Files
vimix/src/ImageFilter.cpp

1259 lines
43 KiB
C++

/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2019-2023 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 <algorithm>
#include <regex>
#include <glad/glad.h>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "BaseToolkit.h"
#include "FrameBuffer.h"
#include "Log.h"
#include "Primitives.h"
#include "Resource.h"
#include "SystemToolkit.h"
#include "Visitor.h"
#include "Source.h"
#include "Mixer.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 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"
"uniform vec4 iMouse;\n";
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 * iResolution.xy );\n"
"}\n";
std::list< FilteringProgram > FilteringProgram::example_filters = {
FilteringProgram(),
FilteringProgram("Blend", "shaders/filters/blend.glsl", "", { }),
FilteringProgram("Bilateral","shaders/filters/focus.glsl", "", { }),
FilteringProgram("Pixelate", "shaders/filters/pixelate.glsl", "", { }),
FilteringProgram("Earlybird","shaders/filters/earlybird.glsl", "", { }),
FilteringProgram("Bloom", "shaders/filters/bloom.glsl", "", { }),
FilteringProgram("Bokeh", "shaders/filters/bokeh.glsl", "", { }),
FilteringProgram("Talk", "shaders/filters/talk.glsl", "", { }),
FilteringProgram("Stippling","shaders/filters/stippling.glsl", "", { }),
FilteringProgram("Dithering","shaders/filters/dithering.glsl", "", { }),
FilteringProgram("Fisheye", "shaders/filters/fisheye.glsl", "", { })
};
std::list< FilteringProgram > FilteringProgram::example_patterns = {
FilteringProgram("Color", "shaders/filters/color.glsl", "", { }),
FilteringProgram("Color noise", "shaders/filters/RGBnoise.glsl", "", { }),
FilteringProgram("Simplex Noise", "shaders/filters/3DSimplexNoise.glsl", "", { }),
FilteringProgram("Perlin Noise", "shaders/filters/3DPerlinNoise.glsl", "", { }),
FilteringProgram("HSV map", "shaders/filters/HSV.glsl", "", { }),
FilteringProgram("Vimix logo", "shaders/filters/logo.glsl", "", { })
};
std::string FilteringProgram::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 channels resolution (in pixels)\n"
"sampler2D iChannel0; // input channel 0 (source).\n"
"sampler2D iChannel1; // input channel 1 (display loopback).\n"
"vec4 iDate; // (year, month, day, time in seconds)\n"
"vec4 iMouse; // simulate mouse input with sliders:";
return filterHeaderHelp;
}
std::string FilteringProgram::getFilterCodeDefault()
{
return filterDefault;
}
glm::vec4 FilteringProgram::iMouse = glm::vec4(0.f,0.f,0.f,0.f);
////////////////////////////////////////
///// //
//// PROGRAM DEFINING A FILTER ///
/// ////
////////////////////////////////////////
FilteringProgram::FilteringProgram() : name_("Default"), filename_(""),
code_({"shaders/filters/default.glsl",""}), two_pass_filter_(false)
{
}
FilteringProgram::FilteringProgram(const std::string &name, const std::string &first_pass, const std::string &second_pass,
const std::map<std::string, float> &parameters, const std::string &filename,
const std::map<std::string, uint64_t> &textures ) :
name_(name), filename_(filename), code_({first_pass, second_pass}), parameters_(parameters), textures_(textures)
{
two_pass_filter_ = !second_pass.empty();
}
FilteringProgram::FilteringProgram(const FilteringProgram &other) :
name_(other.name_), filename_(other.filename_), code_(other.code_),
two_pass_filter_(other.two_pass_filter_), parameters_(other.parameters_),
textures_(other.textures_)
{
}
FilteringProgram& FilteringProgram::operator= (const FilteringProgram& other)
{
if (this != &other) {
this->name_ = other.name_;
this->filename_ = other.filename_;
this->code_ = other.code_;
this->parameters_.clear();
this->parameters_ = other.parameters_;
this->textures_.clear();
