merged all drawing functions into a single shader processing function

This commit is contained in:
itsmattkc
2020-11-10 15:50:13 +11:00
parent 1d61f89920
commit 0429e70fe0
46 changed files with 570 additions and 398 deletions
+94
View File
@@ -20,6 +20,13 @@
#include "renderer.h"
#include <OpenColorIO/OpenColorIO.h>
namespace OCIO = OCIO_NAMESPACE::v1;
#include <QFloat16>
#include "render/colormanager.h"
OLIVE_NAMESPACE_ENTER
Renderer::Renderer(QObject *parent) :
@@ -39,4 +46,91 @@ Renderer::TexturePtr Renderer::CreateTexture(const VideoParams &param, void *dat
return std::make_shared<Texture>(this, v, param);
}
// copied from source code to OCIODisplay
/*const int OCIO_LUT3D_EDGE_SIZE = 64;
const int OCIO_LUT3D_PIXEL_COUNT = OCIO_LUT3D_EDGE_SIZE*OCIO_LUT3D_EDGE_SIZE*OCIO_LUT3D_EDGE_SIZE;
const int OCIO_LUT3D_ENTRY_COUNT = 3 * OCIO_LUT3D_PIXEL_COUNT;
const int OCIO_LUT3D_ENTRY_COUNT_WITH_ALPHA = 4 * OCIO_LUT3D_PIXEL_COUNT;
const int OCIO_LUT2D_EDGE_SIZE = 512;*/
void Renderer::BlitColorManaged(ColorProcessorPtr color_processor, TexturePtr source, Texture *destination)
{
/*ColorContext color_ctx;
if (color_cache_.contains(color_processor->id())) {
color_ctx = color_cache_.value(color_processor->id());
} else {
// Generate OCIO color context
// Generate OCIO shader descriptor
const char* ocio_func_name = "OCIODisplay";
OCIO::GpuShaderDesc shader_desc;
shader_desc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_0);
shader_desc.setFunctionName(ocio_func_name);
shader_desc.setLut3DEdgeLen(OCIO_LUT3D_EDGE_SIZE);
// Generate LUT
QVector<float> lut_data(OCIO_LUT3D_ENTRY_COUNT);
color_processor->GetProcessor()->getGpuLut3D(lut_data.data(), shader_desc);
// Convert to half float RGBA
QVector<qfloat16> texture_ready_lut_data(OCIO_LUT3D_ENTRY_COUNT_WITH_ALPHA);
for (int i=0; i<OCIO_LUT3D_PIXEL_COUNT; i++) {
texture_ready_lut_data[i*kRGBAChannels+0] = lut_data[i*kRGBChannels+0];
texture_ready_lut_data[i*kRGBAChannels+1] = lut_data[i*kRGBChannels+1];
texture_ready_lut_data[i*kRGBAChannels+2] = lut_data[i*kRGBChannels+2];
texture_ready_lut_data[i*kRGBAChannels+3] = 1.0f;
}
// Create LUT texture
color_ctx.lut = CreateTexture(VideoParams(OCIO_LUT2D_EDGE_SIZE, OCIO_LUT2D_EDGE_SIZE, PixelFormat::PIX_FMT_RGBA32F),
texture_ready_lut_data.data());
// Create shader
QString frag_code;
frag_code.append(QStringLiteral("sampler2D texture;\n"
"sampler2D lut;\n"
"\n"
"vec3 LUTLookup(sampler2D lut3d, vec3 in_coord)\n"
"{\n"
" return texture2D(lut3d, vec2());\n"
"}\n"
"\n"));
// Correct code for our GLSL set up
QString ocio_code = color_processor->GetProcessor()->getGpuShaderText(shader_desc);
ocio_code.replace(QStringLiteral("texture3D"), QStringLiteral("texture2D"));
ocio_code.replace(QStringLiteral("sampler3D"), QStringLiteral("sampler2D"));
qDebug() << frag_code;
//qDebug() << "FIXME: GPU doesn't handle associated alpha yet";
}*/
qDebug() << "BlitColorManaged is a partial stub";
QVariant shader = CreateNativeShader(ShaderCode(FileFunctions::ReadFileAsString(":/shaders/default.frag"), FileFunctions::ReadFileAsString(":/shaders/default.vert")));
ShaderJob job;
job.InsertValue(QStringLiteral("ove_maintex"), ShaderValue(QVariant::fromValue(source), NodeParam::kTexture));
BlitToTexture(shader, job, destination);
}
void Renderer::BlitColorManaged(ColorProcessorPtr color_processor, TexturePtr source, VideoParams params)
{
qDebug() << "BlitColorManaged is a partial stub";
QVariant shader = CreateNativeShader(ShaderCode(FileFunctions::ReadFileAsString(":/shaders/default.frag"), FileFunctions::ReadFileAsString(":/shaders/default.vert")));
ShaderJob job;
job.InsertValue(QStringLiteral("ove_maintex"), ShaderValue(QVariant::fromValue(source), NodeParam::kTexture));
Blit(shader, job, params);
}
OLIVE_NAMESPACE_EXIT