implement bright window dimming
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310b66d519
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@ -183,6 +183,165 @@ static void gl_free_prog_main(gl_win_shader_t *pprogram) {
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}
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}
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/*
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* @brief Implements recursive part of gl_average_texture_color.
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*
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* @note In order to reduce number of textures which needs to be
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* allocated and deleted during this recursive render
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* we reuse the same two textures for render source and
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* destination simply by alterating between them.
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* Unfortunately on first iteration source_texture might
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* be read-only. In this case we will select auxilary_texture as
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* destination_texture in order not to touch that read-only source
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* texture in following render iteration.
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* Otherwise we simply will switch source and destination textures
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* between each other on each render iteration.
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*/
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static GLuint _gl_average_texture_color(backend_t *base, GLuint source_texture,
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GLuint destination_texture, GLuint auxilary_texture,
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GLuint fbo, int width, int height) {
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const int max_width = 1;
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const int max_height = 1;
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const int from_width = next_power_of_two(width);
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const int from_height = next_power_of_two(height);
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const int to_width = from_width > max_width ? from_width / 2 : from_width;
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const int to_height = from_height > max_height ? from_height / 2 : from_height;
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// Prepare coordinates
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GLint coord[] = {
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// top left
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0, 0, // vertex coord
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0, 0, // texture coord
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// top right
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to_width, 0, // vertex coord
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1, 0, // texture coord
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// bottom right
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to_width, to_height, // vertex coord
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1, 1, // texture coord
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// bottom left
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0, to_height, // vertex coord
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0, 1, // texture coord
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};
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glBufferSubData(GL_ARRAY_BUFFER, 0, (long)sizeof(*coord) * 16, coord);
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// Prepare framebuffer for new render iteration
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glBindTexture(GL_TEXTURE_2D, destination_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, to_width, to_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_texture, 0);
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// Bind source texture as downscaling shader uniform input
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glBindTexture(GL_TEXTURE_2D, source_texture);
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// Render into framebuffer
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
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// Have we downscaled enough?
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GLuint result;
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if (to_width > max_width || to_height > max_height) {
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GLuint new_source_texture = destination_texture;
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GLuint new_destination_texture = auxilary_texture != 0 ? auxilary_texture : source_texture;
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result = _gl_average_texture_color(base, new_source_texture,
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new_destination_texture, 0,
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fbo, to_width, to_height);
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} else {
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result = destination_texture;
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}
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return result;
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}
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/*
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* @brief Builds a 1x1 texture which has color corresponding to the average of all
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* pixels of img by recursively rendering into texture of quorter the size (half
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* width and half height).
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* Returned texture must be deleted by the caller (use glDeleteTextures).
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*/
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static GLuint gl_average_texture_color(backend_t *base, struct gl_image *img) {
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struct gl_data *gd = (void *)base;
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// Prepare textures which will be used for destination and source of rendering
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// during downscaling.
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GLuint textures[2] = {0};
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const int texture_count = sizeof(textures)/sizeof(textures[0]);
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glGenTextures(texture_count, textures);
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glActiveTexture(GL_TEXTURE0);
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for (int i = 0; i < texture_count; i++) {
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLint []){0, 0, 0, 0});
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}
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// Prepare framebuffer used for rendering and bind it
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GLuint fbo;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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// Enable shaders
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glUseProgram(gd->brightness_shader.prog);
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// Prepare vertex attributes
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GLuint bo[2];
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glGenBuffers(2, bo);
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glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
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glEnableVertexAttribArray(vert_coord_loc);
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glEnableVertexAttribArray(vert_in_texcoord_loc);
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLint) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
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// Allocate buffers for render input
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GLint coord[16] = {0};
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GLuint indices[] = {0, 1, 2, 2, 3, 0};
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glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * 16, coord, GL_DYNAMIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * 6, indices, GL_STATIC_DRAW);
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// Do actual recursive render to 1x1 texture
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GLuint result_texture = _gl_average_texture_color(base, img->inner->texture,
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textures[0], textures[1],
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fbo, img->inner->width,
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img->inner->height);
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// Cleanup vertex attributes
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glDisableVertexAttribArray(vert_coord_loc);
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glDisableVertexAttribArray(vert_in_texcoord_loc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(2, bo);
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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// Cleanup shaders
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glUseProgram(0);
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// Cleanup framebuffers
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glDeleteFramebuffers(1, &fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDrawBuffer(GL_BACK);
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// Cleanup render textures
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glBindTexture(GL_TEXTURE_2D, 0);
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for (int i = 0; i < texture_count; i++) {
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if (result_texture != textures[i])
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glDeleteTextures(1, &textures[i]);
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}
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gl_check_err();
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return result_texture;
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}
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/**
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* Render a region with texture data.
