mirror of
https://github.com/brunoherbelin/vimix.git
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876 lines
28 KiB
C++
876 lines
28 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 <glib.h>
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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 "ImageShader.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 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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"uniform vec4 iMouse;\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 * iResolution.xy );\n"
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"}\n";
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std::list< FilteringProgram > FilteringProgram::presets = {
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FilteringProgram(),
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FilteringProgram("Bilateral","shaders/filters/focus.glsl", "", { }),
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FilteringProgram("Pixelate", "shaders/filters/pixelate.glsl", "", { }),
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FilteringProgram("Earlybird","shaders/filters/earlybird.glsl", "", { }),
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FilteringProgram("Bloom", "shaders/filters/bloom.glsl", "", { }),
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FilteringProgram("Bokeh", "shaders/filters/bokeh.glsl", "", { }),
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FilteringProgram("Talk", "shaders/filters/talk.glsl", "", { }),
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FilteringProgram("Stippling","shaders/filters/stippling.glsl", "", { }),
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FilteringProgram("Dithering","shaders/filters/dithering.glsl", "", { }),
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FilteringProgram("Fisheye", "shaders/filters/fisheye.glsl", "", { }),
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FilteringProgram("Logo", "shaders/filters/logo.glsl", "", { })
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};
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int FilteringProgram::getFilterHeaderNumlines()
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{
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return 14;
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}
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std::string FilteringProgram::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 channels resolution (in pixels)\n"
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"sampler2D iChannel0; // input channel 0 (texture).\n"
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"sampler2D iChannel1; // input channel 1 (texture).\n"
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"vec4 iDate; // (year, month, day, time in seconds)\n"
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"vec4 iMouse; // simulate mouse input with sliders:";
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return filterHeaderHelp;
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}
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std::string FilteringProgram::getFilterCodeDefault()
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{
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return filterDefault;
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}
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glm::vec4 FilteringProgram::iMouse = glm::vec4(0.5f,0.5f,0.f,0.f);
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////////////////////////////////////////
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///// //
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//// PROGRAM DEFINING A FILTER ///
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/// ////
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////////////////////////////////////////
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FilteringProgram::FilteringProgram() : name_("Default"), code_({"shaders/filters/default.glsl",""}), two_pass_filter_(false)
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{
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}
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FilteringProgram::FilteringProgram(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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two_pass_filter_ = !second_pass.empty();
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}
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FilteringProgram::FilteringProgram(const FilteringProgram &other) :
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name_(other.name_), code_(other.code_), parameters_(other.parameters_), two_pass_filter_(other.two_pass_filter_)
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{
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}
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FilteringProgram& FilteringProgram::operator= (const FilteringProgram& 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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this->two_pass_filter_ = other.two_pass_filter_;
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}
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return *this;
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}
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std::pair< std::string, std::string > FilteringProgram::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 FilteringProgram::operator!= (const FilteringProgram& 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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////////////////////////////////////////
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///// //
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//// IMAGE SHADER FOR FILTERS ///
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/// ////
