Implementation of stippling in GLSL image shader and use in Mixing

Source. Creation of Mxing circle texture.
This commit is contained in:
brunoherbelin
2020-04-23 21:49:42 +02:00
parent 60345958e4
commit 9b3eba8d1e
12 changed files with 118 additions and 17 deletions

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@@ -16,6 +16,7 @@ void ImageShader::use()
program_->setUniform("brightness", brightness); program_->setUniform("brightness", brightness);
program_->setUniform("contrast", contrast); program_->setUniform("contrast", contrast);
program_->setUniform("stipple", stipple);
} }
@@ -25,6 +26,7 @@ void ImageShader::reset()
brightness = 0.f; brightness = 0.f;
contrast = 0.f; contrast = 0.f;
stipple = 0.f;
} }
void ImageShader::accept(Visitor& v) { void ImageShader::accept(Visitor& v) {

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@@ -16,6 +16,7 @@ public:
float brightness; float brightness;
float contrast; float contrast;
float stipple;
}; };
#endif // IMAGESHADER_H #endif // IMAGESHADER_H

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@@ -332,20 +332,31 @@ Mesh::Mesh(const std::string& ply_path, const std::string& tex_path) : Primitive
Log::Warning("Mesh could not be created from %s", ply_path.c_str()); Log::Warning("Mesh could not be created from %s", ply_path.c_str());
} }
// selective creation of the shader (deleted in Primitive) // default non texture shader (deleted in Primitive)
if (texture_resource_.empty())
shader_ = new Shader; shader_ = new Shader;
else
shader_ = new ImageShader;
} }
void Mesh::setTexture(uint textureindex)
{
if (textureindex) {
// replace previous shader with a new Image Shader
if (shader_)
delete shader_;
shader_ = new ImageShader;
textureindex_ = textureindex;
}
}
void Mesh::init() void Mesh::init()
{ {
Primitive::init(); Primitive::init();
if (!texture_resource_.empty()) if (!texture_resource_.empty())
textureindex_ = Resource::getTextureImage(texture_resource_); setTexture(Resource::getTextureImage(texture_resource_));
} }

2
Mesh.h
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@@ -18,6 +18,8 @@ class Mesh : public Primitive {
public: public:
Mesh(const std::string& ply_path, const std::string& tex_path = ""); Mesh(const std::string& ply_path, const std::string& tex_path = "");
void setTexture(uint textureindex);
void init () override; void init () override;
void draw (glm::mat4 modelview, glm::mat4 projection) override; void draw (glm::mat4 modelview, glm::mat4 projection) override;
void accept (Visitor& v) override; void accept (Visitor& v) override;

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@@ -125,6 +125,8 @@ void MediaSurface::init()
mediaplayer_->open(uri_); mediaplayer_->open(uri_);
mediaplayer_->play(true); mediaplayer_->play(true);
} }
void MediaSurface::draw(glm::mat4 modelview, glm::mat4 projection) void MediaSurface::draw(glm::mat4 modelview, glm::mat4 projection)

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@@ -49,7 +49,6 @@
// local statics // local statics
static GstGLContext *global_gl_context = NULL; static GstGLContext *global_gl_context = NULL;
static GstGLDisplay *global_display = NULL; static GstGLDisplay *global_display = NULL;
//static guintptr global_window_handle = 0;
static void glfw_error_callback(int error, const char* description) static void glfw_error_callback(int error, const char* description)
{ {
@@ -167,8 +166,6 @@ bool Rendering::Init()
(guintptr) glfwGetGLXContext(main_window_), (guintptr) glfwGetGLXContext(main_window_),
GST_GL_PLATFORM_GLX, GST_GL_API_OPENGL); GST_GL_PLATFORM_GLX, GST_GL_API_OPENGL);
global_window_handle = (guintptr) glfwGetX11Window(main_window_);
#endif #endif
// TODO : force GPU decoding // TODO : force GPU decoding

