New ImageFilter applied to Clone Sources

Preliminary implementation, effective but without consequence on the rendering.
This commit is contained in:
Bruno Herbelin
2022-04-19 01:23:50 +02:00
parent 3c465f9a7a
commit d41a85f4a1
5 changed files with 346 additions and 6 deletions

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@@ -382,6 +382,7 @@ set(VMIX_SRCS
Shader.cpp
ImageShader.cpp
ImageProcessingShader.cpp
ImageFilter.cpp
UpdateCallback.cpp
Scene.cpp
Primitives.cpp

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@@ -28,12 +28,13 @@
#include "Visitor.h"
#include "FrameBuffer.h"
#include "Decorations.h"
#include "ImageFilter.h"
#include "CloneSource.h"
CloneSource::CloneSource(Source *origin, uint64_t id) : Source(id), origin_(origin), cloningsurface_(nullptr),
garbage_image_(nullptr), timer_reset_(false), delay_(0.0), paused_(false)
garbage_image_(nullptr), timer_reset_(false), delay_(0.0), paused_(false), filter_(nullptr)
{
// initial name copies the origin name: diplucates are namanged in session
name_ = origin->name();
@@ -44,7 +45,7 @@ CloneSource::CloneSource(Source *origin, uint64_t id) : Source(id), origin_(orig
// init connecting line
connection_ = new DotLine;
connection_->color = glm::vec4(COLOR_DEFAULT_SOURCE, 0.5f);
connection_->color = glm::vec4(COLOR_HIGHLIGHT_SOURCE, 0.6f);
connection_->target = origin->groups_[View::MIXING]->translation_;
groups_[View::MIXING]->attach(connection_);
@@ -64,6 +65,9 @@ CloneSource::~CloneSource()
images_.pop();
}
if (filter_)
delete filter_;
if (cloningsurface_)
delete cloningsurface_;
@@ -77,15 +81,20 @@ void CloneSource::init()
// frame buffers where to draw frames from the origin source
glm::vec3 res = origin_->frame()->resolution();
images_.push( new FrameBuffer( res, origin_->frame()->use_alpha() ) );
origin_->frame()->blit( images_.front() );
timestamps_.push( origin_->playtime() );
elapsed_.push( 0. );
// ask to reset elapsed-timer
timer_reset_ = true;
// create filter
filter_ = new ImageFilter( res, true );
filter_->setInputTexture( images_.front()->texture() );
// set initial texture surface
origin_->frame()->blit( images_.front() );
texturesurface_->setTextureIndex( images_.front()->texture() );
texturesurface_->setTextureIndex( filter_->getOutputTexture() );
// texturesurface_->setTextureIndex( images_.front()->texture() );
// create render Frame buffer matching size of images
FrameBuffer *renderbuffer = new FrameBuffer( res, true );
@@ -104,6 +113,23 @@ void CloneSource::init()
}
}
void CloneSource::render()
{
if ( renderbuffer_ == nullptr )
init();
else {
// render filtered image
filter_->draw();
texturesurface_->setTextureIndex( filter_->getOutputTexture() );
// render textured surface into frame buffer
renderbuffer_->begin();
texturesurface_->draw(glm::identity<glm::mat4>(), renderbuffer_->projection());
renderbuffer_->end();
ready_ = true;
}
}
void CloneSource::setActive (bool on)
{
@@ -183,8 +209,10 @@ void CloneSource::update(float dt)
// blit rendered framebuffer in the newest image (back)
origin_->frame()->blit( images_.back() );
// update the source surface to be rendered with the oldest image (front)
texturesurface_->setTextureIndex( images_.front()->texture() );
// update the source surface to be rendered with the oldest image (front)
// texturesurface_->setTextureIndex( images_.front()->texture() );
filter_->setInputTexture( images_.front()->texture() );
}
}

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@@ -23,6 +23,7 @@ public:
uint texture() const override;
bool failed() const override { return origin_ == nullptr; }
void accept (Visitor& v) override;
void render() override;
// implementation of cloning mechanism
inline void detach() { origin_ = nullptr; }
@@ -57,6 +58,9 @@ protected:
// control
bool paused_;
// filter
class ImageFilter *filter_;
// connecting line
class DotLine *connection_;
};

