]> git.sesse.net Git - movit/blobdiff - main.cpp
In overlay matte, use the luminance as a matte instead of each individual color compo...
[movit] / main.cpp
index 405463643b2d11ef0b524c4940f216ca4d39308b..7e289935abf29745a4a7a6aee2271097e9d82295 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -3,11 +3,11 @@
 
 #define WIDTH 1280
 #define HEIGHT 720
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
 
 #include <string.h>
 #include <math.h>
 #include <time.h>
+#include <sys/time.h>
 #include <assert.h>
 
 #include <string>
@@ -25,7 +25,6 @@
 #include "effect_chain.h"
 #include "util.h"
 #include "widgets.h"
-#include "texture_enum.h"
 
 unsigned char result[WIDTH * HEIGHT * 4];
 
@@ -34,90 +33,31 @@ 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 lift_r = 0.0f, lift_g = 0.0f, lift_b = 0.0f;
-float gamma_r = 1.0f, gamma_g = 1.0f, gamma_b = 1.0f;
-float gain_r = 1.0f, gain_g = 1.0f, gain_b = 1.0f;
-
-void draw_picture_quad(GLint prog, int frame)
+//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)
 {
-       glUseProgramObjectARB(prog);
-       check_error();
-
-       glActiveTexture(GL_TEXTURE0);
-       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
-       glUniform1i(glGetUniformLocation(prog, "tex"), 0);
-
-       glActiveTexture(GL_TEXTURE1);
-       glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
-       glUniform1i(glGetUniformLocation(prog, "srgb_tex"), 1);
-
-       glActiveTexture(GL_TEXTURE2);
-       glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
-       glUniform1i(glGetUniformLocation(prog, "srgb_reverse_tex"), 2);
-
-       glUniform3f(glGetUniformLocation(prog, "lift"), lift_r, lift_g, lift_b);
-       //glUniform3f(glGetUniformLocation(prog, "gamma"), gamma_r, gamma_g, gamma_b);
-       glUniform3f(glGetUniformLocation(prog, "inv_gamma_22"),
-                   2.2f / gamma_r,
-                   2.2f / gamma_g,
-                   2.2f / gamma_b);
-       glUniform3f(glGetUniformLocation(prog, "gain_pow_inv_gamma"),
-                   pow(gain_r, 1.0f / gamma_r),
-                   pow(gain_g, 1.0f / gamma_g),
-                   pow(gain_b, 1.0f / gamma_b));
-       glUniform1f(glGetUniformLocation(prog, "saturation"), saturation);
-
-       glDisable(GL_BLEND);
-       check_error();
-       glDisable(GL_DEPTH_TEST);
-       check_error();
-       glDepthMask(GL_FALSE);
-       check_error();
-
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
-
-       glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
-//     glClear(GL_COLOR_BUFFER_BIT);
-       check_error();
-
-       glBegin(GL_QUADS);
-
-       glTexCoord2f(0.0f, 1.0f);
-       glVertex2f(0.0f, 0.0f);
-
-       glTexCoord2f(1.0f, 1.0f);
-       glVertex2f(1.0f, 0.0f);
-
-       glTexCoord2f(1.0f, 0.0f);
-       glVertex2f(1.0f, 1.0f);
-
-       glTexCoord2f(0.0f, 0.0f);
-       glVertex2f(0.0f, 1.0f);
-
-       glEnd();
-       check_error();
-}
+       RGBTriplet lift(0.0f, 0.0f, 0.0f);
+       RGBTriplet gamma(1.0f, 1.0f, 1.0f);
+       RGBTriplet gain(1.0f, 1.0f, 1.0f);
 
-void update_hsv()
-{
-       hsv2rgb(lift_theta, lift_rad, lift_v, &lift_r, &lift_g, &lift_b);
-       hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma_r, &gamma_g, &gamma_b);
-       hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain_r, &gain_g, &gain_b);
+       hsv2rgb(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
+       hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
+       hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
+
+       bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
+       ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
+       ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
+       assert(ok);
 
        if (saturation < 0.0) {
                saturation = 0.0;
        }
-
-       printf("lift: %f %f %f\n", lift_r, lift_g, lift_b);
-       printf("gamma: %f %f %f\n", gamma_r, gamma_g, gamma_b);
-       printf("gain: %f %f %f\n", gain_r, gain_g, gain_b);
-       printf("saturation: %f\n", saturation);
-       printf("\n");
+       ok = saturation_effect->set_float("saturation", saturation);
+       assert(ok);
 }
 
 void mouse(int x, int y)
@@ -133,12 +73,20 @@ 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);
        }
-
-       update_hsv();
 }
 
