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#include "effects.h"

#include "effects_software.cpp"
//#include "effects_gl.cpp"

static void Effect_GL_Levels(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_channel Property[]);
static void Effect_GL_GaussianBlur(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_channel Property[]);

static void
Effect_DrawColor(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_channel Property[])
{
    Effect_Software_DrawColor(Source, BitmapInfo, Memory, Property);
}

static void
Effect_Levels(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_channel Property[])
{
    if (!BitmapInfo->HistogramVals) {
        uint64 Size = Bitmap_CalcUnpackedBytes(Source->Info.Width, Source->Info.Height, Source->Info.BytesPerPixel);
        BitmapInfo->HistogramVals = AllocateMemory(Memory, (sizeof(uint32) * 5 * 256), P_MiscCache);
        Bitmap_CalcHistogram(BitmapInfo->HistogramVals, BitmapInfo->BitmapBuffer, Source->Info.BytesPerPixel, Size);
    }
    Assert(&BitmapInfo->Test);

    Effect_GL_Levels(Source, BitmapInfo, Memory, Property);
}

static void
Effect_GaussianBlur(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_channel Property[])
{
    Effect_GL_GaussianBlur(Source, BitmapInfo, Memory, Property);
#if 0
    real32 Radius = Property[0].CurrentValue.f;

    gl_effect_layer *Test = &BitmapInfo->Test;
    // glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO);
    /*
    glUseProgram(TGL.ShaderProgram);

    int vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Radius");
    glUniform1f(vertexColorLocation, Radius + 1.60f);
    vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Direction");
    glUniform2f(vertexColorLocation, 1.0f, 0.0f);
    */

    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

    glReadBuffer(GL_COLOR_ATTACHMENT0);
    uint16 Width = Source->Info.Width;
    uint16 Height = Source->Info.Height;
    uint8 *Data = (uint8 *)BitmapInfo->BitmapBuffer;
    glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, &Data[0]);

    GL_UpdateTexture(&BitmapInfo->Test, Data, Width, Height, 0);
    // glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO);
    /*
    glUseProgram(TGL.ShaderProgram);

    vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Direction");
    glUniform2f(vertexColorLocation, 0.0f, 1.0f);
    */
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, &Data[0]);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}

#if 0
    {
        "Solid Color",
        &DrawColor, standard,  {
            {"Color", {.col = V4(0.5f, 1.0f, 0.4f, 0.5f)}, color},
        }
    },
    {
        "Test Grid",
        &DrawGrid, standard,  {
            {"Color 1", {.col = V4(0.5f, 1.0f, 0.4f, 1.0f)}, color},
            {"Color 2", {.col = V4(0.0f, 0.0f, 0.0f, 1.0f)}, color}
        }
    },
    {
        "Canny edges",
        &Canny, standard,  {
            {"Blur Radius", {1.0f}, real},
            {"Threshold", {5.0f}, real},
        }
    },
    {
        "Levels",
        &Levels, levels,  {
            {"Start point", {0.0f}, real},
            {"Mid point", {1.0f}, real},
            {"End point", {1.0f}, real},
            {"Start Col", {.col = V4(0.0f)}, color},
            {"Mid Col", {.col = V4(1.0f)}, color},
            {"End Col", {.col = V4(1.0f)}, color},
        }
    },
    {
        "Kernel",
        &SpacialFilter, standard,  {
            {"V1", {-1.0f}, real},
            {"V2", {0.0f}, real},
            {"V3", {1.0f}, real},
            {"V4", {-2.0f}, real},
            {"V5", {0.0f}, real},
            {"V6", {2.0f}, real},
            {"V7", {-1.0f}, real},
            {"V8", {0.0f}, real},
            {"V9", {1.0f}, real},
        }
    },
    {
        "Invert",
        &Invert, 0, standard,  {
        }
    }
#endif