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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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public:
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// for iTimedelta
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GTimer *timer_;
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double iTime_;
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uint iFrame_;
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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 update(float dt);
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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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iTime_ = 0.0;
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iFrame_ = 0;
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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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g_timer_destroy(timer_);
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}
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void ImageFilteringShader::update(float dt)
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{
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iTime_ += 0.001 * dt;
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if (iTime_ > FLT_MAX)
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iTime_ = 0.0;
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iFrame_++;
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if (iFrame_ > INT_MAX)
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iFrame_ = 0;
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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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program_->setUniform("iTime", float(iTime_) );
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program_->setUniform("iFrame", int(iFrame_) );
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// scale iMouse to resolution
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glm::vec4 im = FilteringProgram::iMouse * glm::vec4( Rendering::manager().currentAttrib().viewport, 1.f, 1.f);
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program_->setUniform("iMouse", im );
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// Calculate iTimeDelta
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double elapsed = g_timer_elapsed (timer_, NULL);
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g_timer_reset(timer_);
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program_->setUniform("iTimeDelta", float(elapsed) );
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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+1900, local->tm_mon, local->tm_mday, local->tm_hour*3600+local->tm_min*60+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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iFrame_ = 0;
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iTime_ = 0.0;
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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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if (code_.empty())
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code_ = filterDefault;
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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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////////////////////////////////////////
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///// //
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//// GENERIC IMAGE FILTER ///
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/// ////
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////////////////////////////////////////
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ImageFilter::ImageFilter (): FrameBufferFilter(), buffers_({nullptr, nullptr})
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{
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// surface and shader for first pass
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shaders_.first = new ImageFilteringShader;
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surfaces_.first = new Surface(shaders_.first);
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// surface and shader 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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}
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ImageFilter::~ImageFilter ()
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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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delete surfaces_.first;
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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 ImageFilter::reset ()
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{
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shaders_.first->reset();
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if ( program_.isTwoPass() )
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shaders_.second->reset();
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}
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double ImageFilter::updateTime ()
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{
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return shaders_.first->iTime_;
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}
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void ImageFilter::update (float dt)
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{
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shaders_.first->update(dt);
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if ( program_.isTwoPass() )
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shaders_.second->update(dt);
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}
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uint ImageFilter::texture () const
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{
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if (buffers_.first && buffers_.second)
