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