static void
AddEffect(project_layer *Layer, memory *Memory, uint16 EffectListIndex)
{
    if (Layer == NULL)
        return;
    Layer->Effect[Layer->NumberOfEffects] = (effect *)AllocateMemory(Memory, sizeof(effect), F_Effects);
    effect *Effect = Layer->Effect[Layer->NumberOfEffects];
    effect_header EffectHeader = EffectList[EffectListIndex];
    Effect->Name = EffectHeader.Name;
    Effect->func = EffectHeader.func;
    Effect->NumberOfProperties = EffectHeader.NumberOfProperties;
    Effect->DisplayType = EffectHeader.DisplayType;
    Effect->IsActive = true;
    Effect->ImGuiID = RandomGlobalIncrement++;
    for (int16 i = 0; i < Effect->NumberOfProperties; i++) {
        Effect->Property[i].Name = EffectHeader.PropertyHeader[i].Name;
        Effect->Property[i].CurrentValue = EffectHeader.PropertyHeader[i].Value;
        Effect->Property[i].MinVal = EffectHeader.PropertyHeader[i].MinVal;
        Effect->Property[i].MaxVal = EffectHeader.PropertyHeader[i].MaxVal;
        Effect->Property[i].VarType = EffectHeader.PropertyHeader[i].VarType;
    }
    Layer->NumberOfEffects++;
}

#if 0

static void
DrawColor(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    v4 FloatColor = Property[0].CurrentValue.col;
    uint32 Color = ColToUint32(FloatColor);

    uint8 *Row = ((uint8 *)Buffer->EffectBuffer);
    v2 Origin = {(real32)Buffer->Width / 2.0f, (real32)Buffer->Height / 2.0f};

    real32 MaxLength = sqrt(LengthSq(Origin));

    for(int Y = 0;
        Y < Buffer->Height;
        ++Y)
    {
        uint32 *Pixel = (uint32 *)Row;
        for(int X = 0;
            X < Buffer->Width;
            ++X)
        {
            RenderAlpha(Pixel, Color);
            Pixel++;
        }
        Row += Buffer->Pitch;
    }
}

static void
Invert(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    uint8 *Row = ((uint8 *)Buffer->EffectBuffer);

    for(int Y = 0;
        Y < Buffer->Height;
        ++Y)
    {
        uint32 *Pixel = (uint32 *)Row;
        for(int X = 0;
            X < Buffer->Width;
            ++X)
        {
            v4 col = Uint32ToCol8(*Pixel);
            col.r = 255 - col.r;
            col.g = 255 - col.g;
            col.b = 255 - col.b;
            *Pixel++ = Col8ToUint32(col);
        }
        Row += Buffer->Pitch;
    }
}

static void
DrawGradient(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    v4 StartColor = Property[0].CurrentValue.col;
    v4 EndColor = Property[1].CurrentValue.col;
    real32 Alpha = Property[2].CurrentValue.f;
    uint8 *Row = ((uint8 *)Buffer->EffectBuffer +
                     Buffer->BytesPerPixel +
                     Buffer->Pitch);
    for(int Y = 0;
        Y < Buffer->Height;
        ++Y)
    {
        uint32 *Pixel = (uint32 *)Row;
        for(int X = 0;
            X < Buffer->Width;
            ++X)
        {
            real32 PlusAlpha = ((real32)X / Buffer->Width);
            v4 PL = V4(V3(PlusAlpha), 1.0f);
            v4 C1 = ClipV4((StartColor - PL));
            v4 C2 = ClipV4( (EndColor - (1 - PL) ) );
            v4 FloatColor = ClipV4( C1 + C2 );

            uint32 Color = ColToUint32(FloatColor);
            *(uint32 *)Pixel++ = Color;
        }
        Row += Buffer->Pitch;
    }
}

static void
DrawGrid(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    v4 StartColor = Property[0].CurrentValue.col;
    v4 EndColor = Property[1].CurrentValue.col;
    uint32 Color1 = ColToUint32(StartColor);
    uint32 Color2 = ColToUint32(EndColor);

    uint8 *Row = ((uint8 *)Buffer->EffectBuffer);
    for(int Y = 0;
        Y < Buffer->Height;
        ++Y)
    {
        uint32 *Pixel = (uint32 *)Row;
        for(int X = 0;
            X < Buffer->Width;
            ++X)
        {
            if (X & 4 || Y & 4) {
                *(uint32 *)Pixel++ = Color1;
            } else {
                *(uint32 *)Pixel++ = Color2;
            }
        }
        Row += Buffer->Pitch;
    }
}