this->textures_ = other.textures_;
this->two_pass_filter_ = other.two_pass_filter_;
}
return *this;
}
std::pair< std::string, std::string > FilteringProgram::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 FilteringProgram::operator!= (const FilteringProgram& other) const
{
if (this->code_.first != other.code_.first)
return true;
if (this->code_.second != other.code_.second)
return true;
return false;
}
bool FilteringProgram::hasParameter(const std::string &p)
{
return parameters_.find(p) != parameters_.end();
}
void FilteringProgram::removeParameter(const std::string &p)
{
if (hasParameter(p))
parameters_.erase(p);
}
bool FilteringProgram::hasTexture(const std::string &t)
{
return textures_.find(t) != textures_.end();
}
void FilteringProgram::removeTexture(const std::string &t)
{
if (hasTexture(t))
textures_.erase(t);
}
////////////////////////////////////////
///// //
//// IMAGE SHADER FOR FILTERS ///
/// ////
////////////////////////////////////////
ImageFilteringShader::ImageFilteringShader(): ImageShader()
{
program_ = &custom_shading_;
shader_code_ = fragmentHeader + filterDefault + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", shader_code_);
timer_ = g_timer_new ();
iTime_ = 0.0;
iFrame_ = 0;
uniforms_changed_ = true;
ImageShader::reset();
}
ImageFilteringShader::~ImageFilteringShader()
{
custom_shading_.reset();
g_timer_destroy(timer_);
}
void ImageFilteringShader::update(float dt)
{
iTime_ += 0.001 * dt;
if (iTime_ > FLT_MAX)
iTime_ = 0.0;
iFrame_++;
if (iFrame_ > INT_MAX)
iFrame_ = 0;
}
void ImageFilteringShader::use()
{
ImageShader::use();
//
// Shader input uniforms
//
program_->setUniform("iTime", float(iTime_) );
program_->setUniform("iFrame", int(iFrame_) );
// scale iMouse to resolution
program_->setUniform("iMouse", FilteringProgram::iMouse );
// Calculate iTimeDelta
double elapsed = g_timer_elapsed (timer_, NULL);
g_timer_reset(timer_);
program_->setUniform("iTimeDelta", float(elapsed) );
// calculate iDate
std::time_t now = std::time(0);
std::tm *local = std::localtime(&now);
glm::vec4 iDate(local->tm_year+1900, local->tm_mon, local->tm_mday, local->tm_hour*3600+local->tm_min*60+local->tm_sec);
program_->setUniform("iDate", iDate);
//
// loop over uniforms
//
for (auto u = uniforms_.begin(); u != uniforms_.end(); ) {
// set uniform to current value
if ( program_->setUniform(u->first, u->second) )
// uniform variable could be set, keep it
++u;
else {
// uniform variable is not used in code, remove it
u = uniforms_.erase(u);
uniforms_changed_ = true;
}
}
// loop over sampler2D uniforms for channels (start at 2)
int sampler_index = 2;
for (auto u = sampler2D_.begin(); u != sampler2D_.end(); ) {
// set uniform sampler2D to current sampler_index
if ( program_->setUniform(u->first, sampler_index++) )
// uniform variable could be set, keep it
++u;
else {
// uniform variable is not used in code, remove it
u = sampler2D_.erase(u);
uniforms_changed_ = true;
}
}
}
void ImageFilteringShader::reset()
{
ImageShader::reset();
// reset times
iFrame_ = 0;
iTime_ = 0.0;
}
void ImageFilteringShader::setCode(const std::string &code, std::promise<std::string> *ret)
{
if (code != code_)
{
code_ = code;
// ensure code to compile is correct
if (code_.empty())
code_ = filterDefault;
// shader is composed of a header, the given code and a footer
shader_code_ = fragmentHeader + code_ + fragmentFooter;
// shift line numbers by number of lines in header
static std::string::difference_type n = std::count(fragmentHeader.begin(), fragmentHeader.end(), '\n');
// launch build
custom_shading_.setShaders("shaders/image.vs", shader_code_, (int)n, 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_);
}
////////////////////////////////////////
