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https://github.com/brunoherbelin/vimix.git
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New ImageFilter applied to Clone Sources
Preliminary implementation, effective but without consequence on the rendering.
This commit is contained in:
238
ImageFilter.cpp
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238
ImageFilter.cpp
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/*
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* This file is part of vimix - video live mixer
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*
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* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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**/
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_access.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "defines.h"
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#include "Visitor.h"
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#include "FrameBuffer.h"
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#include "Primitives.h"
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#include "Log.h"
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#include "ImageFilter.h"
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std::string fragmentDeclaration = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec4 vertexColor;\n"
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"in vec2 vertexUV;\n"
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"vec3 iChannelResolution[2];\n"
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"uniform mat4 iTransform;\n"
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"uniform vec4 color;\n"
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"uniform float stipple;\n";
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std::string filterHeader = "uniform vec3 iResolution; // viewport resolution (in pixels)\n"
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"uniform sampler2D iChannel0; // input channel (texture)\n"
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"uniform sampler2D iChannel1; // input channel (mask)\n"
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"uniform float iTime; // shader playback time (in seconds)\n"
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"uniform float iTimeDelta; // render time (in seconds)\n"
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"uniform int iFrame; // shader playback frame\n"
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"uniform vec4 iDate; // (year, month, day, time in seconds)\n" ;
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std::string filterDefaultCode = "void mainImage( out vec4 fragColor, in vec2 fragCoord )\n"
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"{\n"
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" vec2 uv = fragCoord.xy / iResolution.xy;\n"
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" fragColor = texture(iChannel0, uv);\n"
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"}\n";
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std::string fragmentMainCode = "\nvoid main() {\n"
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" iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
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" iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
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" vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
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" mainImage( FragColor, texcoord.xy * iChannelResolution[0].xy );\n"
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"}\n";
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std::string filterBloomCode = "float Threshold = 0.1;"
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"float Intensity = 1.0;"
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"float BlurSize = 6.0;"
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"vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias)"
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"{"
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" vec2 TexelSize = MipBias/iChannelResolution[0].xy;"
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" vec4 Color = texture(Tex, Coord, MipBias);"
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" Color += texture(Tex, Coord + vec2(TexelSize.x,0.0), MipBias);"
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" Color += texture(Tex, Coord + vec2(-TexelSize.x,0.0), MipBias);"
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" Color += texture(Tex, Coord + vec2(0.0,TexelSize.y), MipBias);"
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" Color += texture(Tex, Coord + vec2(0.0,-TexelSize.y), MipBias);"
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" Color += texture(Tex, Coord + vec2(TexelSize.x,TexelSize.y), MipBias);"
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" Color += texture(Tex, Coord + vec2(-TexelSize.x,TexelSize.y), MipBias);"
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" Color += texture(Tex, Coord + vec2(TexelSize.x,-TexelSize.y), MipBias);"
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" Color += texture(Tex, Coord + vec2(-TexelSize.x,-TexelSize.y), MipBias);"
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" return Color/9.0;"
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"}"
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"void mainImage( out vec4 fragColor, in vec2 fragCoord )"
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"{"
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" vec2 uv = (fragCoord.xy/iResolution.xy);"
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" vec4 Color = texture(iChannel0, uv);"
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" vec4 Highlight = clamp(BlurColor(uv, iChannel0, BlurSize)-Threshold,0.0,1.0)*1.0/(1.0-Threshold);"
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" fragColor = 1.0-(1.0-Color)*(1.0-Highlight*Intensity);"
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"}";
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std::string montecarloCode = "#version 330 core\n"
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"#define ITER 32\n"
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"#define SIZE 100.0\n"
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"out vec4 FragColor;\n"
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"in vec4 vertexColor;\n"
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"in vec2 vertexUV;\n"
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"uniform mat4 iTransform;\n"
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"uniform vec4 color;\n"
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"uniform sampler2D iChannel0;\n"
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"uniform sampler2D iChannel1;\n"
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"uniform float size;\n"
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"uniform float factor;\n"
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"void srand(vec2 a, out float r) {r=sin(dot(a,vec2(1233.224,1743.335)));}\n"
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"float rand(inout float r) { r=fract(3712.65*r+0.61432); return (r-0.5)*2.0;}\n"
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"void main() {"
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"vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
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"float p = (SIZE * size + 1.0)/textureSize(iChannel0, 0).y * factor;"
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"vec4 c=vec4(0.0);"
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"float r;"
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"srand(vec2(texcoord), r);"
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"vec2 rv;"
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"for(int i=0;i<ITER;i++) {"
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"rv.x=rand(r);"
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"rv.y=rand(r);"
