Files
vimix/FrameBuffer.cpp
Bruno Herbelin 7858033628 Player Frame capture F10
New feature of Player: capture frame (F10 shortcut). Extending the Screenshot class for reading pixels and saving to PNG. Cleaup of screenshot (now associated to F9).
2022-06-22 01:40:47 +02:00

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/*
* 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 <sstream>
#include "FrameBuffer.h"
#include "ImageShader.h"
#include "Resource.h"
#include "Settings.h"
#include "Log.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glad/glad.h>
#include <stb_image.h>
#include <stb_image_write.h>
#ifndef NDEBUG
#define FRAMEBUFFER_DEBUG
#endif
const char* FrameBuffer::aspect_ratio_name[5] = { "4:3", "3:2", "16:10", "16:9", "21:9" };
glm::vec2 FrameBuffer::aspect_ratio_size[5] = { glm::vec2(4.f,3.f), glm::vec2(3.f,2.f), glm::vec2(16.f,10.f), glm::vec2(16.f,9.f) , glm::vec2(21.f,9.f) };
const char* FrameBuffer::resolution_name[5] = { "720", "1080", "1200", "1440", "2160" };
float FrameBuffer::resolution_height[5] = { 720.f, 1080.f, 1200.f, 1440.f, 2160.f };
glm::vec3 FrameBuffer::getResolutionFromParameters(int ar, int h)
{
float width = aspect_ratio_size[ar].x * resolution_height[h] / aspect_ratio_size[ar].y;
width -= (int)width % 2;
glm::vec3 res = glm::vec3( width, resolution_height[h] , 0.f);
return res;
}
glm::ivec2 FrameBuffer::getParametersFromResolution(glm::vec3 res)
{
glm::ivec2 p = glm::ivec2(-1);
// get aspect ratio parameter
static int num_ar = ((int)(sizeof(FrameBuffer::aspect_ratio_size) / sizeof(*FrameBuffer::aspect_ratio_size)));
float myratio = res.x / res.y;
for(int ar = 0; ar < num_ar; ar++) {
if ( myratio - (FrameBuffer::aspect_ratio_size[ar].x / FrameBuffer::aspect_ratio_size[ar].y ) < EPSILON){
p.x = ar;
break;
}
}
// get height parameter
static int num_height = ((int)(sizeof(FrameBuffer::resolution_height) / sizeof(*FrameBuffer::resolution_height)));
for(int h = 0; h < num_height; h++) {
if ( res.y - FrameBuffer::resolution_height[h] < 1){
p.y = h;
break;
}
}
return p;
}
FrameBuffer::FrameBuffer(glm::vec3 resolution, FrameBufferFlags flags): flags_(flags),
textureid_(0), multisampling_textureid_(0), framebufferid_(0), multisampling_framebufferid_(0), mem_usage_(0)
{
attrib_.viewport = glm::ivec2(resolution);
setProjectionArea(glm::vec2(1.f, 1.f));
attrib_.clear_color = glm::vec4(0.f, 0.f, 0.f, 0.f);
}
FrameBuffer::FrameBuffer(uint width, uint height, FrameBufferFlags flags): flags_(flags),
textureid_(0), multisampling_textureid_(0), framebufferid_(0), multisampling_framebufferid_(0), mem_usage_(0)
{
attrib_.viewport = glm::ivec2(width, height);
setProjectionArea(glm::vec2(1.f, 1.f));
attrib_.clear_color = glm::vec4(0.f, 0.f, 0.f, 0.f);
}
void FrameBuffer::init()
{
mem_usage_ = 0;
// generate texture
glGenTextures(1, &textureid_);
glBindTexture(GL_TEXTURE_2D, textureid_);
// create texture with Mipmapping with multiple levels
if (flags_ & FrameBuffer_mipmap) {
glTexStorage2D(GL_TEXTURE_2D, MIPMAP_LEVEL + 1, (flags_ & FrameBuffer_alpha) ? GL_RGBA8 : GL_RGB8, attrib_.viewport.x, attrib_.viewport.y);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
// default : create simple texture for RGB(A)
else {
glTexStorage2D(GL_TEXTURE_2D, 1, (flags_ & FrameBuffer_alpha) ? GL_RGBA8 : GL_RGB8, attrib_.viewport.x, attrib_.viewport.y);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
// calculate GPU memory usage (for debug only)
mem_usage_ += ( attrib_.viewport.x * attrib_.viewport.y * (flags_ & FrameBuffer_alpha?4:3) ) / 1024;
// common texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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, 0);
// create a framebuffer object
glGenFramebuffers(1, &framebufferid_);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferid_);
#ifdef FRAMEBUFFER_DEBUG
g_printerr("Framebuffer %d created (%d x %d) - ", framebufferid_, attrib_.viewport.x, attrib_.viewport.y);
#endif
// take settings into account: no multisampling if application multisampling is level 0