///// //
//// GENERIC IMAGE FILTER ///
/// ////
////////////////////////////////////////
ImageFilter::ImageFilter (): FrameBufferFilter(), buffers_({nullptr, nullptr}), channel1_output_session(true)
{
// surface and shader for first pass
shaders_.first = new ImageFilteringShader;
surfaces_.first = new Surface(shaders_.first);
// surface and shader for second pass
shaders_.second = new ImageFilteringShader;
surfaces_.second = new Surface(shaders_.second);
}
ImageFilter::~ImageFilter ()
{
if ( buffers_.first!= nullptr )
delete buffers_.first;
if ( buffers_.second!= nullptr )
delete buffers_.second;
delete surfaces_.first;
delete surfaces_.second;
// NB: shaders_ are removed with surface
}
void ImageFilter::reset ()
{
shaders_.first->reset();
if ( program_.isTwoPass() )
shaders_.second->reset();
}
double ImageFilter::updateTime ()
{
return shaders_.first->iTime_;
}
void ImageFilter::update (float dt)
{
shaders_.first->update(dt);
if ( program_.isTwoPass() )
shaders_.second->update(dt);
// uniforms changed in main shader
if ( shaders_.first->uniforms_changed_ ) {
// loop over the parameters of the program...
std::map<std::string, float> __P = program_.parameters();
for (auto param = __P.begin(); param != __P.end(); ++param) {
// .. and remove the parameters that are not valid uniforms
if (shaders_.first->uniforms_.count(param->first) < 1)
program_.removeParameter(param->first);
}
// loop over the textures of the program...
std::map<std::string, uint64_t > __T = program_.textures();
for (auto tex = __T.begin(); tex != __T.end(); ++tex) {
// .. and remove the textures that are not valid sampler2D
if (shaders_.first->sampler2D_.count(tex->first) < 1)
program_.removeTexture(tex->first);
}
// done
shaders_.first->uniforms_changed_ = false;
}
}
uint ImageFilter::texture () const
{
if (buffers_.first && buffers_.second)
return program_.isTwoPass() ? buffers_.second->texture() : buffers_.first->texture();
if (input_)
return input_->texture();
return Resource::getTextureBlack();
}
glm::vec3 ImageFilter::resolution () const
{
if (buffers_.first && buffers_.second)
return program_.isTwoPass() ? buffers_.second->resolution() : buffers_.first->resolution();
if (input_)
return input_->resolution();
return glm::vec3(1,1,0);
}
void ImageFilter::draw (FrameBuffer *input)
{
bool forced = false;
// if input changed (typically on first draw)
if (input_ != input || buffers_.first == nullptr || buffers_.second == nullptr) {
// keep reference to input framebuffer
input_ = input;
// create first-pass surface and shader, taking as texture the input framebuffer
surfaces_.first->setTextureIndex( input_->texture() );
shaders_.first->secondary_texture = input_->texture();
// (re)create framebuffer for result of first-pass
if (buffers_.first != nullptr)
delete buffers_.first;
// FBO
buffers_.first = new FrameBuffer( input_->resolution(), input_->flags() );
// enforce framebuffer if first-pass is created now, filled with input framebuffer
input_->blit( buffers_.first );
// create second-pass surface and shader, taking as texture the first-pass framebuffer
surfaces_.second->setTextureIndex( buffers_.first->texture() );
shaders_.second->secondary_texture = input_->texture();
// (re)create framebuffer for result of second-pass
if (buffers_.second != nullptr)
delete buffers_.second;
buffers_.second = new FrameBuffer( buffers_.first->resolution(), buffers_.first->flags() );
// force update
updateParameters();
// forced draw
forced = true;
}
if ( enabled() || forced )
{
// FIRST PASS
if (channel1_output_session)
shaders_.first->secondary_texture = Mixer::manager().session()->frame()->texture();
// loop over sampler2D uniforms to bind textures
uint texture_unit = 0;