-void load_texture(const char *filename)
+unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
 {
        SDL_Surface *img = IMG_Load(filename);
        if (img == NULL) {
@@ -146,48 +94,34 @@ void load_texture(const char *filename)
                exit(1);
        }
 
-       // Convert to RGB.
-       SDL_PixelFormat *fmt = img->format;
-       SDL_LockSurface(img);
-       unsigned char *src_pixels = (unsigned char *)img->pixels;
-       unsigned char *dst_pixels = (unsigned char *)malloc(img->w * img->h * 3);
-       for (unsigned i = 0; i < img->w * img->h; ++i) {
-               unsigned char r, g, b;
-               unsigned int temp;
-               unsigned int pixel = *(unsigned int *)(src_pixels + i * fmt->BytesPerPixel);
-
-               temp = pixel & fmt->Rmask;
-               temp = temp >> fmt->Rshift;
-               temp = temp << fmt->Rloss;
-               r = temp;
-
-               temp = pixel & fmt->Gmask;
-               temp = temp >> fmt->Gshift;
-               temp = temp << fmt->Gloss;
-               g = temp;
-
-               temp = pixel & fmt->Bmask;
-               temp = temp >> fmt->Bshift;
-               temp = temp << fmt->Bloss;
-               b = temp;
-
-               dst_pixels[i * 3 + 0] = r;
-               dst_pixels[i * 3 + 1] = g;
-               dst_pixels[i * 3 + 2] = b;
-       }
-       SDL_UnlockSurface(img);
+       SDL_PixelFormat rgba_fmt;
+       rgba_fmt.palette = NULL;
+       rgba_fmt.BitsPerPixel = 32;
+       rgba_fmt.BytesPerPixel = 8;
+       rgba_fmt.Rloss = rgba_fmt.Gloss = rgba_fmt.Bloss = rgba_fmt.Aloss = 0;
+
+       // NOTE: Assumes little endian.
+       rgba_fmt.Rmask = 0x00ff0000;
+       rgba_fmt.Gmask = 0x0000ff00;
+       rgba_fmt.Bmask = 0x000000ff;
+       rgba_fmt.Amask = 0xff000000;
+
+       rgba_fmt.Rshift = 16;
+       rgba_fmt.Gshift = 8;
+       rgba_fmt.Bshift = 0;
+       rgba_fmt.Ashift = 24;
+       
+       rgba_fmt.colorkey = 0;
+       rgba_fmt.alpha = 255;
+
+       SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
+
+       *w = img->w;
+       *h = img->h;
 
-#if 1
-       // we will convert to sRGB in the shader
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, img->w, img->h, 0, GL_RGB, GL_UNSIGNED_BYTE, dst_pixels);
-       check_error();
-#else
-       // implicit sRGB conversion in hardware
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8, img->w, img->h, 0, GL_RGB, GL_UNSIGNED_BYTE, dst_pixels);
-       check_error();
-#endif
-       free(dst_pixels);
        SDL_FreeSurface(img);
+
+       return (unsigned char *)converted->pixels;
 }
 
 void write_ppm(const char *filename, unsigned char *screenbuf)
@@ -220,99 +154,44 @@ int main(int argc, char **argv)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glPixelStorei(GL_PACK_ALIGNMENT, 1);
 
-       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       check_error();
-
-       load_texture("blg_wheels_woman_1.jpg");
+       unsigned img_w, img_h;
+       unsigned char *src_img = load_image("blg_wheels_woman_1.jpg", &img_w, &img_h);
 
        EffectChain chain(WIDTH, HEIGHT);
 
        ImageFormat inout_format;
-       inout_format.pixel_format = FORMAT_RGB;
+       inout_format.pixel_format = FORMAT_BGRA;
        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(LIFT_GAMMA_GAIN);
+       Input *input = 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 *diffusion_effect = chain.add_effect(EFFECT_DIFFUSION);
+       //Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
+       //Effect *sandbox_effect = chain.add_effect(EFFECT_SANDBOX);
+       //sandbox_effect->set_float("parm", 42.0f);
+       //chain.add_effect(EFFECT_MIRROR);
        chain.add_output(inout_format);
        chain.finalize();
 
