1 #define GL_GLEXT_PROTOTYPES 1
18 #include <SDL/SDL_opengl.h>
19 #include <SDL/SDL_image.h>
25 #include "effect_chain.h"
29 #include "lift_gamma_gain_effect.h"
30 #include "saturation_effect.h"
31 #include "diffusion_effect.h"
33 unsigned char result[WIDTH * HEIGHT * 4];
35 float lift_theta = 0.0f, lift_rad = 0.0f, lift_v = 0.0f;
36 float gamma_theta = 0.0f, gamma_rad = 0.0f, gamma_v = 0.5f;
37 float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
38 float saturation = 1.0f;
40 //float radius = 0.3f;
41 // float inner_radius = 0.3f;
42 float blur_radius = 20.0f;
43 float blurred_mix_amount = 0.5f;
45 void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
47 RGBTriplet lift(0.0f, 0.0f, 0.0f);
48 RGBTriplet gamma(1.0f, 1.0f, 1.0f);
49 RGBTriplet gain(1.0f, 1.0f, 1.0f);
51 hsv2rgb(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
52 hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
53 hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
55 bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
56 ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
57 ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
60 if (saturation < 0.0) {
63 ok = saturation_effect->set_float("saturation", saturation);
67 void mouse(int x, int y)
69 float xf = (x / (float)WIDTH) * 16.0f / 9.0f;
70 float yf = (HEIGHT - y) / (float)HEIGHT;
73 read_colorwheel(xf, yf, &lift_rad, &lift_theta, &lift_v);
74 } else if (yf >= 0.2f && yf < 0.4f) {
75 read_colorwheel(xf, yf - 0.2f, &gamma_rad, &gamma_theta, &gamma_v);
76 } else if (yf >= 0.4f && yf < 0.6f) {
77 read_colorwheel(xf, yf - 0.4f, &gain_rad, &gain_theta, &gain_v);
78 } else if (yf >= 0.6f && yf < 0.62f && xf < 0.2f) {
79 saturation = (xf / 0.2f) * 4.0f;
81 } else if (yf >= 0.65f && yf < 0.67f && xf < 0.2f) {
83 } else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
84 inner_radius = (xf / 0.2f);
86 } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
87 blur_radius = (xf / 0.2f) * 100.0f;
88 } else if (yf >= 0.80f && yf < 0.82f && xf < 0.2f) {
89 blurred_mix_amount = (xf / 0.2f);
93 unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
95 SDL_Surface *img = IMG_Load(filename);
97 fprintf(stderr, "Load of '%s' failed\n", filename);
101 SDL_PixelFormat rgba_fmt;
102 rgba_fmt.palette = NULL;
103 rgba_fmt.BitsPerPixel = 32;
104 rgba_fmt.BytesPerPixel = 8;
105 rgba_fmt.Rloss = rgba_fmt.Gloss = rgba_fmt.Bloss = rgba_fmt.Aloss = 0;
107 // NOTE: Assumes little endian.
