Minimally operational Shader editor

Can edit code in GLSL, syntax highlighted, and compile shader. Compatible with ShaderToy code.
This commit is contained in:
Bruno Herbelin
2022-04-23 01:02:31 +02:00
parent 9d7f0b22f7
commit 77dc563219
8 changed files with 212 additions and 141 deletions

View File

@@ -31,15 +31,14 @@
#include "ImageFilter.h"
std::string ShaderToyHeaderHelp = "vec3 iResolution; // viewport resolution (in pixels)\n"
"float iTime; // shader playback time (in seconds)\n"
"float iTimeDelta; // render time (in seconds)\n"
"int iFrame; // shader playback frame\n"
"vec3 iChannelResolution[2]; // input channel resolution (in pixels)\n"
"vec4 iDate; // (year, month, day, time in seconds)\n"
"sampler2D iChannel0; // input channel (texture).\n"
"sampler2D iChannel1; // input channel (mask).\n"
"vec4 iDate; // (year, month, day, time in seconds)\n";
std::string filterHeaderHelp = "vec3 iResolution; // viewport resolution (in pixels)\n"
"float iTime; // shader playback time (in seconds)\n"
"float iTimeDelta; // render time (in seconds)\n"
"int iFrame; // shader playback frame\n"
"vec3 iChannelResolution[2]; // input channel resolution (in pixels)\n"
"sampler2D iChannel0; // input channel (texture).\n"
"sampler2D iChannel1; // input channel (mask).\n"
"vec4 iDate; // (year, month, day, time in seconds)";
std::string fragmentHeader = "#version 330 core\n"
"out vec4 FragColor;\n"
@@ -64,7 +63,7 @@ std::string filterDefault = "void mainImage( out vec4 fragColor, in vec2 fragCoo
" fragColor = texture(iChannel0, uv);\n"
"}\n";
std::string fragmentFooter = "\nvoid main() {\n"
std::string fragmentFooter = "void main() {\n"
" iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
" iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
" vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
@@ -77,7 +76,7 @@ class ImageFilteringShader : public Shader
ShadingProgram custom_shading_;
// fragment shader GLSL code
std::string code_;
std::string shader_code_;
// list of uniform vars in GLSL
// with associated pair (current_value, default_values) in range [0.f 1.f]
@@ -99,7 +98,7 @@ public:
void copy(ImageFilteringShader const& S);
// set fragment shader code and uniforms (with default values)
void setFilterCode(const std::string &code, std::map<std::string, float> parameters);
void setFilterCode(const std::string &code, std::map<std::string, float> parameters, std::promise<std::string> *prom = nullptr);
};
@@ -162,16 +161,15 @@ void ImageFilteringShader::reset()
// loop over all uniforms
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// reset current value to detault value
// reset current value to default value
u->second.x = u->second.y;
}
void ImageFilteringShader::setFilterCode(const std::string &code, std::map<std::string, float> parameters)
void ImageFilteringShader::setFilterCode(const std::string &code, std::map<std::string, float> parameters, std::promise<std::string> *ret)
{
// change the shading code for fragment
code_ = fragmentHeader + code + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", code_);
// g_print("Filter code:\n%s", code_.c_str());
shader_code_ = fragmentHeader + code + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", shader_code_, ret);
// set the list of uniforms
uniforms_.clear();
@@ -183,8 +181,8 @@ void ImageFilteringShader::setFilterCode(const std::string &code, std::map<std::
void ImageFilteringShader::copy(ImageFilteringShader const& S)
{
// change the shading code for fragment
code_ = S.code_;
custom_shading_.setShaders("shaders/image.vs", code_);
shader_code_ = S.shader_code_;
custom_shading_.setShaders("shaders/image.vs", shader_code_);
// set the list of uniforms
uniforms_.clear();
@@ -199,58 +197,15 @@ void ImageFilteringShader::accept(Visitor& v)
v.visit(*this);
}
std::string ImageFilter::getFilterCodeInputs()
{
return filterHeaderHelp;
}
std::string filterBloomCode = "float Threshold = 0.2;"
"float Intensity = 1.0;"
"float BlurSize = 4.0;"
"vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias)"
"{"
" vec2 TexelSize = MipBias/iChannelResolution[0].xy;"
" vec4 Color = texture(Tex, Coord, MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,-TexelSize.y), MipBias);"
" return Color/9.0;"
"}"
"void mainImage( out vec4 fragColor, in vec2 fragCoord )"
"{"
" vec2 uv = (fragCoord.xy/iResolution.xy);"
" vec4 Color = texture(iChannel0, uv);"
" vec4 Highlight = clamp(BlurColor(uv, iChannel0, BlurSize)-Threshold,0.0,1.0)*1.0/(1.0-Threshold);"
" fragColor = 1.0-(1.0-Color)*(1.0-Highlight*Intensity);"
"}";
std::string montecarloCode = "#define ITER 32\n"
"#define SIZE 100\n"
"void srand(vec2 a, out float r) {r=sin(dot(a,vec2(1233.224,1743.335)));}\n"
"float rand(inout float r) { r=fract(3712.65*r+0.61432); return (r-0.5)*2.0;}\n"
"void mainImage( out vec4 fragColor, in vec2 fragCoord ) {\n"
"vec2 texcoord = fragCoord.xy / iResolution.xy;\n"
"float p = (SIZE * 0.6 + 1.0)/textureSize(iChannel0, 0).y * 0.98;"
"vec4 c=vec4(0.0);"
"float r;"
"srand(vec2(texcoord), r);"
"vec2 rv;"
"for(int i=0;i<ITER;i++) {"
"rv.x=rand(r);"
"rv.y=rand(r);"
"c+=texture(iChannel0,texcoord+rv*p)/float(ITER);"
"}"
"fragColor = c;\n"
"}";
std::map< std::string, float > montecarloParam = { { "factor", 0.9 }, {"size", 0.1} };
std::string ImageFilter::getFilterCodeDefault()
{
return filterDefault;
}
ImageFilter::ImageFilter() : code_(filterDefault)
{
@@ -264,21 +219,18 @@ ImageFilter::ImageFilter(const ImageFilter &other) : code_(other.code_)
ImageFilter& ImageFilter::operator = (const ImageFilter& other)
{
if (this != &other) {
if (this != &other)
this->code_ = other.code_;
}
return *this;
}
bool ImageFilter::operator != (const ImageFilter& other) const
{
if (this != &other) {
if (this == &other || this->code_ == other.code_)
return false;
if (this->code_ != other.code_)
return true;
}
return false;
return true;
}
@@ -292,7 +244,7 @@ ImageFilterRenderer::ImageFilterRenderer(glm::vec3 resolution): enabled_(true)
buffer_ = new FrameBuffer( resolution, true );
std::map< std::string, float > paramfilter;
shader_->setFilterCode( filter_.code(), paramfilter);
shader_->setFilterCode( filter_.code(), paramfilter );
}
ImageFilterRenderer::~ImageFilterRenderer()
@@ -328,12 +280,15 @@ void ImageFilterRenderer::draw()
}
}
void ImageFilterRenderer::setFilter(const ImageFilter &f)
void ImageFilterRenderer::setFilter(const ImageFilter &f, std::promise<std::string> *ret)
{
if (f != filter_) {
// set to a different filter : apply change to shader
std::map< std::string, float > paramfilter;
shader_->setFilterCode( f.code(), paramfilter );
shader_->setFilterCode( f.code(), paramfilter, ret );
}
else if (ret != nullptr) {
ret->set_value("No change.");
}
// keep new filter