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return program_.isTwoPass() ? buffers_.second->texture() : buffers_.first->texture();
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if (input_)
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return input_->texture();
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return Resource::getTextureBlack();
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}
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glm::vec3 ImageFilter::resolution () const
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{
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if (buffers_.first && buffers_.second)
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return program_.isTwoPass() ? buffers_.second->resolution() : buffers_.first->resolution();
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if (input_)
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return input_->resolution();
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return glm::vec3(1,1,0);
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}
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void ImageFilter::draw (FrameBuffer *input)
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{
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bool forced = false;
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// if input changed (typically on first draw)
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if (input_ != input) {
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// keep reference to input framebuffer
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input_ = input;
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// create first-pass surface and shader, taking as texture the input framebuffer
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surfaces_.first->setTextureIndex( input_->texture() );
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shaders_.first->mask_texture = input_->texture();
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// (re)create framebuffer for result of first-pass
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if (buffers_.first != nullptr)
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delete buffers_.first;
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// FBO
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buffers_.first = new FrameBuffer( input_->resolution(), input_->flags() );
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// enforce framebuffer if first-pass is created now, filled with input framebuffer
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input_->blit( buffers_.first );
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// create second-pass surface and shader, taking as texture the first-pass framebuffer
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surfaces_.second->setTextureIndex( buffers_.first->texture() );
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shaders_.second->mask_texture = input_->texture();
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// (re)create framebuffer for result of second-pass
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if (buffers_.second != nullptr)
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delete buffers_.second;
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buffers_.second = new FrameBuffer( buffers_.first->resolution(), buffers_.first->flags() );
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// forced draw
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forced = true;
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}
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if ( enabled() || forced )
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{
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// FIRST PASS
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// render input 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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// SECOND PASS
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if ( program_.isTwoPass() ) {
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// render filtered surface from first pass 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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void ImageFilter::accept (Visitor& v)
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{
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FrameBufferFilter::accept(v);
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v.visit(*this);
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}
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FilteringProgram ImageFilter::program () const
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{
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return program_;
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}
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void ImageFilter::setProgram(const FilteringProgram &f, std::promise<std::string> *ret)
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{
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// always keep local copy
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program_ = f;
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// change code
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std::pair<std::string, std::string> codes = program_.code();
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// FIRST PASS
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// set code to the shader for first-pass
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shaders_.first->setCode( codes.first, ret );
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// SECOND PASS
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if ( program_.isTwoPass() )
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// set the code to the shader for second-pass