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*
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@ -202,6 +361,8 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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return;
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}
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GLuint brightness = gl_average_texture_color(base, img);
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assert(gd->win_shader.prog);
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glUseProgram(gd->win_shader.prog);
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if (gd->win_shader.unifm_opacity >= 0) {
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@ -216,11 +377,20 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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if (gd->win_shader.unifm_dim >= 0) {
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glUniform1f(gd->win_shader.unifm_dim, (float)img->dim);
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}
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if (gd->win_shader.unifm_brightness >= 0) {
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glUniform1i(gd->win_shader.unifm_brightness, 1);
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}
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if (gd->win_shader.unifm_max_brightness >= 0) {
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glUniform1f(gd->win_shader.unifm_max_brightness, 0.5); //TODO: parameterize
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}
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// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
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// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
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// Bind texture
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, brightness);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, img->inner->texture);
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GLuint vao;
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@ -255,6 +425,7 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(2, bo);
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glDeleteTextures(1, &brightness);
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glUseProgram(0);
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@ -584,6 +755,8 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
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ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color");
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ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex");
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ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim");
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ret->unifm_brightness = glGetUniformLocationChecked(ret->prog, "brightness");
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ret->unifm_max_brightness = glGetUniformLocationChecked(ret->prog, "max_brightness");
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glUseProgram(ret->prog);
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int orig_loc = glGetUniformLocation(ret->prog, "orig");
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@ -622,6 +795,10 @@ void gl_resize(struct gl_data *gd, int width, int height) {
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pml = glGetUniformLocationChecked(gd->present_prog, "projection");
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glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
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glUseProgram(gd->brightness_shader.prog);
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pml = glGetUniformLocationChecked(gd->brightness_shader.prog, "projection");
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glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
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glBindTexture(GL_TEXTURE_2D, gd->back_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_BGR,
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GL_UNSIGNED_BYTE, NULL);
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@ -652,6 +829,25 @@ static const char fill_vert[] = GLSL(330,
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gl_Position = projection * vec4(in_coord, 0, 1);
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}
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);
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static const char interpolating_frag[] = GLSL(330,
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uniform sampler2D tex;
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in vec2 texcoord;
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void main() {
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gl_FragColor = vec4(texture2D(tex, vec2(texcoord.xy), 0).rgb, 1);
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}
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);
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static const char interpolating_vert[] = GLSL(330,
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uniform mat4 projection;
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layout(location = 0) in vec2 in_coord;
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layout(location = 1) in vec2 in_texcoord;
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out vec2 texcoord;
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void main() {
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gl_Position = projection * vec4(in_coord, 0, 1);
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texcoord = in_texcoord;
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}
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);
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// clang-format on
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/// Fill a given region in bound framebuffer.
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@ -947,6 +1143,8 @@ const char *win_shader_glsl = GLSL(330,
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uniform bool invert_color;
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in vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D brightness;
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uniform float max_brightness;
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void main() {
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vec4 c = texelFetch(tex, ivec2(texcoord), 0);
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c = vec4(c.aaa - c.rgb, c.a);
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}
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c = vec4(c.rgb * (1.0 - dim), c.a) * opacity;
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vec3 rgb_brightness = texture2D(brightness, vec2(0.5, 0.5), 0).rgb;
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float brightness = (rgb_brightness[0] + rgb_brightness[1] + rgb_brightness[2]) / 3;
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if (brightness > max_brightness)
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c.rgb = c.rgb * (max_brightness / brightness);
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gl_FragColor = c;
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}
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);
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@ -1013,6 +1217,15 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
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glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0);
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glUseProgram(0);
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gd->brightness_shader.prog = gl_create_program_from_str(interpolating_vert, interpolating_frag);
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if (!gd->brightness_shader.prog) {
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log_error("Failed to create the brightness shader");
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return false;
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}
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glUseProgram(gd->brightness_shader.prog);
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glUniform1i(glGetUniformLocationChecked(gd->brightness_shader.prog, "tex"), 0);
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glUseProgram(0);
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// Set up the size of the viewport. We do this last because it expects the blur
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// textures are already set up.
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gl_resize(gd, ps->root_width, ps->root_height);
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@ -20,8 +20,15 @@ typedef struct {
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GLint unifm_invert_color;
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GLint unifm_tex;
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GLint unifm_dim;
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GLint unifm_brightness;
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GLint unifm_max_brightness;
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} gl_win_shader_t;
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// Program and uniforms for brightness shader
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typedef struct {
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GLuint prog;
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} gl_brightness_shader_t;
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// Program and uniforms for blur shader
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typedef struct {
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GLuint prog;
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@ -60,6 +67,7 @@ struct gl_data {
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// Height and width of the viewport
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int height, width;
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gl_win_shader_t win_shader;
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gl_brightness_shader_t brightness_shader;
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gl_fill_shader_t fill_shader;
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GLuint back_texture, back_fbo;
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GLuint present_prog;
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16
src/utils.c
16
src/utils.c
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unreachable;
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}
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///
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/// Calculates next closest power of two of 32bit integer n
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/// ref: https://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
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///
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int next_power_of_two(int n)
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{
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n--;
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n |= n >> 1;
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n |= n >> 2;
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n |= n >> 4;
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n |= n >> 8;
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n |= n >> 16;
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n++;
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return n;
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}
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// vim: set noet sw=8 ts=8 :
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@ -261,4 +261,12 @@ allocchk_(const char *func_name, const char *file, unsigned int line, void *ptr)
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void name##_ref(type *a); \
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void name##_unref(type **a);
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///
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/// Calculates next closest power of two of 32bit integer n
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/// ref: https://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
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///
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int next_power_of_two(int n);
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// vim: set noet sw=8 ts=8 :
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