108 rgba_fmt.Rmask = 0x00ff0000;
109 rgba_fmt.Gmask = 0x0000ff00;
110 rgba_fmt.Bmask = 0x000000ff;
111 rgba_fmt.Amask = 0xff000000;
113 rgba_fmt.Rshift = 16;
116 rgba_fmt.Ashift = 24;
118 rgba_fmt.colorkey = 0;
119 rgba_fmt.alpha = 255;
121 SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
126 SDL_FreeSurface(img);
128 return (unsigned char *)converted->pixels;
131 void write_ppm(const char *filename, unsigned char *screenbuf)
133 FILE *fp = fopen(filename, "w");
134 fprintf(fp, "P6\n%d %d\n255\n", WIDTH, HEIGHT);
135 for (unsigned y = 0; y < HEIGHT; ++y) {
136 unsigned char *srcptr = screenbuf + ((HEIGHT - y - 1) * WIDTH) * 4;
137 for (unsigned x = 0; x < WIDTH; ++x) {
138 fputc(srcptr[x * 4 + 2], fp);
139 fputc(srcptr[x * 4 + 1], fp);
140 fputc(srcptr[x * 4 + 0], fp);
146 int main(int argc, char **argv)
150 SDL_Init(SDL_INIT_EVERYTHING);
151 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
152 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
153 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
154 SDL_SetVideoMode(WIDTH, HEIGHT, 0, SDL_OPENGL);
155 SDL_WM_SetCaption("OpenGL window", NULL);
158 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
159 glPixelStorei(GL_PACK_ALIGNMENT, 1);
161 unsigned img_w, img_h;
162 unsigned char *src_img = load_image("blg_wheels_woman_1.jpg", &img_w, &img_h);
164 EffectChain chain(WIDTH, HEIGHT);
166 ImageFormat inout_format;
167 inout_format.pixel_format = FORMAT_BGRA;
168 inout_format.color_space = COLORSPACE_sRGB;
169 inout_format.gamma_curve = GAMMA_sRGB;
171 Input *input = chain.add_input(inout_format);
172 Effect *lift_gamma_gain_effect = chain.add_effect(new LiftGammaGainEffect());
173 Effect *saturation_effect = chain.add_effect(new SaturationEffect());
174 Effect *diffusion_effect = chain.add_effect(new DiffusionEffect());
175 //Effect *vignette_effect = chain.add_effect(new VignetteEffect());
176 //Effect *sandbox_effect = chain.add_effect(new SandboxEffect());
177 //sandbox_effect->set_float("parm", 42.0f);
178 //chain.add_effect(new MirrorEffect());
179 chain.add_output(inout_format);
182 // generate a PBO to hold the data we read back with glReadPixels()
183 // (Intel/DRI goes into a slow path if we don't read to PBO)
185 glGenBuffers(1, &pbo);
186 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
187 glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
189 make_hsv_wheel_texture();
191 int frame = 0, screenshot = 0;
192 #if _POSIX_C_SOURCE >= 199309L
193 struct timespec start, now;
194 clock_gettime(CLOCK_MONOTONIC, &start);
196 struct timeval start, now;
197 gettimeofday(&start, NULL);
202 while (SDL_PollEvent(&event)) {
203 if (event.type == SDL_QUIT) {
205 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
207 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_F1) {
209 } else if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
210 mouse(event.button.x, event.button.y);
211 } else if (event.type == SDL_MOUSEMOTION && (event.motion.state & SDL_BUTTON(1))) {
212 mouse(event.motion.x, event.motion.y);
218 update_hsv(lift_gamma_gain_effect, saturation_effect);
219 //vignette_effect->set_float("radius", radius);
220 //vignette_effect->set_float("inner_radius", inner_radius);
221 //vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
223 diffusion_effect->set_float("radius", blur_radius);
224 diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount);
226 input->set_pixel_data(src_img);
227 chain.render_to_screen();
229 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
231 glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
233 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
237 draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
238 draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
239 draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
240 draw_saturation_bar(0.6f, saturation / 4.0f);
242 draw_saturation_bar(0.65f, radius);
243 draw_saturation_bar(0.70f, inner_radius);
245 draw_saturation_bar(0.75f, blur_radius / 100.0f);
246 draw_saturation_bar(0.80f, blurred_mix_amount);
248 SDL_GL_SwapBuffers();
251 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
253 unsigned char *screenbuf = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
257 sprintf(filename, "frame%05d.ppm", frame);
258 write_ppm(filename, screenbuf);
259 printf("Screenshot: %s\n", filename);
262 glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
264 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
268 #if _POSIX_C_SOURCE >= 199309L
269 clock_gettime(CLOCK_MONOTONIC, &now);
270 double elapsed = now.tv_sec - start.tv_sec +
271 1e-9 * (now.tv_nsec - start.tv_nsec);
273 gettimeofday(&now, NULL);
274 double elapsed = now.tv_sec - start.tv_sec +
275 1e-6 * (now.tv_usec - start.tv_usec);
277 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
278 frame, elapsed, frame / elapsed,
279 1e3 * elapsed / frame);