Files
vimix/ImageFilter.cpp
Bruno Herbelin 80469ead18 Initial commit of ImageFilter shader presets
Clone source can choose a filter
2022-05-01 22:24:59 +02:00

396 lines
13 KiB
C++

/*
* 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 <ctime>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "defines.h"
#include "Resource.h"
#include "ImageShader.h"
#include "Visitor.h"
#include "FrameBuffer.h"
#include "Primitives.h"
#include "Log.h"
#include "ImageFilter.h"
std::string fragmentHeader = "#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"
"uniform vec3 iResolution;\n"
"uniform sampler2D iChannel0;\n"
"uniform sampler2D iChannel1;\n"
"uniform float iTime;\n"
"uniform float iTimeDelta;\n"
"uniform int iFrame;\n"
"uniform vec4 iDate;\n";
// Filter code starts at line 16 :
std::string filterDefault = "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 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"
" mainImage( FragColor, texcoord.xy * iChannelResolution[0].xy );\n"
"}\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"
// " vec4 filtered;\n"
// " mainImage( filtered, texcoord.xy * iChannelResolution[0].xy );\n"
// " vec3 RGB = filtered.rgb * vertexColor.rgb * color.rgb;\n"
// " float maskIntensity = dot(texture(iChannel1, vertexUV).rgb, vec3(1.0/3.0));\n"
// " float A = clamp(filtered.a * vertexColor.a * color.a * maskIntensity, 0.0, 1.0);\n"
// " FragColor = vec4(RGB * A, A);\n"
// "} \n";
std::list< ImageFilter > ImageFilter::presets = {
ImageFilter(),
ImageFilter("Blur", "shaders/filters/blur_1.glsl", "shaders/filters/blur_2.glsl", { { "Amount", 0.5} }),
ImageFilter("HashBlur", "shaders/filters/hashedblur.glsl", "", { { "Radius", 0.5}, { "Iterations", 0.5 } }),
ImageFilter("Unfocus", "shaders/filters/focus.glsl", "", { { "Factor", 0.5} }),
ImageFilter("Denoise", "shaders/filters/denoise.glsl", "", { { "Threshold", 0.5} }),
ImageFilter("Bloom", "shaders/filters/bloom.glsl", "", { { "Intensity", 0.5} }),
ImageFilter("Bokeh", "shaders/filters/bokeh.glsl", "", { { "Radius", 1.0} }),
ImageFilter("Kuwahara", "shaders/filters/kuwahara.glsl", "", { { "Radius", 1.0} }),
ImageFilter("Chalk", "shaders/filters/talk.glsl", "", { { "Factor", 1.0} }),
ImageFilter("Sharpen", "shaders/filters/sharpen.glsl", "", { { "Strength", 1.0} }),
ImageFilter("Sharp Edge", "shaders/filters/sharpenedge.glsl", "", { { "Strength", 0.5} }),
ImageFilter("Freichen", "shaders/filters/freichen.glsl", "", { { "Factor", 0.5} }),
ImageFilter("Sobel", "shaders/filters/sobel.glsl", "", { { "Factor", 0.5} }),
ImageFilter("Pixelate", "shaders/filters/pixelate.glsl", "", { { "Size", 0.5}, { "Edge", 0.5} }),
ImageFilter("Chromakey","shaders/filters/chromakey.glsl", "", { { "Red", 0.05}, { "Green", 0.63}, { "Blue", 0.14}, { "Tolerance", 0.54} }),
ImageFilter("Fisheye", "shaders/filters/fisheye.glsl", "", { { "Factor", 0.5} }),
};
std::string ImageFilter::getFilterCodeInputs()
{
static 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)";
return filterHeaderHelp;
}
std::string ImageFilter::getFilterCodeDefault()
{
return filterDefault;
}
ImageFilter::ImageFilter() : name_("None"), code_({"shaders/filters/default.glsl",""})
{
}
ImageFilter::ImageFilter(const std::string &name, const std::string &first_pass, const std::string &second_pass,
const std::map<std::string, float> &parameters) :
name_(name), code_({first_pass, second_pass}), parameters_(parameters)
{
}
ImageFilter::ImageFilter(const ImageFilter &other) :
name_(other.name_), code_(other.code_), parameters_(other.parameters_)
{
}
ImageFilter& ImageFilter::operator= (const ImageFilter& other)
{
if (this != &other) {
this->name_ = other.name_;
this->code_ = other.code_;
this->parameters_.clear();
this->parameters_ = other.parameters_;
}
return *this;
}
std::pair< std::string, std::string > ImageFilter::code()
{
// code for filter can be provided by the name of a ressource file
if (Resource::hasPath(code_.first))
code_.first = Resource::getText(code_.first);
if (Resource::hasPath(code_.second))
code_.second = Resource::getText(code_.second);
return code_;
}
bool ImageFilter::operator!= (const ImageFilter& other) const
{
if (this->code_.first != other.code_.first)
return true;
if (this->code_.second != other.code_.second)
return true;
return false;
}
class ImageFilteringShader : public ImageShader
{
// GLSL Program
ShadingProgram custom_shading_;
// fragment shader GLSL code
std::string shader_code_;
std::string code_;
// for iTime & iFrame
GTimer *timer_;
double iTime_;
int iFrame_;
public:
// list of uniforms to control shader
std::map< std::string, float > uniforms_;
ImageFilteringShader();
~ImageFilteringShader();
void use() override;