if ( Settings::application.render.multisampling < 1 )
flags_ &= ~FrameBuffer_multisampling;
if (flags_ & FrameBuffer_multisampling){
// create a multisample texture
glGenTextures(1, &multisampling_textureid_);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, multisampling_textureid_);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, Settings::application.render.multisampling,
(flags_ & FrameBuffer_alpha) ? GL_RGBA8 : GL_RGB8, attrib_.viewport.x, attrib_.viewport.y, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_MULTISAMPLE, 0);
// attach the multisampled texture to FBO (framebufferid_ currently binded)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, multisampling_textureid_, 0);
// create an intermediate FBO : this is the FBO to use for reading
glGenFramebuffers(1, &multisampling_framebufferid_);
glBindFramebuffer(GL_FRAMEBUFFER, multisampling_framebufferid_);
// calculate GPU memory usage
mem_usage_ += ( Settings::application.render.multisampling * attrib_.viewport.x * attrib_.viewport.y * (flags_ & FrameBuffer_alpha?4:3) ) / 1024;
#ifdef FRAMEBUFFER_DEBUG
g_printerr("multi sampling (%d) - ", Settings::application.render.multisampling);
#endif
}
// attach the 2D texture to latest binded FBO
// (i.e. the multisampling_framebufferid_ FBO if enabled, default framebufferid_ otherwise)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid_, 0);
// attach multiple FBOs to the mipmaped texture
if (flags_ & FrameBuffer_mipmap) {
// calculate GPU memory usage
int width = attrib_.viewport.x;
int height = attrib_.viewport.y;
for(int i=1; i < MIPMAP_LEVEL; ++i) {
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
mem_usage_ += ( width * height * (flags_ & FrameBuffer_alpha?4:3) ) / 1024;
}
#ifdef FRAMEBUFFER_DEBUG
g_printerr("mipmap (%d) - ", MIPMAP_LEVEL);
#endif
}
checkFramebufferStatus();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#ifdef FRAMEBUFFER_DEBUG
g_printerr("~%d kB allocated\n", mem_usage_);
#endif
}
FrameBuffer::~FrameBuffer()
{
#ifdef FRAMEBUFFER_DEBUG
g_printerr("Framebuffer %d deleted - ~%d kB freed\n", framebufferid_, mem_usage_);
#endif
if (framebufferid_)
glDeleteFramebuffers(1, &framebufferid_);
if (multisampling_framebufferid_)
glDeleteFramebuffers(1, &multisampling_framebufferid_);
if (textureid_)
glDeleteTextures(1, &textureid_);
if (multisampling_textureid_)
glDeleteTextures(1, &multisampling_textureid_);
}
uint FrameBuffer::texture() const
{
if (framebufferid_ == 0)
return Resource::getTextureBlack();
return textureid_;
}
float FrameBuffer::aspectRatio() const
{
return static_cast<float>(attrib_.viewport.x) / static_cast<float>(attrib_.viewport.y);
}
std::string FrameBuffer::info() const
{
glm::ivec2 p = FrameBuffer::getParametersFromResolution(resolution());
std::ostringstream info;
info << attrib_.viewport.x << "x" << attrib_.viewport.y;
if (p.x > -1)
info << "px, " << FrameBuffer::aspect_ratio_name[p.x];
return info.str();
}
glm::vec3 FrameBuffer::resolution() const
{
return glm::vec3(attrib_.viewport.x, attrib_.viewport.y, 0.f);
}
void FrameBuffer::resize(glm::vec3 res)
{
if (framebufferid_) {
if (attrib_.viewport.x != res.x || attrib_.viewport.y != res.y)
{
// de-init
glDeleteFramebuffers(1, &framebufferid_);
framebufferid_ = 0;
if (multisampling_framebufferid_)
glDeleteFramebuffers(1, &multisampling_framebufferid_);
multisampling_framebufferid_ = 0;
if (textureid_)
glDeleteTextures(1, &textureid_);
textureid_ = 0;
if (multisampling_textureid_)
glDeleteTextures(1, &multisampling_textureid_);
multisampling_textureid_ = 0;
// change resolution
attrib_.viewport = glm::ivec2(res);
mem_usage_ = 0;
}
}
}
void FrameBuffer::begin(bool clear)
{
if (!framebufferid_)
init();
glBindFramebuffer(GL_FRAMEBUFFER, framebufferid_);
Rendering::manager().pushAttrib(attrib_);
if (clear)
glClear(GL_COLOR_BUFFER_BIT);
}
void FrameBuffer::end()
{
// if multisampling frame buffer
if (flags_ & FrameBuffer_multisampling) {
// blit the multisample FBO into unisample FBO to generate 2D texture
// Doing this blit will automatically resolve the multisampled FBO.
