X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=main.cpp;h=8389cad581768dea43cea63d865797332c5161f0;hp=3b2bcad7961dc53c5bd13ed8a8703602c2b5bfd3;hb=aa262c3b480ebe6fd166bb887abc3439ca53e7a3;hpb=a88f299483ffe5068cd2828513078b9103325da8 diff --git a/main.cpp b/main.cpp index 3b2bcad..8389cad 100644 --- a/main.cpp +++ b/main.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include @@ -34,123 +35,29 @@ 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; +float radius = 0.3f; +float inner_radius = 0.3f; -GLhandleARB read_shader(const char* filename, GLenum type) +void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect) { - static char buf[131072]; - FILE *fp = fopen(filename, "r"); - if (fp == NULL) { - perror(filename); - exit(1); - } - - int len = fread(buf, 1, sizeof(buf), fp); - fclose(fp); - - GLhandleARB obj = glCreateShaderObjectARB(type); - const GLchar* source[] = { buf }; - const GLint length[] = { len }; - 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(); + RGBTriplet lift(0.0f, 0.0f, 0.0f); + RGBTriplet gamma(1.0f, 1.0f, 1.0f); + RGBTriplet gain(1.0f, 1.0f, 1.0f); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0); + 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); - 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); - 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) @@ -166,12 +73,14 @@ 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; + } 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); } - - 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) { @@ -184,7 +93,7 @@ void load_texture(const char *filename) 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) { + for (int 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); @@ -210,17 +119,12 @@ void load_texture(const char *filename) } SDL_UnlockSurface(img); -#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); + *w = img->w; + *h = img->h; + SDL_FreeSurface(img); + + return dst_pixels; } void write_ppm(const char *filename, unsigned char *screenbuf) @@ -258,15 +162,27 @@ 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(EFFECT_LIFT_GAMMA_GAIN); + Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION); + Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE); + 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); @@ -311,28 +227,15 @@ int main(int argc, char **argv) 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 = read_shader("vs.glsl", GL_VERTEX_SHADER); - GLhandleARB fs_obj = read_shader("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; @@ -352,7 +255,10 @@ int main(int argc, char **argv) ++frame; - draw_picture_quad(prog, frame); + update_hsv(lift_gamma_gain_effect, saturation_effect); + vignette_effect->set_float("radius", radius); + vignette_effect->set_float("inner_radius", inner_radius); + 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(); @@ -360,7 +266,9 @@ int main(int argc, char **argv) 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); + draw_saturation_bar(0.65f, radius); + draw_saturation_bar(0.70f, inner_radius); SDL_GL_SwapBuffers(); check_error(); @@ -378,9 +286,15 @@ int main(int argc, char **argv) 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);