for (auto u = shaders_.first->sampler2D_.begin(); u != shaders_.first->sampler2D_.end(); ++u) {
// setup mask texture
glActiveTexture(GL_TEXTURE2 + texture_unit++);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture (GL_TEXTURE_2D, u->second);
glActiveTexture(GL_TEXTURE0);
}
// 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() ) {
if (channel1_output_session)
shaders_.second->secondary_texture = Mixer::manager().session()->frame()->texture();
// 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 ImageFilter::accept (Visitor& v)
{
FrameBufferFilter::accept(v);
v.visit(*this);
}
FilteringProgram ImageFilter::program () const
{
return program_;
}
#define REGEX_UNIFORM_DECLARATION "uniform\\s+float\\s+"
#define REGEX_VARIABLE_NAME "[a-zA-Z_][\\w]+"
#define REGEX_UNIFORM_VALUE "(\\s*=\\s*[[:digit:]]+(\\.[[:digit:]]*)?)?\\s*\\;"
#define REGEX_SAMPLER_DECLARATION "uniform\\s+sampler2D\\s+"
void ImageFilter::setProgram(const FilteringProgram &f, std::promise<std::string> *ret)
{
// impose C locale
setlocale(LC_ALL, "C");
// always keep local copy
program_ = f;
// get code
std::pair<std::string, std::string> codes = program_.code();
// if program code is given by a filename, read the file
if (!program_.filename().empty()) {
// read the file if it exists
std::string content_text_ = "";
if (SystemToolkit::file_exists(program_.filename()))
content_text_ = SystemToolkit::get_text_content(program_.filename());
// if content of text file is empty (also if file doesn't exists)
if (content_text_.empty()) {
Log::Info("File '%s' not found or not a text file; ignored.", program_.filename().c_str());
// use embedded code and reset filename
program_.resetFilename();
} else {
// set code to text content
codes.first = content_text_;
program_.setCode( codes );
}
}
// FIRST PASS
// set code to the shader for first-pass
shaders_.first->setCode( codes.first, ret );
// Parse code to detect additional declaration of uniform variables
// Search for "uniform float", a variable name, with possibly a '=' and float value
std::string glslcode(codes.first);
std::smatch found_uniform;
std::regex is_a_uniform(REGEX_UNIFORM_DECLARATION REGEX_VARIABLE_NAME REGEX_UNIFORM_VALUE);
// loop over every uniform declarations in the GLSL code
while (std::regex_search(glslcode, found_uniform, is_a_uniform)) {
// found a complete declaration of uniform variable
std::string declaration = found_uniform.str();
// extract variable name by erasing everything else
std::string varname =
std::regex_replace(declaration,std::regex(REGEX_UNIFORM_DECLARATION),"");
varname = std::regex_replace(varname, std::regex(REGEX_UNIFORM_VALUE), "");
// add to list of parameters if was not already there, with value
if ( !program_.hasParameter(varname) ) {
// try to find a value in uniform declaration, and set parameter value if valid
float val = 0.f;
std::string valuestring =
std::regex_replace(declaration,std::regex(REGEX_UNIFORM_DECLARATION),"");
valuestring = std::regex_replace(valuestring, std::regex(REGEX_VARIABLE_NAME),"");
std::smatch found_value;
std::regex is_a_float_value("[[:digit:]]+(\\.[[:digit:]]*)?");
if (std::regex_search(valuestring, found_value, is_a_float_value)) {
// set value only if a value is given
if ( BaseToolkit::is_a_value(found_value.str(), &val) )
program_.setParameter(varname, val);
else
program_.setParameter(varname, 0.f);
}
else
program_.setParameter(varname, 0.f);
}
// keep parsing
glslcode = found_uniform.suffix().str();
}
// Parse code to detect additional declaration of uniform sampler2D
// Search for "uniform sampler2D" and a variable name
glslcode = codes.first;
std::smatch found_sampler2D;
std::regex is_a_sampler2D(REGEX_SAMPLER_DECLARATION REGEX_VARIABLE_NAME);