static real32
KernLoop(pixel_buffer *Buffer, int16 Xp, int16 Yp, real32 Value[8])
{
    real32 P[9];
    uint8 *Row = ((uint8 *)Buffer->EffectBuffer +
                     (Buffer->Pitch*Yp));
    Row -= Buffer->Pitch;
    int16 n = 0;
    for(int Y = 0;
        Y < 3;
        ++Y)
    {
        uint32 *Pixel = (uint32 *)Row + Xp;
        for(int X = 0;
            X < 3;
            ++X)
            {
                real32 BW = Uint32ToNormalizedBW(*Pixel);
                P[n] = BW * Value[n];
                Pixel++;
                n++;
            }
        Row += Buffer->Pitch;
    }
    real32 Sum = P[0] + P[1] + P[2] +
                 P[3] + P[4] + P[5] +
                 P[6] + P[7] + P[8] ;
    return Sum;
}

static void
SpacialFilter(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    real32 P[9];
    P[0] = Property[0].CurrentValue.f;
    P[1] = Property[1].CurrentValue.f;
    P[2] = Property[2].CurrentValue.f;
    P[3] = Property[3].CurrentValue.f;
    P[4] = Property[4].CurrentValue.f;
    P[5] = Property[5].CurrentValue.f;
    P[6] = Property[6].CurrentValue.f;
    P[7] = Property[7].CurrentValue.f;
    P[8] = Property[8].CurrentValue.f;

    if (!Buffer->Scratch) {
        Buffer->Scratch = (uint64 *)Memory->Address + Memory->CurrentPosition;
        Memory->CurrentPosition += Buffer->Width * Buffer->Height * Buffer->BytesPerPixel;
    }

    for(int Y = 1;
        Y < Buffer->Height - 1;
        ++Y)
    {
        for(int X = 1;
            X < Buffer->Width - 1;
            ++X)
            {
                real32 Sum = KernLoop(Buffer, X, Y, P);
                uint8 *FloatRow = ((uint8 *)Buffer->Scratch +
                                 Buffer->BytesPerPixel +
                                 Buffer->Pitch + (Buffer->Pitch*Y));
                real32 *FloatValue = (real32 *)FloatRow + X;
                *(real32 *)FloatValue++ = Sum;
            }
    }
    for(int Y = 1;
        Y < Buffer->Height - 1;
        ++Y)
    {
        for(int X = 1;
            X < Buffer->Width - 1;
            ++X)
            {
                uint8 *Row = ((uint8 *)Buffer->EffectBuffer +
                          Buffer->BytesPerPixel +
                          Buffer->Pitch + (Buffer->Pitch*Y));
                uint32 *Pixel = (uint32 *)Row + X;
                uint8 *RowR = ((uint8 *)Buffer->Scratch +
                          Buffer->BytesPerPixel +
                          Buffer->Pitch + (Buffer->Pitch*Y));
                real32 *PixelR = (real32 *)RowR + X;
                *(uint32 *)Pixel= ColToUint32(abs(*PixelR / 4.0f));
                PixelR++;
            }
    }
}


static void
Gaussian(pixel_buffer *Buffer, void *FloatStorage, real32 Radius)
{
    if (Radius < 1.0f)
        Radius = 1.0f;
    real32 Omega = Radius / 2;
    real32 Total = pow((Radius + Radius + 1), 2) / 2;
    int32 ColorPitch = Buffer->Pitch * 2;

