mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-11 18:34:58 +01:00
Implementation of stippling in GLSL image shader and use in Mixing
Source. Creation of Mxing circle texture.
This commit is contained in:
@@ -16,6 +16,7 @@ void ImageShader::use()
|
||||
|
||||
program_->setUniform("brightness", brightness);
|
||||
program_->setUniform("contrast", contrast);
|
||||
program_->setUniform("stipple", stipple);
|
||||
}
|
||||
|
||||
|
||||
@@ -25,6 +26,7 @@ void ImageShader::reset()
|
||||
|
||||
brightness = 0.f;
|
||||
contrast = 0.f;
|
||||
stipple = 0.f;
|
||||
}
|
||||
|
||||
void ImageShader::accept(Visitor& v) {
|
||||
|
||||
@@ -16,6 +16,7 @@ public:
|
||||
|
||||
float brightness;
|
||||
float contrast;
|
||||
float stipple;
|
||||
};
|
||||
|
||||
#endif // IMAGESHADER_H
|
||||
|
||||
23
Mesh.cpp
23
Mesh.cpp
@@ -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());
|
||||
}
|
||||
|
||||
// selective creation of the shader (deleted in Primitive)
|
||||
if (texture_resource_.empty())
|
||||
shader_ = new Shader;
|
||||
else
|
||||
shader_ = new ImageShader;
|
||||
// default non texture shader (deleted in Primitive)
|
||||
shader_ = new Shader;
|
||||
}
|
||||
|
||||
|
||||
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()
|
||||
{
|
||||
Primitive::init();
|
||||
|
||||
if (!texture_resource_.empty())
|
||||
textureindex_ = Resource::getTextureImage(texture_resource_);
|
||||
setTexture(Resource::getTextureImage(texture_resource_));
|
||||
|
||||
}
|
||||
|
||||
|
||||
2
Mesh.h
2
Mesh.h
@@ -18,6 +18,8 @@ class Mesh : public Primitive {
|
||||
public:
|
||||
Mesh(const std::string& ply_path, const std::string& tex_path = "");
|
||||
|
||||
void setTexture(uint textureindex);
|
||||
|
||||
void init () override;
|
||||
void draw (glm::mat4 modelview, glm::mat4 projection) override;
|
||||
void accept (Visitor& v) override;
|
||||
|
||||
@@ -125,6 +125,8 @@ void MediaSurface::init()
|
||||
|
||||
mediaplayer_->open(uri_);
|
||||
mediaplayer_->play(true);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void MediaSurface::draw(glm::mat4 modelview, glm::mat4 projection)
|
||||
|
||||
@@ -49,7 +49,6 @@
|
||||
// local statics
|
||||
static GstGLContext *global_gl_context = NULL;
|
||||
static GstGLDisplay *global_display = NULL;
|
||||
//static guintptr global_window_handle = 0;
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
@@ -167,8 +166,6 @@ bool Rendering::Init()
|
||||
(guintptr) glfwGetGLXContext(main_window_),
|
||||
GST_GL_PLATFORM_GLX, GST_GL_API_OPENGL);
|
||||
|
||||
global_window_handle = (guintptr) glfwGetX11Window(main_window_);
|
||||
|
||||
#endif
|
||||
|
||||
// TODO : force GPU decoding
|
||||
|
||||
20
Source.cpp
20
Source.cpp
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "Source.h"
|
||||
|
||||
#include "defines.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "ImageShader.h"
|
||||
#include "Primitives.h"
|
||||
@@ -14,7 +15,7 @@
|
||||
// gobal static list of all sources
|
||||
SourceList Source::sources_;
|
||||
|
||||
Source::Source(std::string name) : name_("")
|
||||
Source::Source(std::string name) : name_(""), initialized_(false)
|
||||
{
|
||||
// set a name
|
||||
rename(name);
|
||||
@@ -30,7 +31,7 @@ Source::Source(std::string name) : name_("")
|
||||
Frame *frame = new Frame;
|
||||
frame->translation_.z = 0.1;
|
||||
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
|
||||
sources_.push_front(this);
|
||||
@@ -147,8 +148,19 @@ MediaPlayer *MediaSource::mediaplayer() const
