-#define GL_GLEXT_PROTOTYPES 1
#define NO_SDL_GLEXT 1
#define WIDTH 1280
#define HEIGHT 720
-#include <string.h>
-#include <math.h>
-#include <time.h>
-#include <sys/time.h>
-#include <assert.h>
-
-#include <string>
-#include <vector>
-#include <map>
-
-#include <GL/glew.h>
+#include <epoxy/gl.h>
+#ifdef HAVE_SDL2
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_error.h>
+#include <SDL2/SDL_events.h>
+#include <SDL2/SDL_image.h>
+#include <SDL2/SDL_keyboard.h>
+#include <SDL2/SDL_mouse.h>
+#include <SDL2/SDL_video.h>
+#else
#include <SDL/SDL.h>
-#include <SDL/SDL_opengl.h>
+#include <SDL/SDL_error.h>
+#include <SDL/SDL_events.h>
#include <SDL/SDL_image.h>
+#include <SDL/SDL_keyboard.h>
+#include <SDL/SDL_keysym.h>
+#include <SDL/SDL_mouse.h>
+#include <SDL/SDL_video.h>
+#endif
+
+#include <assert.h>
+#include <features.h>
+#include <math.h>
#include <png.h>
+#include <pngconf.h>
+#include <setjmp.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <sys/time.h>
+#include <time.h>
-#include "init.h"
+#include "diffusion_effect.h"
#include "effect.h"
#include "effect_chain.h"
-#include "util.h"
-#include "widgets.h"
-
#include "flat_input.h"
+#include "image_format.h"
+#include "init.h"
#include "lift_gamma_gain_effect.h"
#include "saturation_effect.h"
-#include "diffusion_effect.h"
+#include "util.h"
+#include "widgets.h"
+
+using namespace movit;
unsigned char result[WIDTH * HEIGHT * 4];
unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
{
SDL_Surface *img = IMG_Load(filename);
- if (img == NULL) {
+ if (img == nullptr) {
fprintf(stderr, "Load of '%s' failed\n", filename);
exit(1);
}
SDL_PixelFormat rgba_fmt;
- rgba_fmt.palette = NULL;
+ rgba_fmt.palette = nullptr;
rgba_fmt.BitsPerPixel = 32;
rgba_fmt.BytesPerPixel = 8;
rgba_fmt.Rloss = rgba_fmt.Gloss = rgba_fmt.Bloss = rgba_fmt.Aloss = 0;
rgba_fmt.Gshift = 8;
rgba_fmt.Bshift = 0;
rgba_fmt.Ashift = 24;
-
+
+#ifndef HAVE_SDL2
rgba_fmt.colorkey = 0;
rgba_fmt.alpha = 255;
+#endif
SDL_Surface *converted = SDL_ConvertSurface(img, &rgba_fmt, SDL_SWSURFACE);
void write_png(const char *filename, unsigned char *screenbuf)
{
FILE *fp = fopen(filename, "wb");
- png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
+ png_structp png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, nullptr, NULL, NULL);
png_infop info_ptr = png_create_info_struct(png_ptr);
if (setjmp(png_jmpbuf(png_ptr))) {
png_init_io(png_ptr, fp);
png_set_rows(png_ptr, info_ptr, row_pointers);
- png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_BGR, NULL);
+ png_write_png(png_ptr, info_ptr, PNG_TRANSFORM_BGR, nullptr);
png_destroy_write_struct(&png_ptr, &info_ptr);
fclose(fp);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+#ifdef HAVE_SDL2
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ // SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
+ SDL_Window *window = SDL_CreateWindow("OpenGL window",
+ SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED,
+ WIDTH, HEIGHT,
+ SDL_WINDOW_OPENGL);
+ SDL_GLContext context = SDL_GL_CreateContext(window);
+ assert(context != nullptr);
+#else
SDL_SetVideoMode(WIDTH, HEIGHT, 0, SDL_OPENGL);
- SDL_WM_SetCaption("OpenGL window", NULL);
+ SDL_WM_SetCaption("OpenGL window", nullptr);
+#endif
- init_movit(".", MOVIT_DEBUG_ON);
+ CHECK(init_movit(".", MOVIT_DEBUG_ON));
printf("GPU texture subpixel precision: about %.1f bits\n",
log2(1.0f / movit_texel_subpixel_precision));
+ printf("Wrongly rounded x+0.48 or x+0.52 values: %d/510\n",
+ movit_num_wrongly_rounded);
+ if (movit_num_wrongly_rounded > 0) {
+ printf("Rounding off in the shader to compensate.\n");
+ }
unsigned img_w, img_h;
unsigned char *src_img = load_image(argc > 1 ? argv[1] : "blg_wheels_woman_1.jpg", &img_w, &img_h);
//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, OUTPUT_POSTMULTIPLIED_ALPHA);
+ chain.add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
chain.set_dither_bits(8);
chain.finalize();
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);
+ glBufferData(GL_PIXEL_PACK_BUFFER_ARB, WIDTH * HEIGHT * 4, nullptr, GL_STREAM_READ);
- make_hsv_wheel_texture();
+ init_hsv_resources();
+ check_error();
int frame = 0;
bool screenshot = false;
clock_gettime(CLOCK_MONOTONIC, &start);
#else
struct timeval start, now;
- gettimeofday(&start, NULL);
+ gettimeofday(&start, nullptr);
#endif
while (!quit) {
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(0.75f, blur_radius / 100.0f);
draw_saturation_bar(0.80f, blurred_mix_amount);
+#ifdef HAVE_SDL2
+ SDL_GL_SwapWindow(window);
+#else
SDL_GL_SwapBuffers();
+#endif
check_error();
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo);
double elapsed = now.tv_sec - start.tv_sec +
1e-9 * (now.tv_nsec - start.tv_nsec);
#else
- gettimeofday(&now, NULL);
+ gettimeofday(&now, nullptr);
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);
+
+ // Reset every 100 frames, so that local variations in frame times
+ // (especially for the first few frames, when the shaders are
+ // compiled etc.) don't make it hard to measure for the entire
+ // remaining duration of the program.
+ if (frame == 100) {
+ frame = 0;
+ start = now;
+ }
#endif
}
+ cleanup_hsv_resources();
return 0;
}