    real32 P2 = 2*(Omega*Omega);
    for(int16 Y = Radius;
        Y < Buffer->Height - Radius;
        ++Y)
    {
        uint8 *Row = ((uint8 *)Buffer->EffectBuffer +
                               Buffer->BytesPerPixel +
                               Buffer->Pitch + Buffer->Pitch*(Y));
        for(int16 X = Radius;
            X < Buffer->Width - Radius;
            ++X)
            {
                uint32 *Pixel = (uint32 *)Row + X;
                v4 FloatCol = Uint32ToNormalizedCol(*Pixel);
                for(int16 Y2 = -Radius;
                    Y2 <= Radius;
                    ++Y2)
                {
                    uint16 *TempRow = ((uint16 *)FloatStorage +
                                     Buffer->BytesPerPixel +
                                     ColorPitch + (ColorPitch*(Y + Y2)));
                    for(int16 X2 = -Radius;
                        X2 <= Radius;
                        ++X2)
                        {
                            v4 *TempValue = (v4 *)TempRow + (X + X2);
                            real32 P1 = ((X2 * X2) + (Y2 * Y2));
                            real32 G = exp(-(P1/P2));
                            *TempValue = *TempValue + (FloatCol*V4(G) / V4(Total));
                        }
                }
            }
    }
    for(int Y = Radius;
        Y < Buffer->Height - Radius;
        ++Y)
    {
        for(int X = Radius;
            X < Buffer->Width - Radius;
            ++X)
            {
                uint8 *Row = ((uint8 *)Buffer->EffectBuffer +
                          Buffer->BytesPerPixel +
                          Buffer->Pitch + (Buffer->Pitch*Y));
                uint32 *Pixel = (uint32 *)Row + X;
                uint16 *TempRow = ((uint16 *)FloatStorage +
                                 Buffer->BytesPerPixel +
                                 ColorPitch + (ColorPitch*Y));
                v4 *TempValue = (v4 *)TempRow + X;
                TempValue->a = 1.0f;
                uint32 Color = ColToUint32(Clamp(0.0, *TempValue, 1.0));
                *Pixel = Color;
                *TempValue = {0};
            }
    }
}

static void
Canny(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    real32 SH[9] = { -1, 0, 1,
                     -2, 0, 2,
                     -1, 0, 1 };
    real32 SV[9] = { -1, -2, -1,
                     0, 0, 0,
                     1, 2, 1 };

    real32 Radius = Property[0].CurrentValue.f;
    real32 Threshold = Property[1].CurrentValue.f / 100;
    real32 UpperThreshold = Threshold * 1.5;
    int32 ColorPitch = Buffer->Pitch * 2;

    if (!Buffer->Scratch) {
        Buffer->Scratch = (uint64 *)Memory->Address + Memory->CurrentPosition;
        // NOTE(fox): this buffer is four times as large to store four real32s
        Memory->CurrentPosition += Buffer->Width * Buffer->Height * Buffer->BytesPerPixel * 4;
    }

    Gaussian(Buffer, Buffer->Scratch, Radius);