238
ImageFilter.cpp Normal file
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@@ -0,0 +1,238 @@
/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <glm/glm.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "defines.h"
#include "Visitor.h"
#include "FrameBuffer.h"
#include "Primitives.h"
#include "Log.h"
#include "ImageFilter.h"
std::string fragmentDeclaration = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"in vec2 vertexUV;\n"
"vec3 iChannelResolution[2];\n"
"uniform mat4 iTransform;\n"
"uniform vec4 color;\n"
"uniform float stipple;\n";
std::string filterHeader = "uniform vec3 iResolution; // viewport resolution (in pixels)\n"
"uniform sampler2D iChannel0; // input channel (texture)\n"
"uniform sampler2D iChannel1; // input channel (mask)\n"
"uniform float iTime; // shader playback time (in seconds)\n"
"uniform float iTimeDelta; // render time (in seconds)\n"
"uniform int iFrame; // shader playback frame\n"
"uniform vec4 iDate; // (year, month, day, time in seconds)\n" ;
std::string filterDefaultCode = "void mainImage( out vec4 fragColor, in vec2 fragCoord )\n"
"{\n"
" vec2 uv = fragCoord.xy / iResolution.xy;\n"
" fragColor = texture(iChannel0, uv);\n"
"}\n";
std::string fragmentMainCode = "\nvoid 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"
" mainImage( FragColor, texcoord.xy * iChannelResolution[0].xy );\n"
"}\n";
std::string filterBloomCode = "float Threshold = 0.1;"
"float Intensity = 1.0;"
"float BlurSize = 6.0;"
"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 = "#version 330 core\n"
"#define ITER 32\n"
"#define SIZE 100.0\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"in vec2 vertexUV;\n"
"uniform mat4 iTransform;\n"
"uniform vec4 color;\n"
"uniform sampler2D iChannel0;\n"
"uniform sampler2D iChannel1;\n"
"uniform float size;\n"
"uniform float factor;\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 main() {"
"vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
"float p = (SIZE * size + 1.0)/textureSize(iChannel0, 0).y * factor;"
"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,vec2(texcoord)+rv*p)/float(ITER);"
"}"
"FragColor = c;\n"
"}";
std::map< std::string, float > montecarloParam = { { "factor", 0.9 }, {"size", 0.1} };
ImageFilteringShader::ImageFilteringShader(): Shader()
{
program_ = &custom_shading_;
custom_shading_.setShaders("shaders/image.vs", "shaders/image.fs");
Shader::reset();
}
ImageFilteringShader::~ImageFilteringShader()
{
custom_shading_.reset();
}
void ImageFilteringShader::use()
{
Shader::use();
program_->setUniform("iTime", 0.f );
program_->setUniform("iTimeDelta", 0.f );
static int f = 0;
program_->setUniform("iFrame", ++f);
program_->setUniform("iDate", glm::vec4(0.f, 0.f, 0.f, 0.f) );
// loop over all uniforms
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// set uniform to current value
program_->setUniform( u->first, u->second.x );
}
void ImageFilteringShader::reset()
{
Shader::reset();
// loop over all uniforms
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// reset current value to detault value
u->second.x = u->second.y;
}
void ImageFilteringShader::setFragmentCode(const std::string &code, std::map<std::string, float> parameters)
{
// change the shading code for fragment
code_ = code;
custom_shading_.setShaders("shaders/image.vs", code_);
// set the list of uniforms
uniforms_.clear();
for (auto u = parameters.begin(); u != parameters.end(); ++u)
// set uniform with key name to have default and current values
uniforms_[u->first] = glm::vec2(u->second, u->second);
}
void ImageFilteringShader::copy(ImageFilteringShader const& S)
{
// change the shading code for fragment
code_ = S.code_;
custom_shading_.setShaders("shaders/image.vs", code_);
// set the list of uniforms
uniforms_.clear();
for (auto u = S.uniforms_.begin(); u != S.uniforms_.end(); ++u)
// set uniform with key name to have default and current values
uniforms_[u->first] = u->second;
}
void ImageFilteringShader::accept(Visitor& v)
{
// Shader::accept(v);
v.visit(*this);
}
ImageFilter::ImageFilter(glm::vec3 resolution, bool useAlpha)
{
shader_ = new ImageFilteringShader;
surface_ = new Surface(shader_);
buffer_ = new FrameBuffer( resolution, useAlpha );
std::string codefilter = fragmentDeclaration + filterHeader + filterDefaultCode + fragmentMainCode;
// std::string codefilter = fragmentDeclaration + filterHeader + filterBloomCode + fragmentMainCode;
g_print("Filter code:\n%s", codefilter.c_str());
std::map< std::string, float > paramfilter;
shader_->setFragmentCode(codefilter, paramfilter);
}
ImageFilter::~ImageFilter()
{
if (buffer_)
delete buffer_;
// NB: shader_ is removed with surface
if (surface_)
delete surface_;
}
void ImageFilter::setInputTexture(uint t)
{
surface_->setTextureIndex( t );
}
uint ImageFilter::getOutputTexture() const
{
return buffer_->texture();
}
void ImageFilter::draw()
{
// render filtered surface into frame buffer
buffer_->begin();
surface_->draw(glm::identity<glm::mat4>(), buffer_->projection());
buffer_->end();
}

69
ImageFilter.h Normal file
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@@ -0,0 +1,69 @@
#ifndef IMAGEFILTER_H
#define IMAGEFILTER_H
#include <map>
class Surface;
class FrameBuffer;
#include "Shader.h"
class ImageFilteringShader : public Shader
{
ShadingProgram custom_shading_;
// fragment shader GLSL code
std::string code_;
// list of uniform vars in GLSL
// with associated pair (current_value, default_values) in range [0.f 1.f]
std::map<std::string, glm::vec2> uniforms_;
public:
ImageFilteringShader();
~ImageFilteringShader();
void use() override;
void reset() override;
void accept(Visitor& v) override;
void copy(ImageFilteringShader const& S);
// set fragment shader code and uniforms (with default values)
void setFragmentCode(const std::string &code, std::map<std::string, float> parameters);
};
class ImageFilter
{
Surface *surface_;
FrameBuffer *buffer_;
ImageFilteringShader *shader_;
uint type_;
public:
// instanciate an image filter at given resolution, with alpha channel
ImageFilter(glm::vec3 resolution, bool useAlpha = false);
~ImageFilter();
// set the texture to draw into the framebuffer
void setInputTexture(uint t);
// typedef enum {
// } ;
void setFilter(uint filter);
// draw the input texture with filter on the framebuffer
void draw();
// get the texture id of the rendered framebuffer
uint getOutputTexture() const;
};
#endif // IMAGEFILTER_H