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@@ -3,6 +3,7 @@
#include "Source.h" #include "Source.h"
#include "defines.h"
#include "FrameBuffer.h" #include "FrameBuffer.h"
#include "ImageShader.h" #include "ImageShader.h"
#include "Primitives.h" #include "Primitives.h"
@@ -14,7 +15,7 @@
// gobal static list of all sources // gobal static list of all sources
SourceList Source::sources_; SourceList Source::sources_;
Source::Source(std::string name) : name_("") Source::Source(std::string name) : name_(""), initialized_(false)
{ {
// set a name // set a name
rename(name); rename(name);
@@ -30,7 +31,7 @@ Source::Source(std::string name) : name_("")
Frame *frame = new Frame; Frame *frame = new Frame;
frame->translation_.z = 0.1; frame->translation_.z = 0.1;
groups_[View::MIXING]->addChild(frame); groups_[View::MIXING]->addChild(frame);
groups_[View::MIXING]->scale_ = glm::vec3(0.25f, 0.25f, 1.f); groups_[View::MIXING]->scale_ = glm::vec3(0.2f, 0.2f, 1.f);
// add source to the list // add source to the list
sources_.push_front(this); sources_.push_front(this);
@@ -147,8 +148,19 @@ MediaPlayer *MediaSource::mediaplayer() const
return surface_->getMediaPlayer(); return surface_->getMediaPlayer();
} }
void MediaSource::init()
{
ImageShader *is = static_cast<ImageShader *>(surface_->shader());
if (is)
is->stipple = 1.0;
initialized_ = true;
}
void MediaSource::render() void MediaSource::render()
{ {
if (!initialized_)
init();
// surface_->shader() // surface_->shader()
// scalle all mixing nodes to match scale of surface // scalle all mixing nodes to match scale of surface
@@ -158,7 +170,9 @@ void MediaSource::render()
} }
// read position of the mixing node and interpret this as transparency change // read position of the mixing node and interpret this as transparency change
float alpha = 1.0 - ABS( groups_[View::MIXING]->translation_.x ); float alpha = 1.0 - SQUARE( glm::length(groups_[View::MIXING]->translation_) );
surface_->shader()->color.a = alpha; surface_->shader()->color.a = alpha;
} }

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@@ -51,6 +51,10 @@ protected:
// name // name
std::string name_; std::string name_;
// every Source shall be initialized on first draw
bool initialized_;
virtual void init() = 0;
// nodes // nodes
std::map<View::Mode, Group*> groups_; std::map<View::Mode, Group*> groups_;
@@ -96,6 +100,8 @@ public:
protected: protected:
virtual void init();
MediaSurface *surface_; MediaSurface *surface_;
}; };

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@@ -3,14 +3,20 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
// memmove
#include <string.h>
#include "defines.h" #include "defines.h"
#include "View.h" #include "View.h"
#include "Source.h" #include "Source.h"
#include "Primitives.h" #include "Primitives.h"
#include "Resource.h"
#include "Mesh.h" #include "Mesh.h"
#include "FrameBuffer.h" #include "FrameBuffer.h"
#include "Log.h" #include "Log.h"
#define CIRCLE_PIXELS 64
#define CIRCLE_PIXEL_RADIUS 1024.0
View::View() View::View()
{ {
@@ -24,8 +30,12 @@ void View::update(float dt)
MixingView::MixingView() : View() MixingView::MixingView() : View()
{ {
// default settings
scene.root()->scale_ = glm::vec3(1.4, 1.4, 1.0);
// Mixing scene // Mixing scene
Mesh *disk = new Mesh("mesh/disk.ply", "images/transparencygrid.png"); Mesh *disk = new Mesh("mesh/disk.ply");
disk->setTexture(textureMixingQuadratic());
backgound_.addChild(disk); backgound_.addChild(disk);
glm::vec4 pink( 0.8f, 0.f, 0.8f, 1.f ); glm::vec4 pink( 0.8f, 0.f, 0.8f, 1.f );
@@ -104,6 +114,55 @@ void MixingView::grab (glm::vec2 from, glm::vec2 to, Source *s)
} }
uint MixingView::textureMixingQuadratic()
{
static GLuint texid = 0;
if (texid == 0) {
// generate the texture with alpha exactly as computed for sources
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
GLubyte matrix[CIRCLE_PIXELS*CIRCLE_PIXELS * 4];
GLubyte color[4] = {0,0,0,0};
GLfloat luminance = 1.f;
GLfloat alpha = 0.f;
GLfloat distance = 0.f;
int l = -CIRCLE_PIXELS / 2 + 1, c = 0;
for (int i = 0; i < CIRCLE_PIXELS / 2; ++i) {
c = -CIRCLE_PIXELS / 2 + 1;
for (int j=0; j < CIRCLE_PIXELS / 2; ++j) {
// distance to the center
distance = (GLfloat) ((c * c) + (l * l)) / CIRCLE_PIXEL_RADIUS;
// luminance
luminance = 255.f * CLAMP( 0.95f - 0.8f * distance, 0.f, 1.f);
color[0] = color[1] = color[2] = static_cast<GLubyte>(luminance);
// alpha
alpha = 255.f * CLAMP( 1.f - distance , 0.f, 1.f);
color[3] = static_cast<GLubyte>(alpha);
// 1st quadrant
memmove(&matrix[ j * 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
// 4nd quadrant
memmove(&matrix[ (CIRCLE_PIXELS -j -1)* 4 + i * CIRCLE_PIXELS * 4 ], color, 4);
// 3rd quadrant
memmove(&matrix[ j * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
// 4th quadrant
memmove(&matrix[ (CIRCLE_PIXELS -j -1) * 4 + (CIRCLE_PIXELS -i -1) * CIRCLE_PIXELS * 4 ], color, 4);
++c;
}
++l;
}
// two components texture : luminance and alpha
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CIRCLE_PIXELS, CIRCLE_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, (float *) matrix);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
return texid;
}
RenderView::RenderView() : View(), frame_buffer_(nullptr) RenderView::RenderView() : View(), frame_buffer_(nullptr)
{ {
setResolution(1280, 720); setResolution(1280, 720);