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, multisampling_framebufferid_);
glBlitFramebuffer(0, 0, attrib_.viewport.x, attrib_.viewport.y,
0, 0, attrib_.viewport.x, attrib_.viewport.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
FrameBuffer::release();
if (flags_ & FrameBuffer_mipmap) {
glBindTexture(GL_TEXTURE_2D, textureid_);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
Rendering::manager().popAttrib();
}
void FrameBuffer::release()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::readPixels(uint8_t *target_data)
{
if (!framebufferid_) {
#ifdef FRAMEBUFFER_DEBUG
g_printerr("FrameBuffer readPixels failed\n");
#endif
return;
}
if (flags_ & FrameBuffer_multisampling)
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampling_framebufferid_);
else
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
if (flags_ & FrameBuffer_alpha)
glPixelStorei(GL_PACK_ALIGNMENT, 4);
else
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, attrib_.viewport.x, attrib_.viewport.y, ((flags_ & FrameBuffer_alpha)? GL_RGBA : GL_RGB), GL_UNSIGNED_BYTE, target_data);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
bool FrameBuffer::blit(FrameBuffer *destination)
{
if (!framebufferid_ || !destination || (flags_ & FrameBuffer_alpha) != (destination->flags_ & FrameBuffer_alpha) ){
#ifdef FRAMEBUFFER_DEBUG
g_printerr("FrameBuffer blit failed\n");
#endif
return false;
}
if (!destination->framebufferid_)
destination->init();
if (flags_ & FrameBuffer_multisampling)
glBindFramebuffer(GL_READ_FRAMEBUFFER, multisampling_framebufferid_);
else
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferid_);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebufferid_);
// blit to the frame buffer object
glBlitFramebuffer(0, 0, attrib_.viewport.x, attrib_.viewport.y,
0, 0, destination->width(), destination->height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void FrameBuffer::checkFramebufferStatus()
{
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status){
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT is returned if any of the framebuffer attachment points are framebuffer incomplete.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT is returned if the framebuffer does not have at least one image attached to it.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER is returned if the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for any color "
"attachment point(s) named by GL_DRAWBUFFERi.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER is returned if GL_READ_BUFFER is not GL_NONE and the value of "
"GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is GL_NONE for the color attachment point named by GL_READ_BUFFER.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
Log::Warning("GL_FRAMEBUFFER_UNSUPPORTED is returned if the combination of internal formats of the attached images violates an "
"implementation-dependent set of restrictions.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is returned if the value of GL_RENDERBUFFER_SAMPLES is not the same for all attached renderbuffers; "
"if the value of GL_TEXTURE_SAMPLES is the not same for all attached textures; or, if the attached images are a mix of renderbuffers and textures, the value of "
"GL_RENDERBUFFER_SAMPLES does not match the value of GL_TEXTURE_SAMPLES.\nGL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is also returned if the value of "
"GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not the same for all attached textures; or, if the attached images are a mix of renderbuffers and textures, "
"the value of GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not GL_TRUE for all attached textures.");
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
Log::Warning("GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS is returned if any framebuffer attachment is layered, and any populated attachment is not layered,"
" or if all populated color attachments are not from textures of the same target.");
break;
case GL_FRAMEBUFFER_UNDEFINED:
Log::Warning(" GL_FRAMEBUFFER_UNDEFINED is returned if target is the default framebuffer, but the default framebuffer does not exist.");
break;
case GL_FRAMEBUFFER_COMPLETE:
{
// test available memory if created buffer is big (more than 8MB)
if ( mem_usage_ > 8000 ) {
// Obtain RAM usage in GPU (if possible)
glm::ivec2 RAM = Rendering::getGPUMemoryInformation();
// bad case: not enough RAM, we should warn the user
if ( RAM.x < mem_usage_ * 3 ) {
Log::Warning("Critical allocation of frame buffer: only %d kB RAM remaining in graphics card.", RAM.x );
if (RAM.y < INT_MAX)
Log::Warning("Only %.1f %% of %d kB available.", 100.f*float(RAM.x)/float(RAM.y), RAM.y);
}
}
}
break;
}
}
glm::mat4 FrameBuffer::projection() const
{
return projection_;
}
glm::vec2 FrameBuffer::projectionArea() const
{
return projection_area_;
}
void FrameBuffer::setProjectionArea(glm::vec2 c)
{
projection_area_.x = CLAMP(c.x, 0.1f, 1.f);
projection_area_.y = CLAMP(c.y, 0.1f, 1.f);
projection_ = glm::ortho(-projection_area_.x, projection_area_.x, projection_area_.y, -projection_area_.y, -1.f, 1.f);
}
FrameBufferImage::FrameBufferImage(int w, int h) :
rgb(nullptr), width(w), height(h)
{
if (width>0 && height>0)
rgb = new uint8_t[width*height*3];
}
FrameBufferImage::FrameBufferImage(jpegBuffer jpgimg) :
rgb(nullptr), width(0), height(0)
{
int c = 0;
if (jpgimg.buffer != nullptr && jpgimg.len >0)
rgb = stbi_load_from_memory(jpgimg.buffer, jpgimg.len, &width, &height, &c, 3);
}
FrameBufferImage::FrameBufferImage(const std::string &filename) :
rgb(nullptr), width(0), height(0)
{
int c = 0;
if (!filename.empty())
rgb = stbi_load(filename.c_str(), &width, &height, &c, 3);
}
FrameBufferImage::~FrameBufferImage()
{
if (rgb!=nullptr)
delete rgb;
}
FrameBufferImage::jpegBuffer FrameBufferImage::getJpeg() const
{
jpegBuffer jpgimg;
// if we hold a valid image
if (rgb!=nullptr && width>0 && height>0) {
// allocate JPEG buffer
// (NB: JPEG will need less than this but we can't know before...)
