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