#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 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;
+
void update_hsv(Effect *lift_gamma_gain_effect, Effect *saturation_effect)
{
RGBTriplet lift(0.0f, 0.0f, 0.0f);
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;
+ } 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);
}
}
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 *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;
unsigned int pixel = *(unsigned int *)(src_pixels + i * fmt->BytesPerPixel);
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);
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);
-}
-
void write_ppm(const char *filename, unsigned char *screenbuf)
{
FILE *fp = fopen(filename, "w");
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(LIFT_GAMMA_GAIN);
- Effect *saturation_effect = chain.add_effect(SATURATION);
+ Effect *lift_gamma_gain_effect = chain.add_effect(EFFECT_LIFT_GAMMA_GAIN);
+ Effect *saturation_effect = chain.add_effect(EFFECT_SATURATION);
+ Effect *vignette_effect = chain.add_effect(EFFECT_VIGNETTE);
+ //chain.add_effect(EFFECT_MIRROR);
chain.add_output(inout_format);
chain.finalize();
//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);
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, 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 });
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();
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);
+ draw_saturation_bar(0.65f, radius);
+ draw_saturation_bar(0.70f, inner_radius);
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
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);