    for(int Y = 1;
        Y < Buffer->Height - 1;
        ++Y)
    {
        uint16 *TempRow = ((uint16 *)Buffer->Scratch +
                         Buffer->BytesPerPixel +
                         ColorPitch + (ColorPitch*(Y)));
        for(int X = 1;
            X < Buffer->Width - 1;
            ++X)
            {
                real32 HSum = KernLoop(Buffer, X, Y, SH);
                real32 VSum = KernLoop(Buffer, X, Y, SV);
                real32 Mag = sqrt((HSum*HSum) + (VSum*VSum));
                real32 Angle = atan(VSum/HSum) * (180 / PI);
                v4 *TempValue = (v4 *)TempRow + (X);
                TempValue->r = Mag;
                TempValue->g = Angle;
            }
    }
    for(int Y = 1;
        Y < Buffer->Height - 1;
        ++Y)
    {
        uint16 *TempRow = ((uint16 *)Buffer->Scratch +
                         Buffer->BytesPerPixel +
                         ColorPitch + (ColorPitch*(Y)));
        uint16 *Row = ((uint16 *)Buffer->EffectBuffer +
                  Buffer->BytesPerPixel +
                  Buffer->Pitch + (Buffer->Pitch*Y));
        for(int X = 1;
            X < Buffer->Width - 1;
            ++X)
            {
                uint32 *Pixel = (uint32 *)Row + X;
                v4 *TempValue = (v4 *)TempRow + X;
                if (TempValue->g < 45 && TempValue->g > -45) {
                    v4 *Mag1 = (v4 *)TempRow + X + 1;
                    v4 *Mag2 = (v4 *)TempRow + X - 1;
                    if (TempValue->r > Mag1->r && TempValue->r > Mag2->r)
                        TempValue->b = 1;
                }
                if (TempValue->g < 90 && TempValue->g > 45) {
                    v4 *Mag1 = (v4 *)(TempRow + ColorPitch) + X + 1;
                    v4 *Mag2 = (v4 *)(TempRow - ColorPitch) + X - 1;
                    if (TempValue->r > Mag1->r && TempValue->r > Mag2->r)
                        TempValue->b = 1;
                }
                if (TempValue->g < -45 && TempValue->g > -90) {
                    v4 *Mag1 = (v4 *)(TempRow - ColorPitch) + X + 1;
                    v4 *Mag2 = (v4 *)(TempRow + ColorPitch) + X - 1;
                    if (TempValue->r > Mag1->r && TempValue->r > Mag2->r)
                        TempValue->b = 1;
                } else {
                    v4 *Mag1 = (v4 *)(TempRow + ColorPitch) + X;
                    v4 *Mag2 = (v4 *)(TempRow - ColorPitch) + X;
                    if (TempValue->r > Mag1->r && TempValue->r > Mag2->r)
                        TempValue->b = 1;
                }
    }
    for(int Y = 1;
        Y < Buffer->Height - 1;
        ++Y)
    {
        uint16 *TempRow = ((uint16 *)Buffer->Scratch +
                         Buffer->BytesPerPixel +
                         ColorPitch + (ColorPitch*(Y)));
        uint8 *Row = ((uint8 *)Buffer->EffectBuffer +
                  Buffer->BytesPerPixel +
                  Buffer->Pitch + (Buffer->Pitch*Y));
        for(int X = 1;
            X < Buffer->Width - 1;
            ++X)
            {
                uint32 *Pixel = (uint32 *)Row + X;
                v4 *TempValue = (v4 *)TempRow + (X);
                if (TempValue->b == 1) {
                    if (TempValue->r > UpperThreshold)
                        *Pixel = 0xFF0000FF;
                    }
                    else if (TempValue->r > Threshold)
                    {
                        bool32 pp = false;
                        uint16 *TempRow2 = TempRow - ColorPitch;
                        for(int Y2 = 0;
                            Y2 < 3;
                            ++Y2)
                        {
                            v4 *TempValue2 = (v4 *)TempRow + (X - 1);
                            for(int X2 = 0;
                                X2 < 3;
                                ++X2)
                                {
                                    if (TempValue2->r > UpperThreshold)
                                        pp = true;
                                    TempValue2++;
                                }
                            TempRow2 += ColorPitch;
                        }
                        if (pp)
                            *Pixel = 0xFFFFFF00;
                    }
                }
            }
    }
}

static void
Levels(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    real32 Min = Property[0].CurrentValue.f;
    real32 Mid = Property[1].CurrentValue.f;
    real32 Max = Property[2].CurrentValue.f;

    v4 ColMin = Property[3].CurrentValue.col;
    v4 ColMid = Property[4].CurrentValue.col;
    v4 ColMax = Property[5].CurrentValue.col;

    if (!Property[0].Scratch) {
        Property[0].Scratch = (uint64 *)Memory->Address + Memory->CurrentPosition;
        Memory->CurrentPosition += Buffer->Width * Buffer->Height * Buffer->BytesPerPixel;

        uint16 *Levels = (uint16 *)Property[0].Scratch;
        uint8 *Row = ((uint8 *)Buffer->OriginalBuffer);

        for(int Y = 0;
            Y < Buffer->Height;
            ++Y)
        {
            uint32 *Pixel = (uint32 *)Row;
            for(int X = 0;
                X < Buffer->Width;
                ++X)
            {
                v4 Col = Uint32ToCol8(*Pixel);
                uint16 Global = (uint16)(RoundReal32ToUint32((Col.r + Col.g + Col.b)/3));
                *(Levels + Global) += 1;
                *(Levels + 256   + (uint16)Col.r) += 1;
                *(Levels + 256*2 + (uint16)Col.g) += 1;
                *(Levels + 256*3 + (uint16)Col.b) += 1;
                *(Levels + 256*4 + (uint16)Col.a) += 1;
                Pixel++;
            }
            Row += Buffer->Pitch;
        }
    }


    uint8 *Row = ((uint8 *)Buffer->EffectBuffer);
    for(int Y = 0;
        Y < Buffer->Height;
        ++Y)
    {
        uint32 *Pixel = (uint32 *)Row;
        for(int X = 0;
            X < Buffer->Width;
            ++X)
        {
            // individual channels
            v4 ColorI = powv4(Uint32ToNormalizedCol(*Pixel), ColMid);
            v4 ValI = 1.0f/(ColMax-ColMin) * (ColorI - ColMin);

