1 #define GL_GLEXT_PROTOTYPES 1
11 #include <SDL2/SDL_error.h>
12 #include <SDL2/SDL_events.h>
13 #include <SDL2/SDL_image.h>
14 #include <SDL2/SDL_keyboard.h>
15 #include <SDL2/SDL_mouse.h>
16 #include <SDL2/SDL_video.h>
19 #include <SDL/SDL_error.h>
20 #include <SDL/SDL_events.h>
21 #include <SDL/SDL_image.h>
22 #include <SDL/SDL_keyboard.h>
23 #include <SDL/SDL_keysym.h>
24 #include <SDL/SDL_mouse.h>
25 #include <SDL/SDL_video.h>
39 #include "diffusion_effect.h"
41 #include "effect_chain.h"
42 #include "flat_input.h"
43 #include "image_format.h"
45 #include "lift_gamma_gain_effect.h"
46 #include "saturation_effect.h"
50 using namespace movit;
52 unsigned char result[WIDTH * HEIGHT * 4];
54 float lift_theta = 0.0f, lift_rad = 0.0f, lift_v = 0.0f;
55 float gamma_theta = 0.0f, gamma_rad = 0.0f, gamma_v = 0.5f;
56 float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
57 float saturation = 1.0f;
59 //float radius = 0.3f;
60 // float inner_radius = 0.3f;
61 float blur_radius = 20.0f;
62 float blurred_mix_amount = 0.5f;
64 void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
66 RGBTriplet lift(0.0f, 0.0f, 0.0f);
67 RGBTriplet gamma(1.0f, 1.0f, 1.0f);
68 RGBTriplet gain(1.0f, 1.0f, 1.0f);
70 hsv2rgb_normalized(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
71 hsv2rgb_normalized(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
72 hsv2rgb_normalized(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
74 bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
75 ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
76 ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
79 if (saturation < 0.0) {
82 ok = saturation_effect->set_float("saturation", saturation);
86 void mouse(int x, int y)
88 float xf = (x / (float)WIDTH) * 16.0f / 9.0f;
89 float yf = (HEIGHT - y) / (float)HEIGHT;
92 read_colorwheel(xf, yf, &lift_rad, &lift_theta, &lift_v);
93 } else if (yf >= 0.2f && yf < 0.4f) {
94 read_colorwheel(xf, yf - 0.2f, &gamma_rad, &gamma_theta, &gamma_v);
95 } else if (yf >= 0.4f && yf < 0.6f) {
96 read_colorwheel(xf, yf - 0.4f, &gain_rad, &gain_theta, &gain_v);
97 } else if (yf >= 0.6f && yf < 0.62f && xf < 0.2f) {
98 saturation = (xf / 0.2f) * 4.0f;
100 } else if (yf >= 0.65f && yf < 0.67f && xf < 0.2f) {
101 radius = (xf / 0.2f);
102 } else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
103 inner_radius = (xf / 0.2f);
105 } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
106 blur_radius = (xf / 0.2f) * 100.0f;
107 } else if (yf >= 0.80f && yf < 0.82f && xf < 0.2f) {
108 blurred_mix_amount = (xf / 0.2f);
112 unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
114 SDL_Surface *img = IMG_Load(filename);
116 fprintf(stderr, "Load of '%s' failed\n", filename);
120 SDL_PixelFormat rgba_fmt;
121 rgba_fmt.palette = NULL;
122 rgba_fmt.BitsPerPixel = 32;
123 rgba_fmt.BytesPerPixel = 8;
124 rgba_fmt.Rloss = rgba_fmt.Gloss = rgba_fmt.Bloss = rgba_fmt.Aloss = 0;
126 // NOTE: Assumes little endian.
