#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 <vector>
+#include <map>
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#include <GL/gl.h>
#include <GL/glext.h>
+#include "effect.h"
+#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 lift_r = 0.0f, lift_g = 0.0f, lift_b = 0.0f;
-float gamma_r = 1.0f, gamma_g = 1.0f, gamma_b = 1.0f;
-float gain_r = 1.0f, gain_g = 1.0f, gain_b = 1.0f;
-
-struct ImageFormat {
- enum { FORMAT_RGB, FORMAT_RGBA } format;
-
- // Note: sRGB and 709 use the same colorspace primaries.
- enum { COLORSPACE_sRGB, COLORSPACE_REC_601_525, COLORSPACE_REC_601_625, COLORSPACE_REC_709 } color_space;
-
- // Note: Rec. 601 and 709 use the same gamma curve.
- enum { LINEAR_LIGHT, GAMMA_sRGB, GAMMA_REC_601, GAMMA_REC_709 } gamma_curve;
-};
-
-enum EffectId {
- // Mostly for internal use.
- GAMMA_CONVERSION = 0,
- RGB_PRIMARIES_CONVERSION,
-
- // Color.
- LIFT_GAMMA_GAIN,
-};
-
-class Effect {
-public:
- virtual bool needs_linear_light() { return true; }
- virtual bool needs_srgb_primaries() { return true; }
- virtual bool needs_many_samples() { return false; }
- virtual bool needs_mipmaps() { return false; }
- bool set_float(const std::string& key, float value);
- bool set_float_array(const std::string&, const float *values, size_t num_values);
-
-private:
- bool register_float(const std::string& key, float value);
- bool register_float_array(const std::string& key, float *values, size_t num_values);
-};
-
-class EffectChain {
-public:
- void set_size(unsigned width, unsigned height);
- void add_input(const ImageFormat &format);
- Effect *add_effect(EffectId effect);
- void add_output(const ImageFormat &format);
-
- void render(unsigned char *src, unsigned char *dst);
-
-private:
- unsigned width, height;
- ImageFormat input_format, output_format;
- std::vector<Effect *> effects;
-};
-
-GLhandleARB read_shader(const char* filename, GLenum type)
+//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)
{
- static char buf[131072];
- FILE *fp = fopen(filename, "r");
- if (fp == NULL) {
- perror(filename);
- exit(1);
- }
-
- int len = fread(buf, 1, sizeof(buf), fp);
- fclose(fp);
-
- GLhandleARB obj = glCreateShaderObjectARB(type);
- const GLchar* source[] = { buf };
- const GLint length[] = { len };
- glShaderSource(obj, 1, source, length);
- glCompileShader(obj);
-
- GLchar info_log[4096];
- GLsizei log_length = sizeof(info_log) - 1;
- glGetShaderInfoLog(obj, log_length, &log_length, info_log);
- info_log[log_length] = 0;
- printf("shader compile log: %s\n", info_log);
-
- GLint status;
- glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
- if (status == GL_FALSE) {
- exit(1);
- }
+ RGBTriplet lift(0.0f, 0.0f, 0.0f);
+ RGBTriplet gamma(1.0f, 1.0f, 1.0f);
+ RGBTriplet gain(1.0f, 1.0f, 1.0f);
- return obj;
-}
+ 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);
-void draw_picture_quad(GLint prog, int frame)
-{
- glUseProgramObjectARB(prog);
- check_error();
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
- glUniform1i(glGetUniformLocation(prog, "tex"), 0);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_1D, SRGB_LUT);
- glUniform1i(glGetUniformLocation(prog, "srgb_tex"), 1);
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, SRGB_REVERSE_LUT);
- glUniform1i(glGetUniformLocation(prog, "srgb_reverse_tex"), 2);
-
- glUniform3f(glGetUniformLocation(prog, "lift"), lift_r, lift_g, lift_b);
- //glUniform3f(glGetUniformLocation(prog, "gamma"), gamma_r, gamma_g, gamma_b);
- glUniform3f(glGetUniformLocation(prog, "inv_gamma_22"),
- 2.2f / gamma_r,
- 2.2f / gamma_g,
- 2.2f / gamma_b);
- glUniform3f(glGetUniformLocation(prog, "gain_pow_inv_gamma"),
- pow(gain_r, 1.0f / gamma_r),
- pow(gain_g, 1.0f / gamma_g),
- pow(gain_b, 1.0f / gamma_b));
- glUniform1f(glGetUniformLocation(prog, "saturation"), saturation);
-
- glDisable(GL_BLEND);
- check_error();
- glDisable(GL_DEPTH_TEST);
- check_error();
- glDepthMask(GL_FALSE);
- check_error();
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
-// glClear(GL_COLOR_BUFFER_BIT);
- check_error();
-
- glBegin(GL_QUADS);
-
- glTexCoord2f(0.0f, 1.0f);
- glVertex2f(0.0f, 0.0f);
-
- glTexCoord2f(1.0f, 1.0f);
- glVertex2f(1.0f, 0.0f);
-
- glTexCoord2f(1.0f, 0.0f);
- glVertex2f(1.0f, 1.0f);
-
- glTexCoord2f(0.0f, 0.0f);
- glVertex2f(0.0f, 1.0f);
-
- glEnd();
- check_error();
-}
-
-void update_hsv()
-{
- 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);
+ bool ok = lift_gamma_gain_effect->set_vec3("lift", (float *)&lift);
+ ok = ok && lift_gamma_gain_effect->set_vec3("gamma", (float *)&gamma);
+ ok = ok && lift_gamma_gain_effect->set_vec3("gain", (float *)&gain);
+ assert(ok);
if (saturation < 0.0) {
saturation = 0.0;
}
-
- printf("lift: %f %f %f\n", lift_r, lift_g, lift_b);
- printf("gamma: %f %f %f\n", gamma_r, gamma_g, gamma_b);
- printf("gain: %f %f %f\n", gain_r, gain_g, gain_b);
- printf("saturation: %f\n", saturation);
- printf("\n");
+ 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);
}
-
- update_hsv();
}
-void load_texture(const char *filename)
+unsigned char *load_image(const char *filename, unsigned *w, unsigned *h)
{
SDL_Surface *img = IMG_Load(filename);
if (img == NULL) {
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;
-#if 1
- // we will convert to sRGB in the shader
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, img->w, img->h, 0, GL_RGB, GL_UNSIGNED_BYTE, dst_pixels);
- check_error();
-#else
- // implicit sRGB conversion in hardware
- glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8, img->w, img->h, 0, GL_RGB, GL_UNSIGNED_BYTE, dst_pixels);
- check_error();
-#endif
- free(dst_pixels);
SDL_FreeSurface(img);
+
+ 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);
- load_texture("blg_wheels_woman_1.jpg");
- //glGenerateMipmap(GL_TEXTURE_2D);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 4);
- //check_error();
+ EffectChain chain(WIDTH, HEIGHT);
- //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");
+ ImageFormat inout_format;
+ inout_format.pixel_format = FORMAT_BGRA;
+ inout_format.color_space = COLORSPACE_sRGB;
+ inout_format.gamma_curve = GAMMA_sRGB;
-#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
+ 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 *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);
+ 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();
- update_hsv();
-
- int prog = glCreateProgram();
- GLhandleARB vs_obj = read_shader("vs.glsl", GL_VERTEX_SHADER);
- GLhandleARB fs_obj = read_shader("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;
- draw_picture_quad(prog, 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 });
+
+ 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);