From f250ae0ffd74c401511e9db448b86c19f7720f02 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Mon, 1 Oct 2012 18:59:38 +0200 Subject: [PATCH 1/1] Make the example program actually try to use the effect chain. --- effect_chain.cpp | 67 +++++++++++++++++++++++++++++++++++++++++++-- header.glsl | 2 +- main.cpp | 71 ++---------------------------------------------- 3 files changed, 69 insertions(+), 71 deletions(-) diff --git a/effect_chain.cpp b/effect_chain.cpp index 50fe599..a838150 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -12,6 +12,7 @@ #include "gamma_expansion_effect.h" #include "lift_gamma_gain_effect.h" #include "colorspace_conversion_effect.h" +#include "texture_enum.h" EffectChain::EffectChain(unsigned width, unsigned height) : width(width), height(height), finalized(false) {} @@ -124,18 +125,80 @@ void EffectChain::finalize() frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id); frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; + frag_shader += "#undef LAST_INPUT\n"; frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n"; frag_shader += "\n"; } + frag_shader.append(read_file("footer.glsl")); printf("%s\n", frag_shader.c_str()); glsl_program_num = glCreateProgram(); GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER); GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER); - glAttachObjectARB(glsl_program_num, vs_obj); + glAttachShader(glsl_program_num, vs_obj); check_error(); - glAttachObjectARB(glsl_program_num, fs_obj); + glAttachShader(glsl_program_num, fs_obj); check_error(); glLinkProgram(glsl_program_num); check_error(); + + finalized = true; +} + +void EffectChain::render_to_screen(unsigned char *src) +{ + assert(finalized); + + check_error(); + glUseProgram(glsl_program_num); + check_error(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE); + + // TODO: use sRGB textures if applicable + if (input_format.pixel_format == FORMAT_RGB) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src); + } else if (input_format.pixel_format == FORMAT_RGBA) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src); + } else { + assert(false); + } + check_error(); + glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0); + + //for (unsigned i = 0; i < effects.size(); ++i) { + // effects[i]->set_uniforms(); + //} + + 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(); + + 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(); } diff --git a/header.glsl b/header.glsl index 274cb90..68d966b 100644 --- a/header.glsl +++ b/header.glsl @@ -3,7 +3,7 @@ varying vec2 tc; vec4 read_input(vec2 tc) { - vec3 x = texture2D(input_tex, tc.st); + return texture2D(input_tex, tc.st); } #define LAST_INPUT read_input diff --git a/main.cpp b/main.cpp index 256b29e..4853179 100644 --- a/main.cpp +++ b/main.cpp @@ -38,71 +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; -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); @@ -238,7 +173,8 @@ 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); @@ -345,8 +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(); -- 2.39.2