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shaders_.second->setCode( codes.second );
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updateParameters();
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}
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void ImageFilter::updateParameters()
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{
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// change uniforms
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shaders_.first->uniforms_ = program_.parameters();
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if ( program_.isTwoPass() )
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shaders_.second->uniforms_ = program_.parameters();
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}
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void ImageFilter::setProgramParameters(const std::map< std::string, float > ¶meters)
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{
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program_.setParameters(parameters);
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updateParameters();
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}
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void ImageFilter::setProgramParameter(const std::string &p, float value)
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{
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program_.setParameter(p, value);
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updateParameters();
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}
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////////////////////////////////////////
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///// //
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//// RESAMPLING FILTERS ///
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/// ////
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////////////////////////////////////////
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const char* ResampleFilter::factor_label[ResampleFilter::RESAMPLE_INVALID] = {
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"Double resolution", "Half resolution", "Quarter resolution"
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};
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std::vector< FilteringProgram > ResampleFilter::programs_ = {
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FilteringProgram("Double", "shaders/filters/resample_double.glsl", "", { }),
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FilteringProgram("Half", "shaders/filters/resample_half.glsl", "", { }),
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FilteringProgram("Quarter", "", "shaders/filters/resample_half.glsl", { })
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};
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ResampleFilter::ResampleFilter (): ImageFilter(), factor_(RESAMPLE_INVALID)
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{
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}
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void ResampleFilter::setFactor(int factor)
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{
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factor_ = (ResampleFactor) CLAMP(factor, RESAMPLE_DOUBLE, RESAMPLE_INVALID-1);
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setProgram( programs_[ (int) factor_] );
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// force re-init
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input_ = nullptr;
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}
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void ResampleFilter::draw (FrameBuffer *input)
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{
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bool forced = false;
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// Default
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if (factor_ == RESAMPLE_INVALID)
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setFactor( RESAMPLE_DOUBLE );
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// if input changed (typically on first draw)
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if (input_ != input) {
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// keep reference to input framebuffer
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input_ = input;
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// create first-pass surface and shader, taking as texture the input framebuffer
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surfaces_.first->setTextureIndex( input_->texture() );
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shaders_.first->mask_texture = input_->texture();
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// (re)create framebuffer for result of first-pass
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if (buffers_.first != nullptr)
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delete buffers_.first;
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// set resolution depending on resample factor
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glm::vec3 res = input_->resolution();
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switch (factor_) {
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case RESAMPLE_DOUBLE:
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res *= 2.;
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break;
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case RESAMPLE_HALF:
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case RESAMPLE_QUARTER:
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res /= 2.;
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break;
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default:
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case RESAMPLE_INVALID:
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break;
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}