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"c+=texture(iChannel0,vec2(texcoord)+rv*p)/float(ITER);"
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"}"
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"FragColor = c;\n"
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"}";
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std::map< std::string, float > montecarloParam = { { "factor", 0.9 }, {"size", 0.1} };
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ImageFilteringShader::ImageFilteringShader(): Shader()
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{
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program_ = &custom_shading_;
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custom_shading_.setShaders("shaders/image.vs", "shaders/image.fs");
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Shader::reset();
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}
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ImageFilteringShader::~ImageFilteringShader()
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{
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custom_shading_.reset();
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}
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void ImageFilteringShader::use()
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{
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Shader::use();
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program_->setUniform("iTime", 0.f );
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program_->setUniform("iTimeDelta", 0.f );
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static int f = 0;
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program_->setUniform("iFrame", ++f);
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program_->setUniform("iDate", glm::vec4(0.f, 0.f, 0.f, 0.f) );
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// loop over all uniforms
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for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
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// set uniform to current value
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program_->setUniform( u->first, u->second.x );
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}
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void ImageFilteringShader::reset()
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{
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Shader::reset();
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// loop over all uniforms
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for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
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// reset current value to detault value
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u->second.x = u->second.y;
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}
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void ImageFilteringShader::setFragmentCode(const std::string &code, std::map<std::string, float> parameters)
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{
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// change the shading code for fragment
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code_ = code;
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custom_shading_.setShaders("shaders/image.vs", code_);
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// set the list of uniforms
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uniforms_.clear();
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for (auto u = parameters.begin(); u != parameters.end(); ++u)
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// set uniform with key name to have default and current values
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uniforms_[u->first] = glm::vec2(u->second, u->second);
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}
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void ImageFilteringShader::copy(ImageFilteringShader const& S)
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{
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// change the shading code for fragment
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code_ = S.code_;
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custom_shading_.setShaders("shaders/image.vs", code_);
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// set the list of uniforms
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uniforms_.clear();
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for (auto u = S.uniforms_.begin(); u != S.uniforms_.end(); ++u)
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// set uniform with key name to have default and current values
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uniforms_[u->first] = u->second;
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}
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void ImageFilteringShader::accept(Visitor& v)
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{
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// Shader::accept(v);
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v.visit(*this);
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}
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ImageFilter::ImageFilter(glm::vec3 resolution, bool useAlpha)
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{
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shader_ = new ImageFilteringShader;
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surface_ = new Surface(shader_);
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buffer_ = new FrameBuffer( resolution, useAlpha );
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std::string codefilter = fragmentDeclaration + filterHeader + filterDefaultCode + fragmentMainCode;
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// std::string codefilter = fragmentDeclaration + filterHeader + filterBloomCode + fragmentMainCode;
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g_print("Filter code:\n%s", codefilter.c_str());
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std::map< std::string, float > paramfilter;
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shader_->setFragmentCode(codefilter, paramfilter);
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}
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ImageFilter::~ImageFilter()
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{
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if (buffer_)
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delete buffer_;
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// NB: shader_ is removed with surface
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if (surface_)
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delete surface_;
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}
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void ImageFilter::setInputTexture(uint t)
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{
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surface_->setTextureIndex( t );
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}
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uint ImageFilter::getOutputTexture() const
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{
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return buffer_->texture();
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}
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void ImageFilter::draw()
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{
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// render filtered surface into frame buffer
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buffer_->begin();
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surface_->draw(glm::identity<glm::mat4>(), buffer_->projection());
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buffer_->end();
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}
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