1 #define GL_GLEXT_PROTOTYPES 1
9 #include <SDL/SDL_error.h>
10 #include <SDL/SDL_events.h>
11 #include <SDL/SDL_image.h>
12 #include <SDL/SDL_keyboard.h>
13 #include <SDL/SDL_keysym.h>
14 #include <SDL/SDL_mouse.h>
15 #include <SDL/SDL_video.h>
27 #include "diffusion_effect.h"
29 #include "effect_chain.h"
30 #include "flat_input.h"
31 #include "image_format.h"
33 #include "lift_gamma_gain_effect.h"
34 #include "saturation_effect.h"
38 using namespace movit;
40 unsigned char result[WIDTH * HEIGHT * 4];
42 float lift_theta = 0.0f, lift_rad = 0.0f, lift_v = 0.0f;
43 float gamma_theta = 0.0f, gamma_rad = 0.0f, gamma_v = 0.5f;
44 float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
45 float saturation = 1.0f;
47 //float radius = 0.3f;
48 // float inner_radius = 0.3f;
49 float blur_radius = 20.0f;
50 float blurred_mix_amount = 0.5f;
52 void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
54 RGBTriplet lift(0.0f, 0.0f, 0.0f);
55 RGBTriplet gamma(1.0f, 1.0f, 1.0f);
56 RGBTriplet gain(1.0f, 1.0f, 1.0f);
58 hsv2rgb_normalized(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
59 hsv2rgb_normalized(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
60 hsv2rgb_normalized(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
62 bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
63 ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
64 ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
67 if (saturation < 0.0) {
70 ok = saturation_effect->set_float("saturation", saturation);
74 void mouse(int x, int y)
76 float xf = (x / (float)WIDTH) * 16.0f / 9.0f;
77 float yf = (HEIGHT - y) / (float)HEIGHT;
80 read_colorwheel(xf, yf, &lift_rad, &lift_theta, &lift_v);
81 } else if (yf >= 0.2f && yf < 0.4f) {
82 read_colorwheel(xf, yf - 0.2f, &gamma_rad, &gamma_theta, &gamma_v);
83 } else if (yf >= 0.4f && yf < 0.6f) {
84 read_colorwheel(xf, yf - 0.4f, &gain_rad, &gain_theta, &gain_v);
85 } else if (yf >= 0.6f && yf < 0.62f && xf < 0.2f) {
86 saturation = (xf / 0.2f) * 4.0f;
88 } else if (yf >= 0.65f && yf < 0.67f && xf < 0.2f) {
90 } else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
91 inner_radius = (xf / 0.2f);
93 } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
94 blur_radius = (xf / 0.2f) * 100.0f;
95 } else if (yf >= 0.80f && yf < 0.82f && xf < 0.2f) {
96 blurred_mix_amount = (xf / 0.2f);
100 unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
102 SDL_Surface *img = IMG_Load(filename);
104 fprintf(stderr, "Load of '%s' failed\n", filename);
108 SDL_PixelFormat rgba_fmt;
109 rgba_fmt.palette = NULL;
110 rgba_fmt.BitsPerPixel = 32;
111 rgba_fmt.BytesPerPixel = 8;
112 rgba_fmt.Rloss = rgba_fmt.Gloss = rgba_fmt.Bloss = rgba_fmt.Aloss = 0;
114 // NOTE: Assumes little endian.
115 rgba_fmt.Rmask = 0x00ff0000;
116 rgba_fmt.Gmask = 0x0000ff00;
117 rgba_fmt.Bmask = 0x000000ff;
118 rgba_fmt.Amask = 0xff000000;
120 rgba_fmt.Rshift = 16;
123 rgba_fmt.Ashift = 24;
125 rgba_fmt.colorkey = 0;
126 rgba_fmt.alpha = 255;
128 SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
133 SDL_FreeSurface(img);
135 return (unsigned char *)converted->pixels;
138 void write_png(const char *filename, unsigned char *screenbuf)
140 FILE *fp = fopen(filename, "wb");
141 png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
142 png_infop info_ptr = png_create_info_struct(png_ptr);
144 if (setjmp(png_jmpbuf(png_ptr))) {
146 fprintf(stderr, "Write to %s failed; exiting.\n", filename);
150 png_set_IHDR(png_ptr, info_ptr, WIDTH, HEIGHT, 8, PNG_COLOR_TYPE_RGB_ALPHA, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
152 png_bytep *row_pointers = new png_bytep[HEIGHT];
153 for (unsigned y = 0; y < HEIGHT; ++y) {
154 row_pointers[y] = screenbuf + ((HEIGHT - y - 1) * WIDTH) * 4;
157 png_init_io(png_ptr, fp);
158 png_set_rows(png_ptr, info_ptr, row_pointers);
159 png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_BGR, NULL);
160 png_destroy_write_struct(&png_ptr, &info_ptr);
163 delete[] row_pointers;
166 int main(int argc, char **argv)
170 if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
171 fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
174 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
175 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
176 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
177 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
178 SDL_SetVideoMode(WIDTH, HEIGHT, 0, SDL_OPENGL);
179 SDL_WM_SetCaption("OpenGL window", NULL);
181 CHECK(init_movit(".", MOVIT_DEBUG_ON));
182 printf("GPU texture subpixel precision: about %.1f bits\n",