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buffers_.first = new FrameBuffer( res, input_->flags() );
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// enforce framebuffer if first-pass is created now, filled with input framebuffer
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input_->blit( buffers_.first );
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// SECOND PASS for QUARTER resolution (divide by 2 after first pass divide by 2)
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// create second-pass surface and shader, taking as texture the first-pass framebuffer
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surfaces_.second->setTextureIndex( buffers_.first->texture() );
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shaders_.second->mask_texture = input_->texture();
|
|
// (re)create framebuffer for result of second-pass
|
|
if (buffers_.second != nullptr)
|
|
delete buffers_.second;
|
|
res /= 2.;
|
|
buffers_.second = new FrameBuffer( res, buffers_.first->flags() );
|
|
// forced draw
|
|
forced = true;
|
|
}
|
|
|
|
if ( enabled() || forced )
|
|
{
|
|
// FIRST PASS
|
|
// render input surface into frame buffer
|
|
buffers_.first->begin();
|
|
surfaces_.first->draw(glm::identity<glm::mat4>(), buffers_.first->projection());
|
|
buffers_.first->end();
|
|
|
|
// SECOND PASS
|
|
if ( program().isTwoPass() ) {
|
|
// render filtered surface from first pass into frame buffer
|
|
buffers_.second->begin();
|
|
surfaces_.second->draw(glm::identity<glm::mat4>(), buffers_.second->projection());
|
|
buffers_.second->end();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ResampleFilter::accept (Visitor& v)
|
|
{
|
|
FrameBufferFilter::accept(v);
|
|
v.visit(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////
|
|
///// //
|
|
//// BLURING FILTERS ///
|
|
/// ////
|
|
////////////////////////////////////////
|
|
|
|
const char* BlurFilter::method_label[BlurFilter::BLUR_INVALID] = {
|
|
"Gaussian", "Scattered", "Opening", "Closing", "Fast"
|
|
};
|
|
|
|
std::vector< FilteringProgram > BlurFilter::programs_ = {
|
|
FilteringProgram("Gaussian", "shaders/filters/blur_1.glsl", "shaders/filters/blur_2.glsl", { { "Radius", 0.5} }),
|
|
FilteringProgram("Scattered","shaders/filters/hashedblur.glsl", "", { { "Radius", 0.5}, { "Iterations", 0.25 } }),
|
|
FilteringProgram("Opening", "shaders/filters/hashederosion.glsl", "shaders/filters/hasheddilation.glsl", { { "Radius", 0.5} }),
|
|
FilteringProgram("Closing", "shaders/filters/hasheddilation.glsl","shaders/filters/hashederosion.glsl", { { "Radius", 0.5} }),
|
|
FilteringProgram("Fast", "shaders/filters/blur.glsl", "", { })
|
|
};
|
|
|
|
BlurFilter::BlurFilter (): ImageFilter(), method_(BLUR_INVALID), mipmap_buffer_(nullptr)
|
|
{
|
|
mipmap_surface_ = new Surface;
|
|
}
|
|
|
|
BlurFilter::~BlurFilter ()
|
|
{
|
|
delete mipmap_surface_;
|
|
if ( mipmap_buffer_!= nullptr )
|
|
delete mipmap_buffer_;
|
|
}
|
|
|
|
void BlurFilter::setMethod(int method)
|
|
{
|
|
method_ = (BlurMethod) CLAMP(method, BLUR_GAUSSIAN, BLUR_INVALID-1);
|
|
|
|
setProgram( programs_[ (int) method_] );
|
|
}
|
|
|
|
void BlurFilter::draw (FrameBuffer *input)
|
|
{
|
|
bool forced = false;
|
|
|
|
// Default to Gaussian blur
|
|
if (method_ == BLUR_INVALID)
|
|
setMethod( BLUR_GAUSSIAN );
|
|
|
|
// if input changed (typically on first draw)
|
|
if (input_ != input) {
|
|
// keep reference to input framebuffer
|
|
input_ = input;
|
|
|
|
// create zero-pass surface taking as texture the input framebuffer
|
|
mipmap_surface_->setTextureIndex( input_->texture() );
|
|
|
|
// FBO with mipmapping
|
|
// (re)create framebuffer for mipmapped input
|
|
if ( mipmap_buffer_!= nullptr )
|
|
delete mipmap_buffer_;
|
|
FrameBuffer::FrameBufferFlags f = input_->flags();
|
|
mipmap_buffer_ = new FrameBuffer( input_->resolution(), f | FrameBuffer::FrameBuffer_mipmap );
|
|
// enforce framebuffer created now, filled with input framebuffer
|
|
input_->blit( mipmap_buffer_ );
|
|
|
|
// create first-pass surface and shader, taking as texture the input framebuffer
|
|
surfaces_.first->setTextureIndex( mipmap_buffer_->texture() );
|
|
shaders_.first->mask_texture = input_->texture();
|
|
// (re)create framebuffer for result of first-pass
|
|
if (buffers_.first != nullptr)
|
|
delete buffers_.first;
|
|
buffers_.first = new FrameBuffer( input_->resolution(), f | FrameBuffer::FrameBuffer_mipmap );
|
|
// enforce framebuffer of first-pass is created now, filled with input framebuffer
|
|
mipmap_buffer_->blit( buffers_.first );
|
|
|
|
// create second-pass surface and shader, taking as texture the first-pass framebuffer
|
|
surfaces_.second->setTextureIndex( buffers_.first->texture() );
|
|
shaders_.second->mask_texture = input_->texture();
|
|
// (re)create framebuffer for result of second-pass
|
|
if (buffers_.second != nullptr)
|
|
delete buffers_.second;
|
|
buffers_.second = new FrameBuffer( input_->resolution(), f );
|
|
// forced draw
|
|
forced = true;
|
|
}
|
|
|
|
if ( enabled() || forced )
|
|
{
|
|
// ZERO PASS
|
|
// render input surface into frame buffer with Mipmapping (Levels of Details)
|
|
mipmap_buffer_->begin();
|
|
mipmap_surface_->draw(glm::identity<glm::mat4>(), mipmap_buffer_->projection());
|
|
mipmap_buffer_->end();
|
|
|
|
// FIRST PASS
|
|
// render mipmapped texture into frame buffer
|
|
buffers_.first->begin();
|
|
surfaces_.first->draw(glm::identity<glm::mat4>(), buffers_.first->projection());
|
|
buffers_.first->end();
|
|
|
|
// SECOND PASS
|
|
if ( program().isTwoPass() ) {
|
|
// render filtered surface from first pass into frame buffer
|
|
buffers_.second->begin();
|
|
surfaces_.second->draw(glm::identity<glm::mat4>(), buffers_.second->projection());
|
|
buffers_.second->end();
|
|
}
|
|
}
|
|
}
|
|
|
|
void BlurFilter::accept (Visitor& v)
|
|
{
|
|
FrameBufferFilter::accept(v);
|
|
v.visit(*this);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////
|
|
///// //
|
|