3
View.h
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@@ -38,6 +38,8 @@ public:
void drag (glm::vec2 from, glm::vec2 to) override; void drag (glm::vec2 from, glm::vec2 to) override;
void grab (glm::vec2 from, glm::vec2 to, Source *s) override; void grab (glm::vec2 from, glm::vec2 to, Source *s) override;
private:
uint textureMixingQuadratic();
}; };
class RenderView : public View class RenderView : public View
@@ -53,5 +55,6 @@ public:
void setResolution (uint width, uint height); void setResolution (uint width, uint height);
inline FrameBuffer *frameBuffer () const { return frame_buffer_; } inline FrameBuffer *frameBuffer () const { return frame_buffer_; }
}; };
#endif // VIEW_H #endif // VIEW_H

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@@ -10,6 +10,7 @@
#define ABS(a) (((a) < 0) ? -(a) : (a)) #define ABS(a) (((a) < 0) ? -(a) : (a))
#define ABS_DIFF(a, b) ( (a) < (b) ? (b - a) : (a - b) ) #define ABS_DIFF(a, b) ( (a) < (b) ? (b - a) : (a - b) )
#define SIGN(a) (((a) < 0) ? -1.0 : 1.0) #define SIGN(a) (((a) < 0) ? -1.0 : 1.0)
#define SQUARE(a) ((a) * (a))
#define CLAMP(x, low, high) (((x) > (high)) ? (high) : (((x) < (low)) ? (low) : (x))) #define CLAMP(x, low, high) (((x) > (high)) ? (high) : (((x) < (low)) ? (low) : (x)))
#define EPSILON 0.00001 #define EPSILON 0.00001
#define LOG100(val) (50.0/log(10.0)*log((float)val + 1.0)) #define LOG100(val) (50.0/log(10.0)*log((float)val + 1.0))

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@@ -9,13 +9,16 @@ uniform sampler2D sourceTexture;
uniform vec4 color; uniform vec4 color;
uniform float contrast; uniform float contrast;
uniform float brightness; uniform float brightness;
uniform float stipple;
uniform vec3 resolution; // viewport resolution (in pixels) uniform vec3 resolution; // viewport resolution (in pixels)
void main() void main()
{ {
vec4 texturecolor = texture(sourceTexture, vertexUV); vec4 textureColor = texture(sourceTexture, vertexUV);
vec3 transformedRGB = mix(vec3(0.62), texturecolor.rgb, contrast + 1.0) + brightness; vec3 transformedRGB = mix(vec3(0.62), textureColor.rgb, contrast + 1.0) + brightness;
transformedRGB *= vertexColor.rgb; transformedRGB *= vertexColor.rgb * color.rgb;
FragColor = color * vec4(transformedRGB, texturecolor.a * vertexColor.a); float a = int(gl_FragCoord.x + gl_FragCoord.y)%2 > 1 - int(stipple) ? 1.0 : color.a;
FragColor = vec4(transformedRGB, textureColor.a * vertexColor.a * a);
} }