#define WIDTH 1280
#define HEIGHT 720
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
#include <string.h>
#include <math.h>
#include <time.h>
+#include <sys/time.h>
#include <assert.h>
#include <string>
#include <SDL/SDL_opengl.h>
#include <SDL/SDL_image.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
-
#include "effect.h"
#include "effect_chain.h"
#include "util.h"
+#include "opengl.h"
#include "widgets.h"
-#include "texture_enum.h"
+
+#include "flat_input.h"
+#include "lift_gamma_gain_effect.h"
+#include "saturation_effect.h"
+#include "diffusion_effect.h"
unsigned char result[WIDTH * HEIGHT * 4];
float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
float saturation = 1.0f;
-void update_hsv(Effect *lift_gamma_gain_effect)
+//float radius = 0.3f;
+// float inner_radius = 0.3f;
+float blur_radius = 20.0f;
+float blurred_mix_amount = 0.5f;
+
+void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
{
RGBTriplet lift(0.0f, 0.0f, 0.0f);
RGBTriplet gamma(1.0f, 1.0f, 1.0f);
RGBTriplet gain(1.0f, 1.0f, 1.0f);
- 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);
+ hsv2rgb_normalized(lift_theta, lift_rad, lift_v, &lift.r, &lift.g, &lift.b);
+ hsv2rgb_normalized(gamma_theta, gamma_rad, gamma_v * 2.0f, &gamma.r, &gamma.g, &gamma.b);
+ hsv2rgb_normalized(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);
if (saturation < 0.0) {
saturation = 0.0;
}
+ ok = saturation_effect->set_float("saturation", saturation);
+ assert(ok);
}
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;
+#if 0
+ } 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);
+#endif
+ } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
+ blur_radius = (xf / 0.2f) * 100.0f;
+ } else if (yf >= 0.80f && yf < 0.82f && xf < 0.2f) {
+ blurred_mix_amount = (xf / 0.2f);
}
}
exit(1);
}
- // Convert to RGB.
- SDL_PixelFormat *fmt = img->format;
- 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) {
- unsigned char r, g, b;
- unsigned int temp;
- unsigned int pixel = *(unsigned int *)(src_pixels + i * fmt->BytesPerPixel);
-
- temp = pixel & fmt->Rmask;
- temp = temp >> fmt->Rshift;
- temp = temp << fmt->Rloss;
- r = temp;
-
- temp = pixel & fmt->Gmask;
- temp = temp >> fmt->Gshift;
- temp = temp << fmt->Gloss;
- g = temp;
-
- temp = pixel & fmt->Bmask;
- temp = temp >> fmt->Bshift;
- temp = temp << fmt->Bloss;
- b = temp;
-
- dst_pixels[i * 3 + 0] = r;
- dst_pixels[i * 3 + 1] = g;
- dst_pixels[i * 3 + 2] = b;
- }
- SDL_UnlockSurface(img);
+ SDL_PixelFormat rgba_fmt;
+ rgba_fmt.palette = NULL;
+ rgba_fmt.BitsPerPixel = 32;
+ rgba_fmt.BytesPerPixel = 8;
+ rgba_fmt.Rloss = rgba_fmt.Gloss = rgba_fmt.Bloss = rgba_fmt.Aloss = 0;
+
+ // NOTE: Assumes little endian.