jpgimg.buffer = (unsigned char *) malloc( width * height * 3 * sizeof(unsigned char));
stbi_write_jpg_to_func( [](void *context, void *data, int size)
{
memcpy(((FrameBufferImage::jpegBuffer*)context)->buffer + ((FrameBufferImage::jpegBuffer*)context)->len, data, size);
((FrameBufferImage::jpegBuffer*)context)->len += size;
}
,&jpgimg, width, height, 3, rgb, FBI_JPEG_QUALITY);
}
return jpgimg;
}
FrameBufferImage *FrameBuffer::image(){
FrameBufferImage *img = nullptr;
// not ready
if (!framebufferid_)
return img;
// only compatible for RGB FrameBuffers
if (flags_ & FrameBuffer_alpha || flags_ & FrameBuffer_multisampling)
return img;
// allocate image
img = new FrameBufferImage(attrib_.viewport.x, attrib_.viewport.y);
// get pixels into image
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // set buffer target readpixel
readPixels(img->rgb);
return img;
}
bool FrameBuffer::fill(FrameBufferImage *image)
{
if (!framebufferid_)
init();
// only compatible for RGB FrameBuffers
if (flags_ & FrameBuffer_alpha || flags_ & FrameBuffer_multisampling)
return false;
// invalid image
if ( image == nullptr ||
image->rgb==nullptr ||
image->width < 1 ||
image->height < 1 )
return false;
// is it same size ?
if (image->width == attrib_.viewport.x && image->height == attrib_.viewport.y ) {
// directly fill texture with image
glBindTexture(GL_TEXTURE_2D, textureid_);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image->width, image->height,
GL_RGB, GL_UNSIGNED_BYTE, image->rgb);
glBindTexture(GL_TEXTURE_2D, 0);
}
else {
uint textureimage, framebufferimage;
// generate texture
glGenTextures(1, &textureimage);
glBindTexture(GL_TEXTURE_2D, textureimage);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->rgb);
glBindTexture(GL_TEXTURE_2D, 0);
// create a framebuffer object
glGenFramebuffers(1, &framebufferimage);
glBindFramebuffer(GL_FRAMEBUFFER, framebufferimage);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureimage, 0);
// blit to the frame buffer object with interpolation
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferimage);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferid_);
glBlitFramebuffer(0, 0, image->width, image->height,
0, 0, attrib_.viewport.x, attrib_.viewport.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// cleanup
glDeleteFramebuffers(1, &framebufferimage);
glDeleteTextures(1, &textureimage);
}
return true;
}
//void FrameBuffer::writePNG(const std::string &filename)
//{
// // not ready
// if (!framebufferid_)
// return;
// // create a temporary RGBA frame buffer at the resolution of cropped area
// int w = attrib_.viewport.x * projection_area_.x;
// int h = attrib_.viewport.y * projection_area_.y;
// FrameBuffer copy(w, h, FrameBuffer_alpha);
// // create temporary RAM buffer to store the cropped RGBA
// uint8_t *buffer = new uint8_t[w * h * 4];
// // blit the frame buffer into the copy
// blit(&copy);
// // get pixels of the copy into buffer
// glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // set buffer target readpixel
// copy.readPixels(buffer);
// // save to file
// stbi_write_png(filename.c_str(), w, h, 4, buffer, w * 4);
// // delete (copy is also deleted)
// delete[] buffer;
//}