mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-05 23:40:02 +01:00
Mask Paint!! New MaskShader for mouse paiting of masks and associated changes.
UI for pain mask, load & save of FrameBuffer Image.
This commit is contained in:
115
FrameBuffer.cpp
115
FrameBuffer.cpp
@@ -9,6 +9,8 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glad/glad.h>
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#include <stb_image.h>
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#include <stb_image_write.h>
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const char* FrameBuffer::aspect_ratio_name[5] = { "4:3", "3:2", "16:10", "16:9", "21:9" };
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glm::vec2 FrameBuffer::aspect_ratio_size[5] = { glm::vec2(4.f,3.f), glm::vec2(3.f,2.f), glm::vec2(16.f,10.f), glm::vec2(16.f,9.f) , glm::vec2(21.f,9.f) };
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@@ -129,6 +131,12 @@ FrameBuffer::~FrameBuffer()
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{
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if (framebufferid_)
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glDeleteFramebuffers(1, &framebufferid_);
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if (intermediate_framebufferid_)
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glDeleteFramebuffers(1, &intermediate_framebufferid_);
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if (textureid_)
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glDeleteTextures(1, &textureid_);
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if (intermediate_textureid_)
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glDeleteTextures(1, &intermediate_textureid_);
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}
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@@ -163,7 +171,7 @@ glm::vec3 FrameBuffer::resolution() const
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return glm::vec3(attrib_.viewport.x, attrib_.viewport.y, 0.f);
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}
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void FrameBuffer::begin()
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void FrameBuffer::begin(bool clear)
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{
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if (!framebufferid_)
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init();
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@@ -172,7 +180,8 @@ void FrameBuffer::begin()
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Rendering::manager().pushAttrib(attrib_);
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glClear(GL_COLOR_BUFFER_BIT);
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if (clear)
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void FrameBuffer::end()
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@@ -197,7 +206,7 @@ void FrameBuffer::release()
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::readPixels()
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void FrameBuffer::readPixels(uint8_t *target_data)
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{
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if (!framebufferid_)
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return;
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@@ -212,21 +221,24 @@ void FrameBuffer::readPixels()
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else
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, attrib_.viewport.x, attrib_.viewport.y, (use_alpha_? GL_RGBA : GL_RGB), GL_UNSIGNED_BYTE, 0);
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glReadPixels(0, 0, attrib_.viewport.x, attrib_.viewport.y, (use_alpha_? GL_RGBA : GL_RGB), GL_UNSIGNED_BYTE, target_data);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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bool FrameBuffer::blit(FrameBuffer *other)
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bool FrameBuffer::blit(FrameBuffer *destination)
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{
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if (!framebufferid_ || !other || !other->framebufferid_)
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if (!framebufferid_ || !destination)
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return false;
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if (!destination->framebufferid_)
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destination->init();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, other->framebufferid_);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebufferid_);
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// blit to the frame buffer object
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glBlitFramebuffer(0, 0, attrib_.viewport.x, attrib_.viewport.y,
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0, 0, other->width(), other->height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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0, 0, destination->width(), destination->height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return true;
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}
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@@ -285,3 +297,88 @@ void FrameBuffer::setProjectionArea(glm::vec2 c)
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projection_ = glm::ortho(-projection_area_.x, projection_area_.x, projection_area_.y, -projection_area_.y, -1.f, 1.f);
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}
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FrameBufferImage::FrameBufferImage(int w, int h) :
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rgb(nullptr), width(w), height(h)
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{
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if (width>0 && height>0)
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rgb = new uint8_t[width*height*3];
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}
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FrameBufferImage::FrameBufferImage(jpegBuffer jpgimg) :
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rgb(nullptr), width(0), height(0)
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{
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int c = 0;
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if (jpgimg.buffer != nullptr && jpgimg.len >0)
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rgb = stbi_load_from_memory(jpgimg.buffer, jpgimg.len, &width, &height, &c, 3);
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}
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FrameBufferImage::~FrameBufferImage() {
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if (rgb!=nullptr)
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delete rgb;
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}
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FrameBufferImage::jpegBuffer FrameBufferImage::getJpeg()
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{
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jpegBuffer jpgimg;
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// if we hold a valid image
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if (rgb!=nullptr && width>0 && height>0) {
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// allocate JPEG buffer
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// (NB: JPEG will need less than this but we can't know before...)
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jpgimg.buffer = (unsigned char *) malloc( width * height * 3 * sizeof(unsigned char));
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stbi_write_jpg_to_func( [](void *context, void *data, int size)
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{
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memcpy(((FrameBufferImage::jpegBuffer*)context)->buffer + ((FrameBufferImage::jpegBuffer*)context)->len, data, size);
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((FrameBufferImage::jpegBuffer*)context)->len += size;
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}
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,&jpgimg, width, height, 3, rgb, FBI_JPEG_QUALITY);
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}
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return jpgimg;
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}
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FrameBufferImage *FrameBuffer::image(){
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FrameBufferImage *img = nullptr;
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// not ready
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if (!framebufferid_)
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return img;
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// allocate image
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img = new FrameBufferImage(attrib_.viewport.x, attrib_.viewport.y);
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// get pixels into image
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // set buffer target readpixel
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readPixels(img->rgb);
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return img;
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}
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bool FrameBuffer::fill(FrameBufferImage *image)
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{
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if (!framebufferid_)
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init();
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// not compatible for RGB
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if (use_alpha_ || use_multi_sampling_)
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return false;
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// invalid image
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if ( image == nullptr ||
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image->rgb==nullptr ||
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image->width !=attrib_.viewport.x ||
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image->height!=attrib_.viewport.y )
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return false;
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// fill texture with image
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glBindTexture(GL_TEXTURE_2D, textureid_);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image->width, image->height,
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GL_RGB, GL_UNSIGNED_BYTE, image->rgb);
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return true;
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}
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