HueShader() ShaderBase::init(); - GET_U(hueAdjust); - GET_U(inputTexture); + GET_U(rotationMat); } -void HueShader::setHueAdjust(float value) +void HueShader::setRotationMat(const float value[9]) { - gl.Uniform1f(u_hueAdjust, value); -} - -void HueShader::setInputTexture(TEX::ID tex) -{ - setTexUniform(u_inputTexture, 0, tex); + gl.UniformMatrix3fv(u_rotationMat, 1, GL_FALSE, value); } diff --git a/src/shader.h b/src/shader.h index 323b10a..d7181e9 100644 --- a/src/shader.h +++ b/src/shader.h @@ -240,11 +240,10 @@ class HueShader : public ShaderBase public: HueShader(); - void setHueAdjust(float value); - void setInputTexture(TEX::ID tex); + void setRotationMat(const float value[9]); private: - GLint u_hueAdjust, u_inputTexture; + GLint u_rotationMat; }; class SimpleMatrixShader : public ShaderBase