#pragma once
#ifndef LUT_CALIBRATOR_H
#define LUT_CALIBRATOR_H
#include "tcommon.h"
#include "tpixelutils.h"
#include <QOpenGLBuffer>
#include <QMatrix4x4>
#include <QOpenGLFunctions>
#include <QSet>
#undef DVAPI
#undef DVVAR
#ifdef TOONZQT_EXPORTS
#define DVAPI DV_EXPORT_API
#define DVVAR DV_EXPORT_VAR
#else
#define DVAPI DV_IMPORT_API
#define DVVAR DV_IMPORT_VAR
#endif
class QOpenGLShader;
class QOpenGLShaderProgram;
class QOpenGLFramebufferObject;
class QOpenGLTexture;
class QOpenGLContext;
class QColor;
class DVAPI LutCalibrator : public QOpenGLFunctions {
bool m_isValid = false;
bool m_isInitialized = false;
struct LutTextureShader {
QOpenGLShader* vert = nullptr;
QOpenGLShader* frag = nullptr;
QOpenGLShaderProgram* program = nullptr;
int texUniform = -1;
int lutUniform = -1;
int lutSizeUniform = -1;
int vertexAttrib = -1;
int texCoordAttrib = -1;
} m_shader;
QOpenGLTexture* m_lutTex = NULL;
QOpenGLBuffer m_viewerVBO;
bool initializeLutTextureShader();
void createViewerVBO();
void assignLutTexture();
public:
// static LutCalibrator* instance();
LutCalibrator();
~LutCalibrator();
// to be computed once through the software
void initialize();
bool isValid() { return m_isValid; }
bool isInitialized() { return m_isInitialized; }
void onEndDraw(QOpenGLFramebufferObject*);
void cleanup();
void update(bool textureChanged);
};
class DVAPI LutManager // singleton
{
bool m_isValid;
QString m_currentLutPath;
QSet<LutCalibrator*> m_calibrators;
LutManager();
struct Lut {
int meshSize;
float* data = nullptr;
} m_lut;
public:
static LutManager* instance();
~LutManager();
bool isValid() { return m_isValid; }
int meshSize() const { return m_lut.meshSize; }
float* data() const { return m_lut.data; }
bool loadLutFile(const QString& fp);
void convert(float&, float&, float&);
void convert(QColor&);
void convert(TPixel32&);
QString& getMonitorName() const;
void registerCalibrator(LutCalibrator* calibrator);
void removeCalibrator(LutCalibrator* calibrator);
void update();
};
#endif