#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 "effect_chain.h"
#include "util.h"
#include "widgets.h"
-#include "texture_enum.h"
unsigned char result[WIDTH * HEIGHT * 4];
float radius = 0.3f;
float inner_radius = 0.3f;
-
+float blur_radius = 3.0f;
+
void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
{
RGBTriplet lift(0.0f, 0.0f, 0.0f);
radius = (xf / 0.2f);
} else if (yf >= 0.70f && yf < 0.72f && xf < 0.2f) {
inner_radius = (xf / 0.2f);
+ } else if (yf >= 0.75f && yf < 0.77f && xf < 0.2f) {
+ blur_radius = (xf / 0.2f) * 100.0f;
}
}
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);
+ unsigned char *dst_pixels = (unsigned char *)malloc(img->w * img->h * 4);
for (int i = 0; i < img->w * img->h; ++i) {
unsigned char r, g, b;
unsigned int temp;
temp = temp << fmt->Bloss;
b = temp;
- dst_pixels[i * 3 + 0] = r;
- dst_pixels[i * 3 + 1] = g;
- dst_pixels[i * 3 + 2] = b;
+ dst_pixels[i * 4 + 0] = b;
+ dst_pixels[i * 4 + 1] = g;
+ dst_pixels[i * 4 + 2] = r;
+ dst_pixels[i * 4 + 3] = 255;
}
SDL_UnlockSurface(img);
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.pixel_format = FORMAT_BGRA;
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(EFFECT_LIFT_GAMMA_GAIN);
Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
+ Effect *hblur_effect = chain.add_effect(EFFECT_BLUR);
+ Effect *vblur_effect = chain.add_effect(EFFECT_BLUR);
Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
+ //chain.add_effect(EFFECT_MIRROR);
chain.add_output(inout_format);
chain.finalize();
- //glGenerateMipmap(GL_TEXTURE_2D);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
- //check_error();
-
-#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);
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 });
+
+ hblur_effect->set_int("direction", 0);
+ hblur_effect->set_float("radius", blur_radius);
+
+ vblur_effect->set_int("direction", 1);
+ vblur_effect->set_float("radius", blur_radius);
+
chain.render_to_screen(src_img);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
+ 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 / 4.0f);
draw_saturation_bar(0.65f, radius);
draw_saturation_bar(0.70f, inner_radius);
+ draw_saturation_bar(0.75f, blur_radius / 100.0f);
SDL_GL_SwapBuffers();
check_error();
+ glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 1);
+ 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