183 log2(1.0f / movit_texel_subpixel_precision));
184 printf("Wrongly rounded x+0.48 or x+0.52 values: %d/510\n",
185 movit_num_wrongly_rounded);
186 if (movit_num_wrongly_rounded > 0) {
187 if (movit_shader_rounding_supported) {
188 printf("Rounding off in the shader to compensate.\n");
190 printf("No shader roundoff available; cannot compensate.\n");
194 unsigned img_w, img_h;
195 unsigned char *src_img = load_image(argc > 1 ? argv[1] : "blg_wheels_woman_1.jpg", &img_w, &img_h);
197 EffectChain chain(WIDTH, HEIGHT);
198 glViewport(0, 0, WIDTH, HEIGHT);
200 glMatrixMode(GL_PROJECTION);
202 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
204 glMatrixMode(GL_MODELVIEW);
207 ImageFormat inout_format;
208 inout_format.color_space = COLORSPACE_sRGB;
209 inout_format.gamma_curve = GAMMA_sRGB;
211 FlatInput *input = new FlatInput(inout_format, FORMAT_BGRA_POSTMULTIPLIED_ALPHA, GL_UNSIGNED_BYTE, img_w, img_h);
212 chain.add_input(input);
213 Effect *lift_gamma_gain_effect = chain.add_effect(new LiftGammaGainEffect());
214 Effect *saturation_effect = chain.add_effect(new SaturationEffect());
215 Effect *diffusion_effect = chain.add_effect(new DiffusionEffect());
216 //Effect *vignette_effect = chain.add_effect(new VignetteEffect());
217 //Effect *sandbox_effect = chain.add_effect(new SandboxEffect());
218 //sandbox_effect->set_float("parm", 42.0f);
219 //chain.add_effect(new MirrorEffect());
220 chain.add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
221 chain.set_dither_bits(8);
224 // generate a PBO to hold the data we read back with glReadPixels()
225 // (Intel/DRI goes into a slow path if we don't read to PBO)
227 glGenBuffers(1, &pbo);
228 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
229 glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
231 make_hsv_wheel_texture();
234 bool screenshot = false;
235 #if _POSIX_C_SOURCE >= 199309L
236 struct timespec start, now;
237 clock_gettime(CLOCK_MONOTONIC, &start);
239 struct timeval start, now;
240 gettimeofday(&start, NULL);
245 while (SDL_PollEvent(&event)) {
246 if (event.type == SDL_QUIT) {
248 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
250 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_F1) {
252 } else if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
253 mouse(event.button.x, event.button.y);
254 } else if (event.type == SDL_MOUSEMOTION && (event.motion.state & SDL_BUTTON(1))) {
255 mouse(event.motion.x, event.motion.y);
261 update_hsv(lift_gamma_gain_effect, saturation_effect);
262 //vignette_effect->set_float("radius", radius);
263 //vignette_effect->set_float("inner_radius", inner_radius);
264 //vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
266 CHECK(diffusion_effect->set_float("radius", blur_radius));
267 CHECK(diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount));
269 input->set_pixel_data(src_img);
270 chain.render_to_screen();
272 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
274 glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
276 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
280 draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
281 draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
282 draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
283 draw_saturation_bar(0.6f, saturation / 4.0f);
285 draw_saturation_bar(0.65f, radius);
286 draw_saturation_bar(0.70f, inner_radius);
288 draw_saturation_bar(0.75f, blur_radius / 100.0f);
289 draw_saturation_bar(0.80f, blurred_mix_amount);
291 SDL_GL_SwapBuffers();
294 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
296 unsigned char *screenbuf = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
300 sprintf(filename, "frame%05d.png", frame);
301 write_png(filename, screenbuf);
302 printf("Screenshot: %s\n", filename);
305 glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
307 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
311 #if _POSIX_C_SOURCE >= 199309L
312 clock_gettime(CLOCK_MONOTONIC, &now);
313 double elapsed = now.tv_sec - start.tv_sec +
314 1e-9 * (now.tv_nsec - start.tv_nsec);
316 gettimeofday(&now, NULL);
317 double elapsed = now.tv_sec - start.tv_sec +
318 1e-6 * (now.tv_usec - start.tv_usec);
320 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
321 frame, elapsed, frame / elapsed,
322 1e3 * elapsed / frame);
324 // Reset every 100 frames, so that local variations in frame times
325 // (especially for the first few frames, when the shaders are
326 // compiled etc.) don't make it hard to measure for the entire
327 // remaining duration of the program.