void reset() override;
void copy(ImageFilteringShader const& S);
// set the code of the filter
void setCode(const std::string &code, std::promise<std::string> *ret = nullptr);
};
ImageFilteringShader::ImageFilteringShader(): ImageShader()
{
program_ = &custom_shading_;
shader_code_ = fragmentHeader + filterDefault + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", shader_code_);
timer_ = g_timer_new ();
ImageShader::reset();
}
ImageFilteringShader::~ImageFilteringShader()
{
custom_shading_.reset();
}
void ImageFilteringShader::use()
{
ImageShader::use();
//
// Shader input uniforms
//
// Calculate iTime and iTimeDelta
double elapsed = g_timer_elapsed (timer_, NULL);
program_->setUniform("iTimeDelta", float(elapsed - iTime_) );
iTime_ = elapsed;
if (iTime_ > FLT_MAX) {
g_timer_start(timer_);
iTime_ = 0.f;
}
program_->setUniform("iTime", float(iTime_) );
// calculate iFrame
program_->setUniform("iFrame", ++iFrame_);
if (iFrame_ > INT_MAX -2)
iFrame_ = 0;
// calculate iDate
std::time_t now = std::time(0);
std::tm *local = std::localtime(&now);
glm::vec4 iDate(local->tm_year, local->tm_mon, local->tm_mday, local->tm_hour*3600.0+local->tm_min*60.0+local->tm_sec);
program_->setUniform("iDate", iDate);
//
// loop over uniforms
//
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// set uniform to current value
program_->setUniform( u->first, u->second );
}
void ImageFilteringShader::reset()
{
ImageShader::reset();
// reset times
g_timer_start(timer_);
iFrame_ = 0;
}
void ImageFilteringShader::setCode(const std::string &code, std::promise<std::string> *ret)
{
if (code != code_)
{
code_ = code;
shader_code_ = fragmentHeader + code_ + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", shader_code_, ret);
}
else if (ret != nullptr) {
ret->set_value("No change.");
}
}
void ImageFilteringShader::copy(ImageFilteringShader const& S)
{
ImageShader::copy(S);
// change the shading code for fragment
shader_code_ = S.shader_code_;
custom_shading_.setShaders("shaders/image.vs", shader_code_);
}
ImageFilterRenderer::ImageFilterRenderer(glm::vec3 resolution): enabled_(true)
{
shaders_.first = new ImageFilteringShader;
surfaces_.first = new Surface(shaders_.first);
buffers_.first = new FrameBuffer( resolution, true );
shaders_.second = nullptr;
surfaces_.second = nullptr;
buffers_.second = nullptr;
}
ImageFilterRenderer::~ImageFilterRenderer()
{
if ( buffers_.first!= nullptr )
delete buffers_.first;
if ( buffers_.second!= nullptr )
delete buffers_.second;
if ( surfaces_.first!= nullptr )
delete surfaces_.first;
if ( surfaces_.second!= nullptr )
delete surfaces_.second;
// NB: shaders_ are removed with surface
}
void ImageFilterRenderer::setInputTexture(uint t)
{
surfaces_.first->setTextureIndex( t );
}
uint ImageFilterRenderer::getOutputTexture() const
{
if ( enabled_ )
return buffers_.second ? buffers_.second->texture() : buffers_.first->texture();
else
return surfaces_.first->textureIndex();
}
void ImageFilterRenderer::draw()
{
if ( enabled_ )
{
// render filtered surface into frame buffer
buffers_.first->begin();
surfaces_.first->draw(glm::identity<glm::mat4>(), buffers_.first->projection());
buffers_.first->end();
if ( buffers_.second && surfaces_.second ) {
// render filtered surface into frame buffer
buffers_.second->begin();
surfaces_.second->draw(glm::identity<glm::mat4>(), buffers_.second->projection());
buffers_.second->end();
}
}
}
ImageFilter ImageFilterRenderer::filter() const
{
return filter_;
}
void ImageFilterRenderer::setFilter(const ImageFilter &f, std::promise<std::string> *ret)
{
// always keep local copy
filter_ = f;
// change code
std::pair<std::string, std::string> codes = filter_.code();
// set code for first pass
shaders_.first->setCode( codes.first, ret );
// no code provided for second pass
if ( codes.second.empty() ) {
// delete second pass if was previously used
if (buffers_.second!= nullptr )
delete buffers_.second;
if (surfaces_.second!= nullptr )
delete surfaces_.second;
shaders_.second = nullptr;
surfaces_.second = nullptr;
buffers_.second = nullptr;
}
// set code for second pass
else {
// second pass not setup
if (shaders_.second == nullptr) {
// create shader, surface and buffer for second pass
shaders_.second = new ImageFilteringShader;
surfaces_.second = new Surface(shaders_.second);
surfaces_.second->setTextureIndex( buffers_.first->texture() );
buffers_.second = new FrameBuffer( buffers_.first->resolution(), true );
}
// set the code of the shader for second pass
shaders_.second->setCode( codes.second );
}
// change uniforms
shaders_.first->uniforms_ = filter_.parameters();
if (shaders_.second != nullptr )
shaders_.second->uniforms_ = filter_.parameters();
}