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median.cpp
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median.cpp
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#include <cstdlib>
#include <fstream>
#include <string>
#include <GLWindow.h>
#include <GL/glew.h>
#include <GL/gl.h>
#include <GLShader.h>
#include <iostream>
#include <image.h>
#include <GLTexture.h>
#include <GpuMesh.h>
#include <Quad.h>
const unsigned int screenWidth = 1024;
const unsigned int screenHeight = 768;
void screenQuad()
{
static Virtuoso::Quad q;
static Virtuoso::GPUMesh quad(q);
quad.push();
}
int main(void)
{
try
{
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_PACK_ALIGNMENT,1);
GLWindow::Settings setts;
setts.width = screenWidth;
setts.height = screenHeight;
setts.match_resolution_exactly=true;
setts.is_fullscreen=false;
setts.glversion_major= 2;
setts.glversion_minor= 1.0;
GLWindow win(setts);
glewInit();
LDRImage noiseImg = loadImage("noise.png",1);
flipVertical(noiseImg);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_PACK_ALIGNMENT,1);
GLTexture inputTex(noiseImg);
int width = noiseImg.getDimensions()[1];
int height = noiseImg.getDimensions()[2];
std::cout<<"W H "<<width<<" "<<height<<std::endl;
glBindTexture(GL_TEXTURE_2D, inputTex.tex);
writeImage(noiseImg, "noiseOut_test.png");
GL::GLShader median2("median.vert", "medianfilter2.frag");
median2.bind();
median2.setTexture("tex", 0);
median2.setUniform("invTexDimensions", 1.0f / float(width), 1.0f / float(height));
GL::GLShader median3("median.vert", "medianfilter3.frag");
median3.bind();
median3.setTexture("tex", 0);
median3.setUniform("invTexDimensions", 1.0f / float(width), 1.0f / float(height));
GL::GLShader median4("median.vert", "medianfilter4.frag");
median4.bind();
median4.setTexture("tex", 0);
median4.setUniform("invTexDimensions", 1.0f / float(width), 1.0f / float(height));
GL::GLShader median5("median.vert", "medianfilter5.frag");
median5.bind();
median5.setTexture("tex", 0);
median5.setUniform("invTexDimensions", 1.0f / float(width), 1.0f / float(height));
median4.bind();
std::cout<<"BEGIN "<<std::endl;
{
while(win.isValid())
{
/*
#ifndef GL_ES_BUILD
const GLenum buffers[]= {GL_COLOR_ATTACHMENT0, GL_BACK_LEFT};
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffers(1, &buffers[1]);
#else*/
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//#endif
glClearColor(1,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
screenQuad();
// checkFBOErrors();
win.update();
win.flush();
}
}//scope
}
catch(const std::exception& e)
{
std::cout<<e.what()<<std::endl;
}
catch(const std::string& str)
{
std::cout<<str<<std::endl;
}
return 0;
}