+ rgba_fmt.Rmask = 0x00ff0000;
+ rgba_fmt.Gmask = 0x0000ff00;
+ rgba_fmt.Bmask = 0x000000ff;
+ rgba_fmt.Amask = 0xff000000;
+
+ rgba_fmt.Rshift = 16;
+ rgba_fmt.Gshift = 8;
+ rgba_fmt.Bshift = 0;
+ rgba_fmt.Ashift = 24;
+
+ rgba_fmt.colorkey = 0;
+ rgba_fmt.alpha = 255;
+
+ SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
*w = img->w;
*h = img->h;
SDL_FreeSurface(img);
- return dst_pixels;
-}
-
-void load_texture(const char *filename)
-{
- unsigned w, h;
- unsigned char *pixels = load_image(filename, &w, &h);
-
-#if 1
- // we will convert to sRGB in the shader
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
- check_error();
-#else
- // implicit sRGB conversion in hardware
- glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
- check_error();
-#endif
-
- free(pixels);
+ return (unsigned char *)converted->pixels;
}
void write_ppm(const char *filename, unsigned char *screenbuf)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
-
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(LIFT_GAMMA_GAIN);
+ FlatInput *input = new FlatInput(inout_format, FORMAT_BGRA, img_w, img_h);
+ chain.add_input(input);
+ Effect *lift_gamma_gain_effect = chain.add_effect(new LiftGammaGainEffect());
+ Effect *saturation_effect = chain.add_effect(new SaturationEffect());
+ Effect *diffusion_effect = chain.add_effect(new DiffusionEffect());
+ //Effect *vignette_effect = chain.add_effect(new VignetteEffect());
+ //Effect *sandbox_effect = chain.add_effect(new SandboxEffect());
+ //sandbox_effect->set_float("parm", 42.0f);
+ //chain.add_effect(new MirrorEffect());
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);
- check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- float srgb_reverse_tex[4096];
- for (unsigned i = 0; i < 4096; ++i) {
- float x = i / 4095.0;
- if (x < 0.0031308f) {
- srgb_reverse_tex[i] = 12.92f * x;
- } else {
- srgb_reverse_tex[i] = 1.055f * pow(x, 1.0f / 2.4f) - 0.055f;
- }
- }
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 4096, 0, GL_LUMINANCE, GL_FLOAT, srgb_reverse_tex);
- check_error();
-
- // sRGB LUT
- glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
- check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- float srgb_tex[256];
- for (unsigned i = 0; i < 256; ++i) {
- float x = i / 255.0;
- if (x < 0.04045f) {
- srgb_tex[i] = x * (1.0f / 12.92f);
- } else {
- srgb_tex[i] = pow((x + 0.055) * (1.0 / 1.055f), 2.4);
- }
- }
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 256, 0, GL_LUMINANCE, GL_FLOAT, srgb_tex);
- check_error();
-#endif
-
- // generate a PDO to hold the data we read back with glReadPixels()
- // (Intel/DRI goes into a slow path if we don't read to PDO)
- glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
+ // generate a PBO to hold the data we read back with glReadPixels()
+ // (Intel/DRI goes into a slow path if we don't read to PBO)
+ GLuint pbo;
+ glGenBuffers(1, &pbo);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, NULL, GL_STREAM_READ);
make_hsv_wheel_texture();
- int prog = glCreateProgram();
- GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
- GLhandleARB fs_obj = compile_shader(read_file("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;
++frame;
- update_hsv(lift_gamma_gain_effect);
- chain.render_to_screen(src_img);
+ update_hsv(lift_gamma_gain_effect, saturation_effect);
+ //vignette_effect->set_float("radius", radius);
+ //vignette_effect->set_float("inner_radius", inner_radius);
+ //vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
+
+ diffusion_effect->set_float("radius", blur_radius);
+ diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount);
+
+ input->set_pixel_data(src_img);
+ chain.render_to_screen();
+ glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
+ check_error();
glReadPixels(0, 0, WIDTH, HEIGHT, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, BUFFER_OFFSET(0));
check_error();
+ glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
+ check_error();
+ glLoadIdentity();
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);
+#if 0
+ draw_saturation_bar(0.65f, radius);
+ draw_saturation_bar(0.70f, inner_radius);
+#endif
+ draw_saturation_bar(0.75f, blur_radius / 100.0f);
+ draw_saturation_bar(0.80f, blurred_mix_amount);
SDL_GL_SwapBuffers();
check_error();
+ glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
+ check_error();
unsigned char *screenbuf = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
check_error();
if (screenshot) {
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
check_error();
+ glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
+ 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);