// loop over every uniform declarations in the GLSL code
while (std::regex_search(glslcode, found_sampler2D, is_a_sampler2D)) {
// found a complete declaration of uniform sampler2D
std::string declaration = found_sampler2D.str();
// extract variable name by erasing everything else
std::string varname =
std::regex_replace(declaration,std::regex(REGEX_SAMPLER_DECLARATION),"");
if (!varname.empty()) {
// add new detected texture with unknown source
if ( !program_.hasTexture(varname) ){
program_.setTexture(varname, 0);
}
}
// keep parsing
glslcode = found_sampler2D.suffix().str();
}
// SECOND PASS
if ( program_.isTwoPass() )
// set the code to the shader for second-pass
shaders_.second->setCode(codes.second);
// UPDATE UNIFORMS
updateParameters();
}
void ImageFilter::updateParameters()
{
// change uniforms
shaders_.first->uniforms_ = program_.parameters();
// change textures into sampler2D
auto texturelist = program_.textures();
if ( !texturelist.empty() ) {
auto copy_sampler2D = shaders_.first->sampler2D_;
for (auto T = texturelist.begin(); T != texturelist.end(); ++T) {
// get texture id from source
uint texture_id = Resource::getTextureBlack();
Source *s = Mixer::manager().findSource(T->second);
if ( s != nullptr )
texture_id = s->texture();
// set or insert a texture id into sampler2D list
shaders_.first->sampler2D_[T->first] = texture_id;
// remove from copy list
if ( copy_sampler2D.find(T->first) != copy_sampler2D.end() ) {
copy_sampler2D.erase(T->first);
}
}
// remove textures that are not used anymore
for (auto S = copy_sampler2D.begin(); S != copy_sampler2D.end(); ++S) {
shaders_.first->sampler2D_.erase(S->first);
}
}
else {
// no texture, clear sampler2D list
shaders_.first->sampler2D_.clear();
}
if ( program_.isTwoPass() )
shaders_.second->uniforms_ = program_.parameters();
}
void ImageFilter::setProgramParameters(const std::map< std::string, float > &parameters)
{
for (const auto &p : parameters) {
if (p.second == NAN || p.first.empty())
return;
}
program_.setParameters(parameters);
updateParameters();
}
void ImageFilter::setProgramParameter(const std::string &p, float value)
{
if (value == NAN || p.empty())
return;
program_.setParameter(p, value);
updateParameters();
}
void ImageFilter::setProgramTextures(const std::map< std::string, uint64_t > &textures)
{
for (const auto &p : textures) {
if (p.first.empty())
return;
}
program_.setTextures(textures);
updateParameters();
}
void ImageFilter::setProgramTexture(const std::string &p, uint64_t id)
{
if (p.empty())
return;
program_.setTexture(p, id);
updateParameters();
}
////////////////////////////////////////
///// //
//// RESAMPLING FILTERS ///
/// ////
////////////////////////////////////////
const char* ResampleFilter::factor_label[ResampleFilter::RESAMPLE_INVALID] = {
"Double resolution", "Half resolution", "Quarter resolution"
};
std::vector< FilteringProgram > ResampleFilter::programs_ = {
FilteringProgram("Double", "shaders/filters/resample_double.glsl", "", { }),
FilteringProgram("Half", "shaders/filters/resample_half.glsl", "", { }),
FilteringProgram("Quarter", "", "shaders/filters/resample_half.glsl", { })
};
ResampleFilter::ResampleFilter (): ImageFilter(), factor_(RESAMPLE_INVALID)
{
channel1_output_session = false;
}
void ResampleFilter::setFactor(int factor)
{
factor_ = (ResampleFactor) CLAMP(factor, RESAMPLE_DOUBLE, RESAMPLE_INVALID-1);
setProgram( programs_[ (int) factor_] );
// force re-init
input_ = nullptr;
}
bool ResampleFilter::setFactor(const std::string &label)
{
std::string target_factor = label;
std::transform(target_factor.begin(), target_factor.end(), target_factor.begin(), ::tolower);
// find method by name
int __f = ResampleFilter::RESAMPLE_DOUBLE;
