1 #define GL_GLEXT_PROTOTYPES 1
18 #include <SDL/SDL_opengl.h>
19 #include <SDL/SDL_image.h>
25 #include "effect_chain.h"
29 unsigned char result[WIDTH * HEIGHT * 4];
31 float lift_theta = 0.0f, lift_rad = 0.0f, lift_v = 0.0f;
32 float gamma_theta = 0.0f, gamma_rad = 0.0f, gamma_v = 0.5f;
33 float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
34 float saturation = 1.0f;
36 //float radius = 0.3f;
37 // float inner_radius = 0.3f;
38 float blur_radius = 20.0f;
39 float blurred_mix_amount = 0.5f;
41 void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
43 RGBTriplet lift(0.0f, 0.0f, 0.0f);
44 RGBTriplet gamma(1.0f, 1.0f, 1.0f);
45 RGBTriplet gain(1.0f, 1.0f, 1.0f);
47 hsv2rgb(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
48 hsv2rgb(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
49 hsv2rgb(gain_theta, gain_rad, gain_v * 4.0f, &gain.r, &gain.g, &gain.b);
51 bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
52 ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
53 ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
56 if (saturation < 0.0) {
59 ok = saturation_effect->set_float("saturation", saturation);
63 void mouse(int x, int y)
65 float xf = (x / (float)WIDTH) * 16.0f / 9.0f;
66 float yf = (HEIGHT - y) / (float)HEIGHT;
69 read_colorwheel(xf, yf, &lift_rad, &lift_theta, &lift_v);
70 } else if (yf >= 0.2f && yf < 0.4f) {
71 read_colorwheel(xf, yf - 0.2f, &gamma_rad, &gamma_theta, &gamma_v);
72 } else if (yf >= 0.4f && yf < 0.6f) {
73 read_colorwheel(xf, yf - 0.4f, &gain_rad, &gain_theta, &gain_v);
74 } else if (yf >= 0.6f && yf < 0.62f && xf < 0.2f) {
75 saturation = (xf / 0.2f) * 4.0f;
77 } else if (yf >= 0.65f && yf < 0.67f && xf < 0.2f) {
79 } else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
80 inner_radius = (xf / 0.2f);
82 } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
83 blur_radius = (xf / 0.2f) * 100.0f;
84 } else if (yf >= 0.80f && yf < 0.82f && xf < 0.2f) {
85 blurred_mix_amount = (xf / 0.2f);
89 unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
91 SDL_Surface *img = IMG_Load(filename);
93 fprintf(stderr, "Load of '%s' failed\n", filename);
97 SDL_PixelFormat rgba_fmt;
98 rgba_fmt.palette = NULL;
99 rgba_fmt.BitsPerPixel = 32;
100 rgba_fmt.BytesPerPixel = 8;
101 rgba_fmt.Rloss = rgba_fmt.Gloss = rgba_fmt.Bloss = rgba_fmt.Aloss = 0;
103 // NOTE: Assumes little endian.
