X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=main.cpp;h=4853179c96111780bf3352887bc672918a349ba6;hp=8c28c8f6cbde8716efc16fc25c3bdfda25387e20;hb=f6c44598c9dad9ddd024c5f8f010d179a6d971fd;hpb=928743085b7f0f88b3e1b0e59e2d7ebec7816bd2 diff --git a/main.cpp b/main.cpp index 8c28c8f..4853179 100644 --- a/main.cpp +++ b/main.cpp @@ -38,96 +38,6 @@ 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; -GLhandleARB read_shader(const char* filename, GLenum type) -{ - std::string shader_src = read_file(filename); - - GLhandleARB obj = glCreateShaderObjectARB(type); - const GLchar* source[] = { shader_src.data() }; - const GLint length[] = { shader_src.size() }; - glShaderSource(obj, 1, source, length); - glCompileShader(obj); - - GLchar info_log[4096]; - GLsizei log_length = sizeof(info_log) - 1; - glGetShaderInfoLog(obj, log_length, &log_length, info_log); - info_log[log_length] = 0; - printf("shader compile log: %s\n", info_log); - - GLint status; - glGetShaderiv(obj, GL_COMPILE_STATUS, &status); - if (status == GL_FALSE) { - exit(1); - } - - return obj; -} - -void draw_picture_quad(GLint prog, int frame) -{ - 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(); -} - void update_hsv() { hsv2rgb(lift_theta, lift_rad, lift_v, &lift_r, &lift_g, &lift_b); @@ -163,7 +73,7 @@ void mouse(int x, int y) 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) { @@ -202,17 +112,30 @@ void load_texture(const char *filename) } SDL_UnlockSurface(img); + *w = img->w; + *h = img->h; + + SDL_FreeSurface(img); + + return dst_pixels; +} + +void load_texture(const char *filename) +{ + unsigned w, h; + unsigned char *pixels = load_image(filename, &w, &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); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 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); + glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels); check_error(); #endif - free(dst_pixels); - SDL_FreeSurface(img); + + free(pixels); } void write_ppm(const char *filename, unsigned char *screenbuf) @@ -250,7 +173,21 @@ int main(int argc, char **argv) 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.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); + chain.add_output(inout_format); + chain.finalize(); + //glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4); //check_error(); @@ -306,8 +243,8 @@ int main(int argc, char **argv) update_hsv(); int prog = glCreateProgram(); - GLhandleARB vs_obj = read_shader("vs.glsl", GL_VERTEX_SHADER); - GLhandleARB fs_obj = read_shader("fs.glsl", GL_FRAGMENT_SHADER); + 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); @@ -344,7 +281,7 @@ int main(int argc, char **argv) ++frame; - draw_picture_quad(prog, frame); + chain.render_to_screen(src_img); glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0)); check_error();