for (; __f != ResampleFilter::RESAMPLE_INVALID; __f++) {
std::string _b = ResampleFilter::factor_label[__f];
auto loc = _b.find_first_of(" ");
if (loc != std::string::npos)
_b = _b.erase(loc);
std::transform(_b.begin(), _b.end(), _b.begin(), ::tolower);
if (target_factor.compare(_b) == 0)
break;
}
// invalid filter name
if (__f == ResampleFilter::RESAMPLE_INVALID)
return false;
// Apply if provided method name is different from current
if (factor() != __f)
setFactor(__f);
return true;
}
void ResampleFilter::draw (FrameBuffer *input)
{
bool forced = false;
// Default
if (factor_ == RESAMPLE_INVALID)
setFactor( RESAMPLE_DOUBLE );
// if input changed (typically on first draw)
if (input_ != input) {
// keep reference to input framebuffer
input_ = input;
// create first-pass surface and shader, taking as texture the input framebuffer
surfaces_.first->setTextureIndex( input_->texture() );
shaders_.first->secondary_texture = input_->texture();
// (re)create framebuffer for result of first-pass
if (buffers_.first != nullptr)
delete buffers_.first;
// set resolution depending on resample factor
glm::vec3 res = input_->resolution();
switch (factor_) {
case RESAMPLE_DOUBLE:
res *= 2.;
break;
case RESAMPLE_HALF:
case RESAMPLE_QUARTER:
res /= 2.;
break;
default:
case RESAMPLE_INVALID:
break;
}
buffers_.first = new FrameBuffer( res, input_->flags() );
// enforce framebuffer if first-pass is created now, filled with input framebuffer
input_->blit( buffers_.first );
// SECOND PASS for QUARTER resolution (divide by 2 after first pass divide by 2)
// create second-pass surface and shader, taking as texture the first-pass framebuffer
surfaces_.second->setTextureIndex( buffers_.first->texture() );
shaders_.second->secondary_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", 0.55} }),
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;
channel1_output_session = false;
}
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_] );
}
bool BlurFilter::setMethod(const std::string &label)
{
std::string target_method = label;
std::transform(target_method.begin(), target_method.end(), target_method.begin(), ::tolower);
// find method by name
int __m = BlurFilter::BLUR_GAUSSIAN;
for (; __m != BlurFilter::BLUR_INVALID; __m++) {
std::string _b = BlurFilter::method_label[__m];
auto loc = _b.find_first_of(" ");
if (loc != std::string::npos)
_b = _b.erase(loc);
std::transform(_b.begin(), _b.end(), _b.begin(), ::tolower);
if (target_method.compare(_b) == 0)
break;
}
// invalid filter name
if (__m == BlurFilter::BLUR_INVALID)
return false;
// Apply if provided method name is different from current
if (method() != __m)
setMethod(__m);
return true;
}
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 || buffers_.first == nullptr || buffers_.second == nullptr) {
// 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->secondary_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->secondary_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", 0.25} }),
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)
{
channel1_output_session = false;
}
void SharpenFilter::setMethod(int method)
{
method_ = (SharpenMethod) CLAMP(method, SHARPEN_MASK, SHARPEN_INVALID-1);
setProgram( programs_[ (int) method_] );
}
bool SharpenFilter::setMethod(const std::string &label)
{
std::string target_method = label;
std::transform(target_method.begin(), target_method.end(), target_method.begin(), ::tolower);
// find method by name
int __m = SharpenFilter::SHARPEN_MASK;
for (; __m != SharpenFilter::SHARPEN_INVALID; __m++) {
// get first word of label, in lower case
std::string _b = SharpenFilter::method_label[__m];
auto loc = _b.find_first_of(" ");
if (loc != std::string::npos)
_b = _b.erase(loc);
