float gain_theta = 0.0f, gain_rad = 0.0f, gain_v = 0.25f;
float saturation = 1.0f;
-float radius = 0.3f;
-float inner_radius = 0.3f;
-float blur_radius = 3.0f;
+//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)
{
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);
}
}
inout_format.color_space = COLORSPACE_sRGB;
inout_format.gamma_curve = GAMMA_sRGB;
- chain.add_input(inout_format);
+ Input *input = chain.add_input(inout_format);
Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
- Effect *blur_effect = chain.add_effect(EFFECT_BLUR);
- Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
+ Effect *diffusion_effect = chain.add_effect(EFFECT_DIFFUSION);
+ //Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
//Effect *sandbox_effect = chain.add_effect(EFFECT_SANDBOX);
//sandbox_effect->set_float("parm", 42.0f);
//chain.add_effect(EFFECT_MIRROR);
chain.add_output(inout_format);
chain.finalize();
- // 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();
++frame;
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_float("radius", radius);
+ //vignette_effect->set_float("inner_radius", inner_radius);
//vignette_effect->set_vec2("center", (float[]){ 0.7f, 0.5f });
- blur_effect->set_float("radius", blur_radius);
+ diffusion_effect->set_float("radius", blur_radius);
+ diffusion_effect->set_float("blurred_mix_amount", blurred_mix_amount);
- chain.render_to_screen(src_img);
+ input->set_pixel_data(src_img);
+ chain.render_to_screen();
- glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
+ 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();
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 / 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, 1);
+ 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();