| 3 | |
| 4 | namespace ed { |
| 5 | void FrameAnalysisUI::Process() |
| 6 | { |
| 7 | for (int i = 0; i < 256; i++) { |
| 8 | m_histogramR[i] = m_histogramG[i] = m_histogramB[i] = 0.0f; |
| 9 | m_histogramRGB[i] = 0.0f; |
| 10 | } |
| 11 | |
| 12 | // get texture data |
| 13 | glm::ivec2 rendererSize = m_data->Renderer.GetLastRenderSize(); |
| 14 | uint8_t* pixels = (uint8_t*)malloc(rendererSize.x * rendererSize.y * 4); |
| 15 | glBindTexture(GL_TEXTURE_2D, m_data->Renderer.GetTexture()); |
| 16 | glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
| 17 | glBindTexture(GL_TEXTURE_2D, 0); |
| 18 | |
| 19 | // build histogram |
| 20 | for (int x = 0; x < rendererSize.x; x++) { |
| 21 | for (int y = 0; y < rendererSize.y; y++) { |
| 22 | uint8_t* px = &pixels[(y * rendererSize.x + x) * 4]; |
| 23 | |
| 24 | m_histogramR[px[0]]++; |
| 25 | m_histogramG[px[1]]++; |
| 26 | m_histogramB[px[2]]++; |
| 27 | |
| 28 | // TODO: is this even how RGB histogram works? I just did this by my logic idk tho, compare with Photoshop |
| 29 | m_histogramRGB[px[0]]++; |
| 30 | m_histogramRGB[px[1]]++; |
| 31 | m_histogramRGB[px[2]]++; |
| 32 | } |
| 33 | } |
| 34 | |
| 35 | // free memory |
| 36 | free(pixels); |
| 37 | } |
| 38 | void FrameAnalysisUI::OnEvent(const SDL_Event& e) |
| 39 | { |
| 40 | } |
no test coverage detected