std::transform(_b.begin(), _b.end(), _b.begin(), ::tolower);
if (target_method.compare(_b) == 0)
break;
}
if (__m == SharpenFilter::SHARPEN_INVALID)
return false;
// Apply if provided method name is different from current
if (method() != __m)
setMethod(__m);
return true;
}
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", "Denoise", "Noise add", "Grain add"
};
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)
{
channel1_output_session = false;
}
void SmoothFilter::setMethod(int method)
{
method_ = (SmoothMethod) CLAMP(method, SMOOTH_BILINEAR, SMOOTH_INVALID-1);
setProgram( programs_[ (int) method_] );
}
bool SmoothFilter::setMethod(const std::string &label)
{
std::string target_method = label;
std::transform(target_method.begin(), target_method.end(), target_method.begin(), ::tolower);
// find method by name
int __m = SmoothFilter::SMOOTH_BILINEAR;
for (; __m != SmoothFilter::SMOOTH_INVALID; __m++) {
std::string _b = SmoothFilter::method_label[__m];
auto loc = _b.find_first_of(" ");
if (loc != std::string::npos)
_b = _b.erase(loc);
std::transform(_b.begin(), _b.end(), _b.begin(), ::tolower);
if (target_method.compare(_b) == 0)
break;
}
if (__m == SmoothFilter::SMOOTH_INVALID)
return false;
// Apply if provided method name is different from current
if (method() != __m)
setMethod(__m);
return true;
}
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)
{
channel1_output_session = false;
}
void EdgeFilter::setMethod(int method)
{
method_ = (EdgeMethod) CLAMP(method, EDGE_SOBEL, EDGE_INVALID-1);
setProgram( programs_[ (int) method_] );
}
bool EdgeFilter::setMethod(const std::string &label)
{
std::string target_method = label;
std::transform(target_method.begin(), target_method.end(), target_method.begin(), ::tolower);
// find method by name
int __m = EdgeFilter::EDGE_SOBEL;
for (; __m != EdgeFilter::EDGE_INVALID; __m++) {
std::string _b = EdgeFilter::method_label[__m];
auto loc = _b.find_first_of(" ");
if (loc != std::string::npos)
_b = _b.erase(loc);
std::transform(_b.begin(), _b.end(), _b.begin(), ::tolower);
if (target_method.compare(_b) == 0)
break;
}
if (__m == EdgeFilter::EDGE_INVALID)
return false;
// Apply if provided method name is different from current
if (method() != __m)
setMethod(__m);
return true;
}
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", "", { { "Threshold", 0.5}, { "Red", 0.0}, { "Green", 1.0}, { "Blue", 0.0}, { "Tolerance", 0.5} } ),
FilteringProgram("Lumakey", "shaders/filters/lumakey.glsl", "", { { "Threshold", 0.5}, { "Luminance", 0.0}, { "Tolerance", 0.5} } ),
FilteringProgram("coloralpha","shaders/filters/coloralpha.glsl", "", { { "Red", 0.0}, { "Green", 1.0}, { "Blue", 0.0} } )
};
AlphaFilter::AlphaFilter (): ImageFilter(), operation_(ALPHA_INVALID)
{
channel1_output_session = false;
}
void AlphaFilter::setOperation(int op)
{
operation_ = (AlphaOperation) CLAMP(op, ALPHA_CHROMAKEY, ALPHA_INVALID-1);
setProgram( programs_[ (int) operation_] );
}
bool AlphaFilter::setOperation(const std::string &label)
{
std::string target_op = label;
std::transform(target_op.begin(), target_op.end(), target_op.begin(), ::tolower);
// find method by name
int __o = AlphaFilter::ALPHA_CHROMAKEY;
for (; __o != AlphaFilter::ALPHA_INVALID; __o++) {
std::string _b = AlphaFilter::operation_label[__o];
auto loc = _b.find_first_of(" ");
if (loc != std::string::npos)
_b = _b.erase(loc);
std::transform(_b.begin(), _b.end(), _b.begin(), ::tolower);
if (target_op.compare(_b) == 0)
break;
}
if (__o == AlphaFilter::ALPHA_INVALID)
return false;
// Apply if provided method name is different from current
if (operation() != __o)
setOperation(__o);
return true;
}
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);
}