104 rgba_fmt.Rmask = 0x00ff0000;
105 rgba_fmt.Gmask = 0x0000ff00;
106 rgba_fmt.Bmask = 0x000000ff;
107 rgba_fmt.Amask = 0xff000000;
109 rgba_fmt.Rshift = 16;
112 rgba_fmt.Ashift = 24;
114 rgba_fmt.colorkey = 0;
115 rgba_fmt.alpha = 255;
117 SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
122 SDL_FreeSurface(img);
124 return (unsigned char *)converted->pixels;
127 void write_ppm(const char *filename, unsigned char *screenbuf)
129 FILE *fp = fopen(filename, "w");
130 fprintf(fp, "P6\n%d %d\n255\n", WIDTH, HEIGHT);
131 for (unsigned y = 0; y < HEIGHT; ++y) {
132 unsigned char *srcptr = screenbuf + ((HEIGHT - y - 1) * WIDTH) * 4;
133 for (unsigned x = 0; x < WIDTH; ++x) {
134 fputc(srcptr[x * 4 + 2], fp);
135 fputc(srcptr[x * 4 + 1], fp);
136 fputc(srcptr[x * 4 + 0], fp);
142 int main(int argc, char **argv)
146 SDL_Init(SDL_INIT_EVERYTHING);
147 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
148 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
149 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
150 SDL_SetVideoMode(WIDTH, HEIGHT, 0, SDL_OPENGL);
151 SDL_WM_SetCaption("OpenGL window", NULL);
154 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
155 glPixelStorei(GL_PACK_ALIGNMENT, 1);
157 unsigned img_w, img_h;
158 unsigned char *src_img = load_image("blg_wheels_woman_1.jpg", &img_w, &img_h);
160 EffectChain chain(WIDTH, HEIGHT);
162 ImageFormat inout_format;
163 inout_format.pixel_format = FORMAT_BGRA;
164 inout_format.color_space = COLORSPACE_sRGB;
165 inout_format.gamma_curve = GAMMA_sRGB;
167 Input *input = chain.add_input(inout_format);
168 Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
169 Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
170 Effect *diffusion_effect = chain.add_effect(EFFECT_DIFFUSION);
171 //Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
172 //Effect *sandbox_effect = chain.add_effect(EFFECT_SANDBOX);
173 //sandbox_effect->set_float("parm", 42.0f);
174 //chain.add_effect(EFFECT_MIRROR);
175 chain.add_output(inout_format);
178 // generate a PBO to hold the data we read back with glReadPixels()
179 // (Intel/DRI goes into a slow path if we don't read to PBO)
181 glGenBuffers(1, &pbo);
182 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
183 glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
185 make_hsv_wheel_texture();
187 int frame = 0, screenshot = 0;
188 #if _POSIX_C_SOURCE >= 199309L
189 struct timespec start, now;
190 clock_gettime(CLOCK_MONOTONIC, &start);
192 struct timeval start, now;
193 gettimeofday(&start, NULL);
198 while (SDL_PollEvent(&event)) {
199 if (event.type == SDL_QUIT) {
201 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
203 } else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_F1) {
205 } else if (event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
206 mouse(event.button.x, event.button.y);
207 } else if (event.type == SDL_MOUSEMOTION && (event.motion.state & SDL_BUTTON(1))) {
208 mouse(event.motion.x, event.motion.y);
214 update_hsv(lift_gamma_gain_effect, saturation_effect);
215 //vignette_effect->set_float("radius", radius);
216 //vignette_effect->set_float("inner_radius", inner_radius);
217 //vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
219 diffusion_effect->set_float("radius", blur_radius);
220 diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount);
222 input->set_pixel_data(src_img);
223 chain.render_to_screen();
225 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
227 glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
229 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
233 draw_hsv_wheel(0.0f, lift_rad, lift_theta, lift_v);
234 draw_hsv_wheel(0.2f, gamma_rad, gamma_theta, gamma_v);
235 draw_hsv_wheel(0.4f, gain_rad, gain_theta, gain_v);
236 draw_saturation_bar(0.6f, saturation / 4.0f);
238 draw_saturation_bar(0.65f, radius);
239 draw_saturation_bar(0.70f, inner_radius);
241 draw_saturation_bar(0.75f, blur_radius / 100.0f);
242 draw_saturation_bar(0.80f, blurred_mix_amount);
244 SDL_GL_SwapBuffers();
247 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
249 unsigned char *screenbuf = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
253 sprintf(filename, "frame%05d.ppm", frame);
254 write_ppm(filename, screenbuf);
255 printf("Screenshot: %s\n", filename);
258 glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
260 glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
264 #if _POSIX_C_SOURCE >= 199309L
265 clock_gettime(CLOCK_MONOTONIC, &now);
266 double elapsed = now.tv_sec - start.tv_sec +
267 1e-9 * (now.tv_nsec - start.tv_nsec);
269 gettimeofday(&now, NULL);
270 double elapsed = now.tv_sec - start.tv_sec +
271 1e-6 * (now.tv_usec - start.tv_usec);
273 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
274 frame, elapsed, frame / elapsed,
275 1e3 * elapsed / frame);