127 rgba_fmt.Rmask = 0x00ff0000;
128 rgba_fmt.Gmask = 0x0000ff00;
129 rgba_fmt.Bmask = 0x000000ff;
130 rgba_fmt.Amask = 0xff000000;
132 rgba_fmt.Rshift = 16;
135 rgba_fmt.Ashift = 24;
138 rgba_fmt.colorkey = 0;
139 rgba_fmt.alpha = 255;
142 SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
147 SDL_FreeSurface(img);
149 return (unsigned char *)converted->pixels;
152 void write_png(const char *filename, unsigned char *screenbuf)
154 FILE *fp = fopen(filename, "wb");
155 png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
156 png_infop info_ptr = png_create_info_struct(png_ptr);
158 if (setjmp(png_jmpbuf(png_ptr))) {
160 fprintf(stderr, "Write to %s failed; exiting.\n", filename);
164 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);
166 png_bytep *row_pointers = new png_bytep[HEIGHT];
167 for (unsigned y = 0; y < HEIGHT; ++y) {
168 row_pointers[y] = screenbuf + ((HEIGHT - y - 1) * WIDTH) * 4;
171 png_init_io(png_ptr, fp);
172 png_set_rows(png_ptr, info_ptr, row_pointers);
173 png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_BGR, NULL);
174 png_destroy_write_struct(&png_ptr, &info_ptr);
177 delete[] row_pointers;
180 int main(int argc, char **argv)
184 if (SDL_Init(SDL_INIT_EVERYTHING) == -1) {
185 fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
188 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
189 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
190 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
191 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
194 SDL_Window *window = SDL_CreateWindow("OpenGL window",
195 SDL_WINDOWPOS_UNDEFINED,
196 SDL_WINDOWPOS_UNDEFINED,
199 SDL_GLContext context = SDL_GL_CreateContext(window);
200 assert(context != NULL);
202 SDL_SetVideoMode(WIDTH, HEIGHT, 0, SDL_OPENGL);
203 SDL_WM_SetCaption("OpenGL window", NULL);
206 CHECK(init_movit(".", MOVIT_DEBUG_ON));
207 printf("GPU texture subpixel precision: about %.1f bits\n",
208 log2(1.0f / movit_texel_subpixel_precision));
209 printf("Wrongly rounded x+0.48 or x+0.52 values: %d/510\n",
210 movit_num_wrongly_rounded);
211 if (movit_num_wrongly_rounded > 0) {
212 if (movit_shader_rounding_supported) {
213 printf("Rounding off in the shader to compensate.\n");
215 printf("No shader roundoff available; cannot compensate.\n");
219 unsigned img_w, img_h;
220 unsigned char *src_img = load_image(argc > 1 ? argv[1] : "blg_wheels_woman_1.jpg", &img_w, &img_h);
222 EffectChain chain(WIDTH, HEIGHT);
223 glViewport(0, 0, WIDTH, HEIGHT);
225 glMatrixMode(GL_PROJECTION);
227 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
229 glMatrixMode(GL_MODELVIEW);
232 ImageFormat inout_format;
233 inout_format.color_space = COLORSPACE_sRGB;
234 inout_format.gamma_curve = GAMMA_sRGB;
236 FlatInput *input = new FlatInput(inout_format, FORMAT_BGRA_POSTMULTIPLIED_ALPHA, GL_UNSIGNED_BYTE, img_w, img_h);
237 chain.add_input(input);
238 Effect *lift_gamma_gain_effect = chain.add_effect(new LiftGammaGainEffect());
239 Effect *saturation_effect = chain.add_effect(new SaturationEffect());
240 Effect *diffusion_effect = chain.add_effect(new DiffusionEffect());
241 //Effect *vignette_effect = chain.add_effect(new VignetteEffect());
242 //Effect *sandbox_effect = chain.add_effect(new SandboxEffect());
243 //sandbox_effect->set_float("parm", 42.0f);
244 //chain.add_effect(new MirrorEffect());
245 chain.add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
246 chain.set_dither_bits(8);
249 // generate a PBO to hold the data we read back with glReadPixels()
250 // (Intel/DRI goes into a slow path if we don't read to PBO)
252 glGenBuffers(1, &pbo);
253 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
254 glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
256 make_hsv_wheel_texture();
259 bool screenshot = false;
260 #if _POSIX_C_SOURCE >= 199309L
261 struct timespec start, now;
262 clock_gettime(CLOCK_MONOTONIC, &start);
264 struct timeval start, now;
265 gettimeofday(&start, NULL);
270 while (SDL_PollEvent(&event)) {
271 if (event.type == SDL_QUIT) {
273 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
275 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_F1) {
277 } else if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
278 mouse(event.button.x, event.button.y);
279 } else if (event.type == SDL_MOUSEMOTION && (event.motion.state & SDL_BUTTON(1))) {
280 mouse(event.motion.x, event.motion.y);
286 update_hsv(lift_gamma_gain_effect, saturation_effect);
287 //vignette_effect->set_float("radius", radius);
288 //vignette_effect->set_float("inner_radius", inner_radius);
289 //vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
291 CHECK(diffusion_effect->set_float("radius", blur_radius));
292 CHECK(diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount));
294 input->set_pixel_data(src_img);
295 chain.render_to_screen();
297 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
299 glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
301 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
305 draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
306 draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
307 draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
308 draw_saturation_bar(0.6f, saturation / 4.0f);
310 draw_saturation_bar(0.65f, radius);
311 draw_saturation_bar(0.70f, inner_radius);
313 draw_saturation_bar(0.75f, blur_radius / 100.0f);
314 draw_saturation_bar(0.80f, blurred_mix_amount);
317 SDL_GL_SwapWindow(window);
319 SDL_GL_SwapBuffers();
323 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
325 unsigned char *screenbuf = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
329 sprintf(filename, "frame%05d.png", frame);
330 write_png(filename, screenbuf);
331 printf("Screenshot: %s\n", filename);
334 glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
336 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
340 #if _POSIX_C_SOURCE >= 199309L
341 clock_gettime(CLOCK_MONOTONIC, &now);
342 double elapsed = now.tv_sec - start.tv_sec +
343 1e-9 * (now.tv_nsec - start.tv_nsec);
345 gettimeofday(&now, NULL);
346 double elapsed = now.tv_sec - start.tv_sec +
347 1e-6 * (now.tv_usec - start.tv_usec);
349 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
350 frame, elapsed, frame / elapsed,
351 1e3 * elapsed / frame);
353 // Reset every 100 frames, so that local variations in frame times
354 // (especially for the first few frames, when the shaders are
355 // compiled etc.) don't make it hard to measure for the entire
356 // remaining duration of the program.