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#if SPECIAL
#include "main.h"
#endif

#include "effects_software.cpp"
#include "effects_gl.cpp"

static void
Effect_DrawColor(real32 *Data, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram)
{
    v4 Color = { Data[0], Data[1], Data[2], Data[3] };
    Effect_GL_DrawColor(Width, Height, BytesPerPixel, EffectBitmapAddress, ShaderProgram, Color);
}

static void
Effect_GaussianBlur(real32 *Data, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram)
{
    real32 Radius = Data[0];
    Effect_GL_GaussianBlur(Width, Height, BytesPerPixel, EffectBitmapAddress, ShaderProgram, Radius);
}

static void
Effect_Curves_Init(block_effect *Effect, property_channel *Property)
{
    for (int i = 0; i < 5; i++) {
        Property->Identifier = i;
        Property++;
        Property->Identifier = i;
        Property++;

        Property->CurrentValue = 1.0f;
        Property->Identifier = i;
        Property++;
        Property->CurrentValue = 1.0f;
        Property->Identifier = i;
        Property++;

        Effect->ExtraData[i] = 2;
    }
}

static void
Effect_Levels(real32 *Data, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram)
{
    real32 Min = Data[0];
    real32 Mid = Data[1];
    real32 Max = Data[2];

    v4 ColMin = *(v4 *)&Data[3];
    v4 ColMid = *(v4 *)&Data[3+4];
    v4 ColMax = *(v4 *)&Data[3+8];
    Effect_GL_Levels(Width, Height, BytesPerPixel, EffectBitmapAddress, ShaderProgram, Min, Mid, Max, ColMin, ColMid, ColMax);
}

static void
Effect_Curves(real32 *Data, int Width, int Height, int BytesPerPixel, void *EffectBitmapAddress, uint16 ShaderProgram)
{
    real32 PointCount = *Data;
    v4 PointCount_Col = *(v4 *)(Data + 1);
    v2 *PointData  = (v2 *)(Data + 5);
    Effect_Software_Curves(Width, Height, BytesPerPixel, EffectBitmapAddress, PointData, PointCount, PointCount_Col);
}