Add proper formats for sRGB without alpha.
[movit] / demo.cpp
index 08b858d..ba96291 100644 (file)
--- a/demo.cpp
+++ b/demo.cpp
@@ -4,33 +4,50 @@
 #define WIDTH 1280
 #define HEIGHT 720
 
-#include <string.h>
-#include <math.h>
-#include <time.h>
-#include <sys/time.h>
-#include <assert.h>
-
-#include <string>
-#include <vector>
-#include <map>
-
-#include <GL/glew.h>
-
+#include <epoxy/gl.h>
+
+#ifdef HAVE_SDL2
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_error.h>
+#include <SDL2/SDL_events.h>
+#include <SDL2/SDL_image.h>
+#include <SDL2/SDL_keyboard.h>
+#include <SDL2/SDL_mouse.h>
+#include <SDL2/SDL_video.h>
+#else
 #include <SDL/SDL.h>
-#include <SDL/SDL_opengl.h>
+#include <SDL/SDL_error.h>
+#include <SDL/SDL_events.h>
 #include <SDL/SDL_image.h>
+#include <SDL/SDL_keyboard.h>
+#include <SDL/SDL_keysym.h>
+#include <SDL/SDL_mouse.h>
+#include <SDL/SDL_video.h>
+#endif
+
+#include <assert.h>
+#include <features.h>
+#include <math.h>
 #include <png.h>
+#include <pngconf.h>
+#include <setjmp.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <sys/time.h>
+#include <time.h>
 
-#include "init.h"
+#include "diffusion_effect.h"
 #include "effect.h"
 #include "effect_chain.h"
-#include "util.h"
-#include "widgets.h"
-
 #include "flat_input.h"
+#include "image_format.h"
+#include "init.h"
 #include "lift_gamma_gain_effect.h"
 #include "saturation_effect.h"
-#include "diffusion_effect.h"
+#include "util.h"
+#include "widgets.h"
+
+using namespace movit;
 
 unsigned char result[WIDTH * HEIGHT * 4];
 
@@ -116,9 +133,11 @@ unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
        rgba_fmt.Gshift = 8;
        rgba_fmt.Bshift = 0;
        rgba_fmt.Ashift = 24;
-       
+
+#ifndef HAVE_SDL2
        rgba_fmt.colorkey = 0;
        rgba_fmt.alpha = 255;
+#endif
 
        SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
 
@@ -151,7 +170,7 @@ void write_png(const char *filename, unsigned char *screenbuf)
 
        png_init_io(png_ptr, fp);
        png_set_rows(png_ptr, info_ptr, row_pointers);
-       png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_BGR, png_voidp_NULL);
+       png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_BGR, NULL);
        png_destroy_write_struct(&png_ptr, &info_ptr);
        fclose(fp);
 
@@ -162,17 +181,41 @@ int main(int argc, char **argv)
 {
        bool quit = false;
 
-       SDL_Init(SDL_INIT_EVERYTHING);
+       if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
+               fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
+               exit(1);
+       }
        SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
        SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
        SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+#ifdef HAVE_SDL2
+       // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
+       SDL_Window *window = SDL_CreateWindow("OpenGL window",
+               SDL_WINDOWPOS_UNDEFINED,
+               SDL_WINDOWPOS_UNDEFINED,
+               WIDTH, HEIGHT,
+               SDL_WINDOW_OPENGL);
+       SDL_GLContext context = SDL_GL_CreateContext(window);
+       assert(context != NULL);
+#else
        SDL_SetVideoMode(WIDTH, HEIGHT, 0, SDL_OPENGL);
        SDL_WM_SetCaption("OpenGL window", NULL);
+#endif
 
-       init_movit(".", MOVIT_DEBUG_ON);
+       CHECK(init_movit(".", MOVIT_DEBUG_ON));
        printf("GPU texture subpixel precision: about %.1f bits\n",
                log2(1.0f / movit_texel_subpixel_precision));
+       printf("Wrongly rounded x+0.48 or x+0.52 values: %d/510\n",
+               movit_num_wrongly_rounded);
+       if (movit_num_wrongly_rounded > 0) {
+               if (movit_shader_rounding_supported) {
+                       printf("Rounding off in the shader to compensate.\n");
+               } else {
+                       printf("No shader roundoff available; cannot compensate.\n");
+               }
+       }
        
        unsigned img_w, img_h;
        unsigned char *src_img = load_image(argc > 1 ? argv[1] : "blg_wheels_woman_1.jpg", &img_w, &img_h);
@@ -180,6 +223,13 @@ int main(int argc, char **argv)
        EffectChain chain(WIDTH, HEIGHT);
        glViewport(0, 0, WIDTH, HEIGHT);
 
+       glMatrixMode(GL_PROJECTION);
+       glLoadIdentity();
+       glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
+
+       glMatrixMode(GL_MODELVIEW);
+       glLoadIdentity();
+
        ImageFormat inout_format;
        inout_format.color_space = COLORSPACE_sRGB;
        inout_format.gamma_curve = GAMMA_sRGB;
@@ -193,7 +243,7 @@ int main(int argc, char **argv)
        //Effect *sandbox_effect = chain.add_effect(new SandboxEffect());
        //sandbox_effect->set_float("parm", 42.0f);
        //chain.add_effect(new MirrorEffect());
-       chain.add_output(inout_format, OUTPUT_ALPHA_POSTMULTIPLIED);
+       chain.add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
        chain.set_dither_bits(8);
        chain.finalize();
 
@@ -264,7 +314,11 @@ int main(int argc, char **argv)
                draw_saturation_bar(0.75f, blur_radius / 100.0f);
                draw_saturation_bar(0.80f, blurred_mix_amount);
 
+#ifdef HAVE_SDL2
+               SDL_GL_SwapWindow(window);
+#else
                SDL_GL_SwapBuffers();
+#endif
                check_error();
 
                glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
@@ -296,6 +350,15 @@ int main(int argc, char **argv)
                printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
                        frame, elapsed, frame / elapsed,
                        1e3 * elapsed / frame);
+
+               // Reset every 100 frames, so that local variations in frame times
+               // (especially for the first few frames, when the shaders are
+               // compiled etc.) don't make it hard to measure for the entire
+               // remaining duration of the program.
+               if (frame == 100) {
+                       frame = 0;
+                       start = now;
+               }
 #endif
        }
        return 0;