X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=main.cpp;h=5e02d703844bf83687a02a0c0b9bded56afd8ab4;hp=2790bf8b0455a30c88086a40b538b02a3634d1c3;hb=7f9e6de676f22a95396f91079030b039ace2245f;hpb=bc31a9072da1d9bfe417fd850e92cabe049fd593 diff --git a/main.cpp b/main.cpp index 2790bf8..5e02d70 100644 --- a/main.cpp +++ b/main.cpp @@ -25,7 +25,6 @@ #include "effect_chain.h" #include "util.h" #include "widgets.h" -#include "texture_enum.h" unsigned char result[WIDTH * HEIGHT * 4]; @@ -36,7 +35,8 @@ float saturation = 1.0f; float radius = 0.3f; float inner_radius = 0.3f; - +float blur_radius = 3.0f; + void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect) { RGBTriplet lift(0.0f, 0.0f, 0.0f); @@ -76,6 +76,8 @@ void mouse(int x, int y) radius = (xf / 0.2f); } else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) { inner_radius = (xf / 0.2f); + } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) { + blur_radius = (xf / 0.2f) * 100.0f; } } @@ -157,11 +159,6 @@ 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(); - unsigned img_w, img_h; unsigned char *src_img = load_image("blg_wheels_woman_1.jpg", &img_w, &img_h); @@ -175,53 +172,13 @@ int main(int argc, char **argv) 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 *hblur_effect = chain.add_effect(EFFECT_BLUR); + Effect *vblur_effect = chain.add_effect(EFFECT_BLUR); Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE); //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(); - -#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); @@ -260,6 +217,13 @@ int main(int argc, char **argv) vignette_effect->set_float("radius", radius); vignette_effect->set_float("inner_radius", inner_radius); //vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f }); + + hblur_effect->set_int("direction", 0); + hblur_effect->set_float("radius", blur_radius); + + vblur_effect->set_int("direction", 1); + vblur_effect->set_float("radius", blur_radius); + chain.render_to_screen(src_img); glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1); @@ -269,12 +233,14 @@ int main(int argc, char **argv) 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 / 4.0f); draw_saturation_bar(0.65f, radius); draw_saturation_bar(0.70f, inner_radius); + draw_saturation_bar(0.75f, blur_radius / 100.0f); SDL_GL_SwapBuffers(); check_error();