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https://github.com/brunoherbelin/vimix.git
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Instead of many creation options (with alpha, with multisampling, etc) use a single flag with boolean operators. Creation of the new mipmap flag for FrameBuffer, rendering the current FBO into multiple sub-resolutions.
448 lines
16 KiB
C++
448 lines
16 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 vec4 color;\n"
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"uniform float stipple;\n"
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"uniform vec3 iResolution;\n"
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"uniform sampler2D iChannel0;\n"
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"uniform sampler2D iChannel1;\n"
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"uniform float iTime;\n"
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"uniform float iTimeDelta;\n"
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"uniform int iFrame;\n"
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"uniform vec4 iDate;\n";
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// Filter code starts at line 16 :
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std::string filterDefault = "void mainImage( out vec4 fragColor, in vec2 fragCoord )\n"
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"{\n"
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" vec2 uv = fragCoord.xy / iResolution.xy;\n"
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" fragColor = texture(iChannel0, uv);\n"
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"}\n";
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std::string fragmentFooter = "void main() {\n"
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" iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
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" iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
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" vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
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" mainImage( FragColor, texcoord.xy * iChannelResolution[0].xy );\n"
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"}\n";
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//std::string fragmentFooter = "void main() {\n"
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// " iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
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// " iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
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// " vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
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// " vec4 filtered;\n"
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// " mainImage( filtered, texcoord.xy * iChannelResolution[0].xy );\n"
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// " vec3 RGB = filtered.rgb * vertexColor.rgb * color.rgb;\n"
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// " float maskIntensity = dot(texture(iChannel1, vertexUV).rgb, vec3(1.0/3.0));\n"
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// " float A = clamp(filtered.a * vertexColor.a * color.a * maskIntensity, 0.0, 1.0);\n"
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// " FragColor = vec4(RGB * A, A);\n"
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// "} \n";
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std::list< FilteringProgram > FilteringProgram::presets = {
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FilteringProgram(),
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FilteringProgram("Blur", "shaders/filters/blur_1.glsl", "shaders/filters/blur_2.glsl", { { "Amount", 0.5} }),
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FilteringProgram("HashBlur", "shaders/filters/hashedblur.glsl", "", { { "Radius", 0.5}, { "Iterations", 0.5 } }),
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FilteringProgram("Unfocus", "shaders/filters/focus.glsl", "", { { "Factor", 0.5} }),
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FilteringProgram("Smooth", "shaders/filters/bilinear.glsl", "", { }),
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FilteringProgram("Kuwahara", "shaders/filters/kuwahara.glsl", "", { { "Radius", 1.0} }),
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FilteringProgram("Denoise", "shaders/filters/denoise.glsl", "", { { "Threshold", 0.5} }),
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FilteringProgram("Noise", "shaders/filters/noise.glsl", "", { { "Amount", 0.25} }),
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FilteringProgram("Grain", "shaders/filters/grain.glsl", "", { { "Amount", 0.5} }),
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FilteringProgram("Sharpen", "shaders/filters/sharp.glsl", "", { { "Amount", 0.5} }),
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FilteringProgram("Unsharp Mask", "shaders/filters/sharpen_1.glsl", "shaders/filters/sharpen_2.glsl", { { "Amount", 0.5} }),
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FilteringProgram("Sharp Edge", "shaders/filters/bilinear.glsl", "shaders/filters/sharpenedge.glsl", { { "Strength", 0.5} }),
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FilteringProgram("Edge", "shaders/filters/bilinear.glsl", "shaders/filters/edge.glsl", { { "Threshold", 0.5} }),
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FilteringProgram("Sobel", "shaders/filters/sobel.glsl", "", { { "Factor", 0.5} }),
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FilteringProgram("Freichen", "shaders/filters/freichen.glsl", "", { { "Factor", 0.5} }),
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FilteringProgram("Pixelate", "shaders/filters/pixelate.glsl", "", { { "Size", 0.5}, { "Sharpen", 0.5} }),
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FilteringProgram("Erosion", "shaders/filters/erosion.glsl", "", { { "Radius", 0.5} }),
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FilteringProgram("Dilation", "shaders/filters/dilation.glsl", "", { { "Radius", 0.5} }),
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FilteringProgram("Openning", "shaders/filters/erosion.glsl", "shaders/filters/dilation.glsl", { { "Radius", 0.5} }),
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FilteringProgram("Closing", "shaders/filters/dilation.glsl", "shaders/filters/erosion.glsl", { { "Radius", 0.5} }),
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FilteringProgram("TopHat", "shaders/filters/erosion.glsl", "shaders/filters/tophat.glsl", { { "Radius", 0.5} }),
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FilteringProgram("BlackHat", "shaders/filters/dilation.glsl", "shaders/filters/blackhat.glsl", { { "Radius", 0.5} }),
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FilteringProgram("Bloom", "shaders/filters/bloom.glsl", "", { { "Intensity", 0.5} }),
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FilteringProgram("Bokeh", "shaders/filters/bokeh.glsl", "", { { "Radius", 1.0} }),
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FilteringProgram("Chalk", "shaders/filters/talk.glsl", "", { { "Factor", 1.0} }),
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FilteringProgram("Stippling","shaders/filters/stippling.glsl", "", { { "Factor", 0.5} }),
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FilteringProgram("Dithering","shaders/filters/dithering.glsl", "", { { "Factor", 0.5} }),
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FilteringProgram("Chromakey","shaders/filters/chromakey.glsl", "", { { "Red", 0.05}, { "Green", 0.63}, { "Blue", 0.14}, { "Tolerance", 0.54} }),
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FilteringProgram("Fisheye", "shaders/filters/fisheye.glsl", "", { { "Factor", 0.35} }),
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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 channel resolution (in pixels)\n"
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"sampler2D iChannel0; // input channel (texture).\n"
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"sampler2D iChannel1; // input channel (mask).\n"
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"vec4 iDate; // (year, month, day, time in seconds)";
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return filterHeaderHelp;
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}
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std::string FilteringProgram::getFilterCodeDefault()
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{
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return filterDefault;
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}
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FilteringProgram::FilteringProgram() : name_("None"), 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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class ImageFilteringShader : public ImageShader
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{
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// GLSL Program
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ShadingProgram custom_shading_;
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// fragment shader GLSL code
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std::string shader_code_;
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std::string code_;
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// for iTimedelta
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GTimer *timer_;
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double iTime_;
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uint iFrame_;
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public:
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// list of uniforms to control shader
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std::map< std::string, float > uniforms_;
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ImageFilteringShader();
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~ImageFilteringShader();
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void 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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// 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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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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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::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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// 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 with mipmapping
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FrameBuffer::FrameBufferFlags f = input_->flags() | FrameBuffer::FrameBuffer_mipmap;
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buffers_.first = new FrameBuffer( input_->resolution(), f );
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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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}
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if ( enabled() )
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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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// // force disable when using default filter
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// setEnabled( program_ != FilteringProgram::presets.front() );
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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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// change uniforms
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shaders_.first->uniforms_ = program_.parameters();
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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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// change uniforms
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shaders_.second->uniforms_ = program_.parameters();
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}
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}
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