            // global channel
            v4 ColorG = powv4(ValI, Mid);
            v4 ValG = 1.0f/(Max-Min) * (ColorG - Min);

            *Pixel++ = ColToUint32(Clamp(0.0f, ValG, 1.0f));
        }
        Row += Buffer->Pitch;
    }

}

static void
GaussianBlur(pixel_buffer *Buffer, memory *Memory, property_channel Property[])
{
    real32 Radius = Property[0].CurrentValue.f;

    if (!Buffer->Scratch) {
        Buffer->Scratch = (uint64 *)Memory->Address + Memory->CurrentPosition;
        Memory->CurrentPosition += Buffer->Width * Buffer->Height * Buffer->BytesPerPixel;
    }

    Gaussian(Buffer, Buffer->Scratch, Radius);
}
#endif

// AVX2 effect example code
/*
    __m256 Fraction255 = _mm256_set1_ps(1/255.0f);
    __m256 Real255  = _mm256_set1_ps(255);
    __m256 One = _mm256_set1_ps(1);

    __m256i FF = _mm256_set1_epi32(0xFF);
    __m256 ZeroReal = _mm256_set1_ps(0);
    __m256i Int255  = _mm256_set1_epi8((uint8)255);

    for (int16 Y = 0; Y < Source->Info.Height; Y += 2)
    {
        for (int16 X = 0; X < Source->Info.Width; X += 4)
        {
            uint32 XLookup = (X >> 2)*16 + (X % 4);
            uint32 YLookup = (Y >> 2)*(Source->Info.Width*4) + (Y % 4)*4;
            uint32 PixelToSeek = XLookup + YLookup;
            uint8 *Pixel = (uint8 *)BitmapInfo->BitmapBuffer + PixelToSeek*Source->Info.BytesPerPixel;
            __m256i DestPixel = _mm256_loadu_si256((const __m256i *)Pixel);

            __m256 R_Dest = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(                  DestPixel,      FF)), Fraction255);
            __m256 G_Dest = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(_mm256_srli_epi32(DestPixel, 8),  FF)), Fraction255);
            __m256 B_Dest = _mm256_mul_ps(_mm256_cvtepi32_ps(_mm256_and_si256(_mm256_srli_epi32(DestPixel, 16), FF)), Fraction255);
            __m256i A_Out = _mm256_and_si256(_mm256_srli_epi32(DestPixel, 24), FF);

            __m256 R_Blend = R_Dest;
            __m256 G_Blend = G_Dest;
            __m256 B_Blend = B_Dest;

            R_Blend = _mm256_max_ps(_mm256_min_ps(One, R_Blend), ZeroReal);
            G_Blend = _mm256_max_ps(_mm256_min_ps(One, G_Blend), ZeroReal);
            B_Blend = _mm256_max_ps(_mm256_min_ps(One, B_Blend), ZeroReal);

            __m256i R_Out = _mm256_cvttps_epi32(_mm256_mul_ps(R_Blend, Real255));
            __m256i G_Out = _mm256_cvttps_epi32(_mm256_mul_ps(G_Blend, Real255));
            __m256i B_Out = _mm256_cvttps_epi32(_mm256_mul_ps(B_Blend, Real255));

            __m256i OutputPixel = _mm256_or_si256(
                                  _mm256_or_si256(R_Out, _mm256_slli_epi32(G_Out, 8)),
                                  _mm256_or_si256(_mm256_slli_epi32(B_Out, 16), _mm256_slli_epi32(A_Out, 24)));

            _mm256_storeu_si256((__m256i *)Pixel, OutputPixel);
        }
    }
*/