|
||||
return surface_->getMediaPlayer();
|
||||
}
|
||||
|
||||
void MediaSource::init()
|
||||
{
|
||||
ImageShader *is = static_cast<ImageShader *>(surface_->shader());
|
||||
if (is)
|
||||
is->stipple = 1.0;
|
||||
|
||||
initialized_ = true;
|
||||
}
|
||||
|
||||
void MediaSource::render()
|
||||
{
|
||||
if (!initialized_)
|
||||
init();
|
||||
// surface_->shader()
|
||||
|
||||
// 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
|
||||
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;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
6
Source.h
6
Source.h
@@ -51,6 +51,10 @@ protected:
|
||||
// name
|
||||
std::string name_;
|
||||
|
||||
// every Source shall be initialized on first draw
|
||||
bool initialized_;
|
||||
virtual void init() = 0;
|
||||
|
||||
// nodes
|
||||
std::map<View::Mode, Group*> groups_;
|
||||
|
||||
@@ -96,6 +100,8 @@ public:
|
||||
|
||||
protected:
|
||||
|
||||
virtual void init();
|
||||
|
||||
MediaSurface *surface_;
|
||||
};
|
||||
|
||||
|
||||
61
View.cpp
61
View.cpp
@@ -3,14 +3,20 @@
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
// memmove
|
||||
#include <string.h>
|
||||
|
||||
#include "defines.h"
|
||||
#include "View.h"
|
||||
#include "Source.h"
|
||||
#include "Primitives.h"
|
||||
#include "Resource.h"
|
||||
#include "Mesh.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "Log.h"
|
||||
|
||||
#define CIRCLE_PIXELS 64
|
||||
#define CIRCLE_PIXEL_RADIUS 1024.0
|
||||
|
||||
View::View()
|
||||
{
|
||||
@@ -24,8 +30,12 @@ void View::update(float dt)
|
||||
|
||||
MixingView::MixingView() : View()
|
||||
{
|
||||
// default settings
|
||||
scene.root()->scale_ = glm::vec3(1.4, 1.4, 1.0);
|
||||
|
||||
// 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);
|
||||
|
||||
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)
|
||||
{
|
||||
setResolution(1280, 720);
|
||||
|
||||
3
View.h
3
View.h
@@ -38,6 +38,8 @@ public:
|
||||
void drag (glm::vec2 from, glm::vec2 to) override;
|
||||
void grab (glm::vec2 from, glm::vec2 to, Source *s) override;
|
||||
|
||||
private:
|
||||
uint textureMixingQuadratic();
|
||||
};
|
||||
|
||||
class RenderView : public View
|
||||
@@ -53,5 +55,6 @@ public:
|
||||
void setResolution (uint width, uint height);
|
||||
inline FrameBuffer *frameBuffer () const { return frame_buffer_; }
|
||||
|
||||
|
||||
};
|
||||
#endif // VIEW_H
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#define ABS(a) (((a) < 0) ? -(a) : (a))
|
||||
#define ABS_DIFF(a, b) ( (a) < (b) ? (b - a) : (a - b) )
|
||||
#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 EPSILON 0.00001
|
||||
#define LOG100(val) (50.0/log(10.0)*log((float)val + 1.0))
|
||||
|
||||
@@ -9,13 +9,16 @@ uniform sampler2D sourceTexture;
|
||||
uniform vec4 color;
|
||||
uniform float contrast;
|
||||
uniform float brightness;
|
||||
uniform float stipple;
|
||||
uniform vec3 resolution; // viewport resolution (in pixels)
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texturecolor = texture(sourceTexture, vertexUV);
|
||||
vec3 transformedRGB = mix(vec3(0.62), texturecolor.rgb, contrast + 1.0) + brightness;
|
||||
transformedRGB *= vertexColor.rgb;
|
||||
vec4 textureColor = texture(sourceTexture, vertexUV);
|
||||
vec3 transformedRGB = mix(vec3(0.62), textureColor.rgb, contrast + 1.0) + brightness;
|
||||
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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user