]> git.sesse.net Git - movit/blobdiff - main.cpp
Make Input an abstract base class, and move the current functionality into FlatInput...
[movit] / main.cpp
index abc0a384b2c13ef00170232a6b559a3306742c76..4fbcdf39d8e5ee3ff6cc8447f2db860ff409f907 100644 (file)
--- a/main.cpp
+++ b/main.cpp
 #include "util.h"
 #include "widgets.h"
 
+#include "flat_input.h"
+#include "lift_gamma_gain_effect.h"
+#include "saturation_effect.h"
+#include "diffusion_effect.h"
+
 unsigned char result[WIDTH * HEIGHT * 4];
 
 float lift_theta = 0.0f, lift_rad = 0.0f, lift_v = 0.0f;
@@ -33,9 +38,10 @@ float gamma_theta = 0.0f, gamma_rad = 0.0f, gamma_v = 0.5f;
 float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
 float saturation = 1.0f;
 
-float radius = 0.3f;
-float inner_radius = 0.3f;
-float blur_radius = 3.0f;
+//float radius = 0.3f;
+// float inner_radius = 0.3f;
+float blur_radius = 20.0f;
+float blurred_mix_amount = 0.5f;
        
 void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
 {
@@ -72,12 +78,16 @@ void mouse(int x, int y)
                read_colorwheel(xf, yf - 0.4f, &gain_rad, &gain_theta, &gain_v);
        } else if (yf >= 0.6f && yf < 0.62f && xf < 0.2f) {
                saturation = (xf / 0.2f) * 4.0f;
+#if 0
        } else if (yf >= 0.65f && yf < 0.67f && xf < 0.2f) {
                radius = (xf / 0.2f);
        } else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
                inner_radius = (xf / 0.2f);
+#endif
        } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
                blur_radius = (xf / 0.2f) * 100.0f;
+       } else if (yf >= 0.80f && yf < 0.82f && xf < 0.2f) {
+               blurred_mix_amount = (xf / 0.2f);
        }
 }
 
@@ -159,20 +169,23 @@ int main(int argc, char **argv)
        inout_format.color_space = COLORSPACE_sRGB;
        inout_format.gamma_curve = GAMMA_sRGB;
 
-       chain.add_input(inout_format);
-       Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
-       Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
-       Effect *blur_effect = chain.add_effect(EFFECT_BLUR);
-       Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
-       //Effect *sandbox_effect = chain.add_effect(EFFECT_SANDBOX);
+       FlatInput *input = new FlatInput(inout_format, WIDTH, HEIGHT);
+       chain.add_input(input);
+       Effect *lift_gamma_gain_effect = chain.add_effect(new LiftGammaGainEffect());
+       Effect *saturation_effect = chain.add_effect(new SaturationEffect());
+       Effect *diffusion_effect = chain.add_effect(new DiffusionEffect());
+       //Effect *vignette_effect = chain.add_effect(new VignetteEffect());
+       //Effect *sandbox_effect = chain.add_effect(new SandboxEffect());
        //sandbox_effect->set_float("parm", 42.0f);
-       //chain.add_effect(EFFECT_MIRROR);
+       //chain.add_effect(new MirrorEffect());
        chain.add_output(inout_format);
        chain.finalize();
 
-       // generate a PDO to hold the data we read back with glReadPixels()
-       // (Intel/DRI goes into a slow path if we don't read to PDO)
-       glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
+       // generate a PBO to hold the data we read back with glReadPixels()
+       // (Intel/DRI goes into a slow path if we don't read to PBO)
+       GLuint pbo;
+       glGenBuffers(1, &pbo);
+       glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
        glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
 
        make_hsv_wheel_texture();
@@ -205,15 +218,17 @@ int main(int argc, char **argv)
                ++frame;
 
                update_hsv(lift_gamma_gain_effect, saturation_effect);
-               vignette_effect->set_float("radius", radius);
-               vignette_effect->set_float("inner_radius", inner_radius);
+               //vignette_effect->set_float("radius", radius);
+               //vignette_effect->set_float("inner_radius", inner_radius);
                //vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
 
-               blur_effect->set_float("radius", blur_radius);
+               diffusion_effect->set_float("radius", blur_radius);
+               diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount);
 
-               chain.render_to_screen(src_img);
+               input->set_pixel_data(src_img);
+               chain.render_to_screen();
                
-               glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
+               glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
                check_error();
                glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
                check_error();
@@ -225,14 +240,17 @@ int main(int argc, char **argv)
                draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
                draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
                draw_saturation_bar(0.6f, saturation / 4.0f);
+#if 0
                draw_saturation_bar(0.65f, radius);
                draw_saturation_bar(0.70f, inner_radius);
+#endif
                draw_saturation_bar(0.75f, blur_radius / 100.0f);
+               draw_saturation_bar(0.80f, blurred_mix_amount);
 
                SDL_GL_SwapBuffers();
                check_error();
 
-               glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
+               glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
                check_error();
                unsigned char *screenbuf = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
                check_error();