Files
vimix/ImageFilter.cpp
Bruno Herbelin 56b17116e3 Preliminary implementation of Shader editor
Connect TextEditor with ImageFilter from current Clone Source.  GLSL Compilation seems to work....
2022-04-21 00:18:37 +02:00

344 lines
12 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 "Shader.h"
#include "Visitor.h"
#include "FrameBuffer.h"
#include "Primitives.h"
#include "Log.h"
#include "ImageFilter.h"
std::string ShaderToyHeaderHelp = "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"
"vec4 iDate; // (year, month, day, time in seconds)\n"
"sampler2D iChannel0; // input channel (texture).\n"
"sampler2D iChannel1; // input channel (mask).\n"
"vec4 iDate; // (year, month, day, time in seconds)\n";
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 = "\nvoid main() {\n"
" iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
" iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
" vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
" mainImage( FragColor, texcoord.xy * iChannelResolution[0].xy );\n"
"}\n";
class ImageFilteringShader : public Shader
{
ShadingProgram custom_shading_;
// fragment shader GLSL code
std::string code_;
// list of uniform vars in GLSL
// with associated pair (current_value, default_values) in range [0.f 1.f]
std::map<std::string, glm::vec2> uniforms_;
// for iTime & iFrame
GTimer *timer_;
double iTime_;
int iFrame_;
public:
ImageFilteringShader();
~ImageFilteringShader();
void use() override;
void reset() override;
void accept(Visitor& v) override;
void copy(ImageFilteringShader const& S);
// set fragment shader code and uniforms (with default values)
void setFilterCode(const std::string &code, std::map<std::string, float> parameters);
};
ImageFilteringShader::ImageFilteringShader(): Shader()
{
program_ = &custom_shading_;
custom_shading_.setShaders("shaders/image.vs", "shaders/image.fs");
timer_ = g_timer_new ();
Shader::reset();
}
ImageFilteringShader::~ImageFilteringShader()
{
custom_shading_.reset();
}
void ImageFilteringShader::use()
{
Shader::use();
//
// Shadertoy 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 all uniforms
//
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// set uniform to current value
program_->setUniform( u->first, u->second.x );
}
void ImageFilteringShader::reset()
{
Shader::reset();
// reset times
g_timer_start(timer_);
iFrame_ = 0;
// loop over all uniforms
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// reset current value to detault value
u->second.x = u->second.y;
}
void ImageFilteringShader::setFilterCode(const std::string &code, std::map<std::string, float> parameters)
{
// change the shading code for fragment
code_ = fragmentHeader + code + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", code_);
// g_print("Filter code:\n%s", code_.c_str());
// set the list of uniforms
uniforms_.clear();
for (auto u = parameters.begin(); u != parameters.end(); ++u)
// set uniform with key name to have default and current values
uniforms_[u->first] = glm::vec2(u->second, u->second);
}
void ImageFilteringShader::copy(ImageFilteringShader const& S)
{
// change the shading code for fragment
code_ = S.code_;
custom_shading_.setShaders("shaders/image.vs", code_);
// set the list of uniforms
uniforms_.clear();
for (auto u = S.uniforms_.begin(); u != S.uniforms_.end(); ++u)
// set uniform with key name to have default and current values
uniforms_[u->first] = u->second;
}
void ImageFilteringShader::accept(Visitor& v)
{
// Shader::accept(v);
v.visit(*this);
}
std::string filterBloomCode = "float Threshold = 0.2;"
"float Intensity = 1.0;"
"float BlurSize = 4.0;"
"vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias)"
"{"
" vec2 TexelSize = MipBias/iChannelResolution[0].xy;"
" vec4 Color = texture(Tex, Coord, MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,-TexelSize.y), MipBias);"
" return Color/9.0;"
"}"
"void mainImage( out vec4 fragColor, in vec2 fragCoord )"
"{"
" vec2 uv = (fragCoord.xy/iResolution.xy);"
" vec4 Color = texture(iChannel0, uv);"
" vec4 Highlight = clamp(BlurColor(uv, iChannel0, BlurSize)-Threshold,0.0,1.0)*1.0/(1.0-Threshold);"
" fragColor = 1.0-(1.0-Color)*(1.0-Highlight*Intensity);"
"}";
std::string montecarloCode = "#define ITER 32\n"
"#define SIZE 100\n"
"void srand(vec2 a, out float r) {r=sin(dot(a,vec2(1233.224,1743.335)));}\n"
"float rand(inout float r) { r=fract(3712.65*r+0.61432); return (r-0.5)*2.0;}\n"
"void mainImage( out vec4 fragColor, in vec2 fragCoord ) {\n"
"vec2 texcoord = fragCoord.xy / iResolution.xy;\n"
"float p = (SIZE * 0.6 + 1.0)/textureSize(iChannel0, 0).y * 0.98;"
"vec4 c=vec4(0.0);"
"float r;"
"srand(vec2(texcoord), r);"
"vec2 rv;"
"for(int i=0;i<ITER;i++) {"
"rv.x=rand(r);"
"rv.y=rand(r);"
"c+=texture(iChannel0,texcoord+rv*p)/float(ITER);"
"}"
"fragColor = c;\n"
"}";
std::map< std::string, float > montecarloParam = { { "factor", 0.9 }, {"size", 0.1} };
ImageFilter::ImageFilter() : code_(filterDefault)
{
}
ImageFilter::ImageFilter(const ImageFilter &other) : code_(other.code_)
{
}
ImageFilter& ImageFilter::operator = (const ImageFilter& other)
{
if (this != &other) {
this->code_ = other.code_;
}
return *this;
}
bool ImageFilter::operator != (const ImageFilter& other) const
{
if (this != &other) {
if (this->code_ != other.code_)
return true;
}
return false;
}
// set the code of the filter
void setCode(const std::string &code);
ImageFilterRenderer::ImageFilterRenderer(glm::vec3 resolution): enabled_(true)
{
shader_ = new ImageFilteringShader;
surface_ = new Surface(shader_);
buffer_ = new FrameBuffer( resolution, true );
std::map< std::string, float > paramfilter;
shader_->setFilterCode( filter_.code(), paramfilter);
}
ImageFilterRenderer::~ImageFilterRenderer()
{
if (buffer_)
delete buffer_;
// NB: shader_ is removed with surface
if (surface_)
delete surface_;
}
void ImageFilterRenderer::setInputTexture(uint t)
{
surface_->setTextureIndex( t );
}
uint ImageFilterRenderer::getOutputTexture() const
{
if (enabled_)
return buffer_->texture();
else
return surface_->textureIndex();
}
void ImageFilterRenderer::draw()
{
if (enabled_)
{
// render filtered surface into frame buffer
buffer_->begin();
surface_->draw(glm::identity<glm::mat4>(), buffer_->projection());
buffer_->end();
}
}
void ImageFilterRenderer::setFilter(const ImageFilter &f)
{
if (f != filter_) {
// set to a different filter : apply change to shader
std::map< std::string, float > paramfilter;
shader_->setFilterCode( f.code(), paramfilter );
}
// keep new filter
filter_ = f;
}