//// SHARPENING FILTERS ///
|
|
/// ////
|
|
////////////////////////////////////////
|
|
|
|
const char* SharpenFilter::method_label[SharpenFilter::SHARPEN_INVALID] = {
|
|
"Unsharp mask", "Convolution", "Edge", "White hat", "Black hat"
|
|
};
|
|
|
|
std::vector< FilteringProgram > SharpenFilter::programs_ = {
|
|
FilteringProgram("UnsharpMask", "shaders/filters/sharpen_1.glsl", "shaders/filters/sharpen_2.glsl", { { "Amount", 0.5} }),
|
|
FilteringProgram("Sharpen", "shaders/filters/sharpen.glsl", "", { { "Amount", 0.5} }),
|
|
FilteringProgram("Sharp Edge", "shaders/filters/sharpenedge.glsl","", { { "Amount", 0.25} }),
|
|
FilteringProgram("TopHat", "shaders/filters/erosion.glsl", "shaders/filters/tophat.glsl", { { "Radius", 0.5} }),
|
|
FilteringProgram("BlackHat", "shaders/filters/dilation.glsl", "shaders/filters/blackhat.glsl", { { "Radius", 0.5} }),
|
|
};
|
|
|
|
SharpenFilter::SharpenFilter (): ImageFilter(), method_(SHARPEN_INVALID)
|
|
{
|
|
}
|
|
|
|
void SharpenFilter::setMethod(int method)
|
|
{
|
|
method_ = (SharpenMethod) CLAMP(method, SHARPEN_MASK, SHARPEN_INVALID-1);
|
|
setProgram( programs_[ (int) method_] );
|
|
}
|
|
|
|
void SharpenFilter::draw (FrameBuffer *input)
|
|
{
|
|
// Default
|
|
if (method_ == SHARPEN_INVALID)
|
|
setMethod( SHARPEN_MASK );
|
|
|
|
ImageFilter::draw( input );
|
|
}
|
|
|
|
void SharpenFilter::accept (Visitor& v)
|
|
{
|
|
FrameBufferFilter::accept(v);
|
|
v.visit(*this);
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////
|
|
///// //
|
|
//// SMOOTHING FILTERS ///
|
|
/// ////
|
|
////////////////////////////////////////
|
|
|
|
const char* SmoothFilter::method_label[SmoothFilter::SMOOTH_INVALID] = {
|
|
"Bilateral", "Kuwahara", "Opening", "Closing", "Erosion", "Dilation", "Remove noise", "Add noise", "Add grain"
|
|
};
|
|
|
|
std::vector< FilteringProgram > SmoothFilter::programs_ = {
|
|
FilteringProgram("Bilateral","shaders/filters/bilinear.glsl", "", { { "Factor", 0.5} }),
|
|
FilteringProgram("Kuwahara", "shaders/filters/kuwahara.glsl", "", { { "Radius", 0.5} }),
|
|
FilteringProgram("Opening", "shaders/filters/erosion.glsl", "shaders/filters/dilation.glsl", { { "Radius", 0.5} }),
|
|
FilteringProgram("Closing", "shaders/filters/dilation.glsl", "shaders/filters/erosion.glsl", { { "Radius", 0.5} }),
|
|
FilteringProgram("Erosion", "shaders/filters/erosion.glsl", "", { { "Radius", 0.5} }),
|
|
FilteringProgram("Dilation", "shaders/filters/dilation.glsl", "", { { "Radius", 0.5} }),
|
|
FilteringProgram("Denoise", "shaders/filters/denoise.glsl", "", { { "Threshold", 0.5} }),
|
|
FilteringProgram("Noise", "shaders/filters/noise.glsl", "", { { "Amount", 0.25} }),
|
|
FilteringProgram("Grain", "shaders/filters/grain.glsl", "", { { "Amount", 0.5} })
|
|
};
|
|
|
|
SmoothFilter::SmoothFilter (): ImageFilter(), method_(SMOOTH_INVALID)
|
|
{
|
|
}
|
|
|
|
void SmoothFilter::setMethod(int method)
|
|
{
|
|
method_ = (SmoothMethod) CLAMP(method, SMOOTH_BILINEAR, SMOOTH_INVALID-1);
|
|
setProgram( programs_[ (int) method_] );
|
|
}
|
|
|
|
void SmoothFilter::draw (FrameBuffer *input)
|
|
{
|
|
// Default
|
|
if (method_ == SMOOTH_INVALID)
|
|
setMethod( SMOOTH_BILINEAR );
|
|
|
|
ImageFilter::draw( input );
|
|
}
|
|
|
|
void SmoothFilter::accept (Visitor& v)
|
|
{
|
|
FrameBufferFilter::accept(v);
|
|
v.visit(*this);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////
|
|
///// //
|
|
//// EDGE FILTERS ///
|
|
/// ////
|
|
////////////////////////////////////////
|
|
|
|
const char* EdgeFilter::method_label[EdgeFilter::EDGE_INVALID] = {
|
|
"Sobel", "Freichen", "Thresholding", "Contour"
|
|
};
|
|
|
|
std::vector< FilteringProgram > EdgeFilter::programs_ = {
|
|
FilteringProgram("Sobel", "shaders/filters/sobel.glsl", "", { { "Factor", 0.5} }),
|
|
FilteringProgram("Freichen", "shaders/filters/freichen.glsl", "", { { "Factor", 0.5} }),
|
|
FilteringProgram("Edge", "shaders/filters/focus.glsl", "shaders/filters/edge.glsl", { { "Threshold", 0.5} }),
|
|
FilteringProgram("Contour", "shaders/filters/sharpen_1.glsl", "shaders/filters/contour_2.glsl", { { "Amount", 0.5} }),
|
|
};
|
|
|
|
EdgeFilter::EdgeFilter (): ImageFilter(), method_(EDGE_INVALID)
|
|
{
|
|
}
|
|
|
|
void EdgeFilter::setMethod(int method)
|
|
{
|
|
method_ = (EdgeMethod) CLAMP(method, EDGE_SOBEL, EDGE_INVALID-1);
|
|
setProgram( programs_[ (int) method_] );
|
|
}
|
|
|
|
void EdgeFilter::draw (FrameBuffer *input)
|
|
{
|
|
// Default
|
|
if (method_ == EDGE_INVALID)
|
|
setMethod( EDGE_SOBEL );
|
|
|
|
ImageFilter::draw( input );
|
|
}
|
|
|
|
void EdgeFilter::accept (Visitor& v)
|
|
{
|
|
FrameBufferFilter::accept(v);
|
|
v.visit(*this);
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////
|
|
///// //
|
|
//// ALPHA FILTERS ///
|
|
/// ////
|
|
////////////////////////////////////////
|
|
|
|
const char* AlphaFilter::operation_label[AlphaFilter::ALPHA_INVALID] = {
|
|
"Chromakey", "Lumakey", "Fill transparent"
|
|
};
|
|
|
|
std::vector< FilteringProgram > AlphaFilter::programs_ = {
|
|
FilteringProgram("Chromakey","shaders/filters/chromakey.glsl", "", { { "Red", 0.0}, { "Green", 1.0}, { "Blue", 0.0}, { "Threshold", 0.5}, { "Tolerance", 0.5} }),
|
|
FilteringProgram("Lumakey", "shaders/filters/lumakey.glsl", "", { { "Threshold", 0.5}, { "Tolerance", 0.5} } ),
|
|
FilteringProgram("coloralpha","shaders/filters/coloralpha.glsl", "", { { "Red", 0.0}, { "Green", 1.0}, { "Blue", 0.0} })
|
|
};
|
|
|
|
AlphaFilter::AlphaFilter (): ImageFilter(), operation_(ALPHA_INVALID)
|
|
{
|
|
}
|
|
|
|
void AlphaFilter::setOperation(int op)
|
|
{
|
|
operation_ = (AlphaOperation) CLAMP(op, ALPHA_CHROMAKEY, ALPHA_INVALID-1);
|
|
setProgram( programs_[ (int) operation_] );
|
|
}
|
|
|
|
void AlphaFilter::draw (FrameBuffer *input)
|
|
{
|
|
// Default
|
|
if (operation_ == ALPHA_INVALID)
|
|
setOperation( ALPHA_CHROMAKEY );
|
|
|
|
ImageFilter::draw( input );
|
|
}
|
|
|
|
void AlphaFilter::accept (Visitor& v)
|
|
{
|
|
FrameBufferFilter::accept(v);
|
|
v.visit(*this);
|
|
}
|
|
|
|
|
|
|