-       //glGenerateMipmap(GL_TEXTURE_2D);
-       //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
-       //check_error();
-
-       //load_texture("maserati_gts_wallpaper_1280x720_01.jpg");
-       //load_texture("90630d1295075297-console-games-wallpapers-wallpaper_need_for_speed_prostreet_09_1920x1080.jpg");
-       //load_texture("glacier-lake-1280-720-4087.jpg");
-
-#if 0
-       // sRGB reverse LUT
-       glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
-       check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       check_error();
-       float srgb_reverse_tex[4096];
-       for (unsigned i = 0; i < 4096; ++i) {
-               float x = i / 4095.0;
-               if (x < 0.0031308f) {
-                       srgb_reverse_tex[i] = 12.92f * x;
-               } else {
-                       srgb_reverse_tex[i] = 1.055f * pow(x, 1.0f / 2.4f) - 0.055f;
-               }
-       }
-       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 4096, 0, GL_LUMINANCE, GL_FLOAT, srgb_reverse_tex);
-       check_error();
-
-       // sRGB LUT
-       glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
-       check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       check_error();
-       float srgb_tex[256];
-       for (unsigned i = 0; i < 256; ++i) {
-               float x = i / 255.0;
-               if (x < 0.04045f) {
-                       srgb_tex[i] = x * (1.0f / 12.92f);
-               } else {
-                       srgb_tex[i] = pow((x + 0.055) * (1.0 / 1.055f), 2.4);
-               }
-       }
-       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 256, 0, GL_LUMINANCE, GL_FLOAT, srgb_tex);
-       check_error();
-#endif
-
        // 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);
+       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();
-       update_hsv();
-
-       int prog = glCreateProgram();
-       GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
-       GLhandleARB fs_obj = compile_shader(read_file("fs.glsl"), GL_FRAGMENT_SHADER);
-       glAttachObjectARB(prog, vs_obj);
-       check_error();
-       glAttachObjectARB(prog, fs_obj);
-       check_error();
-       glLinkProgram(prog);
-       check_error();
-
-       GLchar info_log[4096];
-       GLsizei log_length = sizeof(info_log) - 1;
-       log_length = sizeof(info_log) - 1;
-       glGetProgramInfoLog(prog, log_length, &log_length, info_log);
-       info_log[log_length] = 0; 
-       printf("link: %s\n", info_log);
 
-       struct timespec start, now;
        int frame = 0, screenshot = 0;
+#if _POSIX_C_SOURCE >= 199309L
+       struct timespec start, now;
        clock_gettime(CLOCK_MONOTONIC, &start);
+#else
+       struct timeval start, now;
+       gettimeofday(&start, NULL);
+#endif
 
        while (!quit) {
                SDL_Event event;
@@ -332,20 +211,41 @@ 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_vec2("center", (float[]){ 0.7f, 0.5f });
+
+               diffusion_effect->set_float("radius", blur_radius);
+               diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount);
+
+               input->set_pixel_data(src_img);
+               chain.render_to_screen();
                
-               draw_picture_quad(prog, frame);
-               
+               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();
+               glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
+               check_error();
 
+               glLoadIdentity();
                draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
                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);
+               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, pbo);
+               check_error();
                unsigned char *screenbuf = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
                check_error();
                if (screenshot) {
@@ -357,11 +257,19 @@ int main(int argc, char **argv)
                }
                glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
                check_error();
+               glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
+               check_error();
 
 #if 1
+#if _POSIX_C_SOURCE >= 199309L
                clock_gettime(CLOCK_MONOTONIC, &now);
                double elapsed = now.tv_sec - start.tv_sec +
                        1e-9 * (now.tv_nsec - start.tv_nsec);
+#else
+               gettimeofday(&now, NULL);
+               double elapsed = now.tv_sec - start.tv_sec +
+                       1e-6 * (now.tv_usec - start.tv_usec);
+#endif
                printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
                        frame, elapsed, frame / elapsed,
                        1e3 * elapsed / frame);