restored previous renderer iteration for porting
This commit is contained in:
@@ -1,5 +1,7 @@
|
||||
#include "openglshader.h"
|
||||
|
||||
#include <QOpenGLExtraFunctions>
|
||||
|
||||
OpenGLShader::OpenGLShader()
|
||||
{
|
||||
|
||||
@@ -17,6 +19,117 @@ OpenGLShaderPtr OpenGLShader::CreateDefault(const QString &function_name, const
|
||||
return program;
|
||||
}
|
||||
|
||||
// copied from source code to OCIODisplay
|
||||
const int OCIO_LUT3D_EDGE_SIZE = 32;
|
||||
|
||||
// copied from source code to OCIODisplay, expanded from 3*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE
|
||||
const int OCIO_NUM_3D_ENTRIES = 98304;
|
||||
|
||||
OpenGLShaderPtr OpenGLShader::CreateOCIO(QOpenGLContext* ctx,
|
||||
GLuint& lut_texture,
|
||||
OCIO::ConstProcessorRcPtr processor,
|
||||
bool alpha_is_associated)
|
||||
{
|
||||
|
||||
QOpenGLExtraFunctions* xf = ctx->extraFunctions();
|
||||
|
||||
// Create LUT texture
|
||||
xf->glGenTextures(1, &lut_texture);
|
||||
|
||||
// Bind LUT
|
||||
xf->glBindTexture(GL_TEXTURE_3D, lut_texture);
|
||||
|
||||
// Set texture parameters
|
||||
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Allocate storage for texture
|
||||
xf->glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
|
||||
OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
|
||||
0, GL_RGB,GL_FLOAT, nullptr);
|
||||
|
||||
//
|
||||
// SET UP GLSL SHADER
|
||||
//
|
||||
|
||||
OCIO::GpuShaderDesc shaderDesc;
|
||||
const char* ocio_func_name = "OCIODisplay";
|
||||
shaderDesc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_0);
|
||||
shaderDesc.setFunctionName(ocio_func_name);
|
||||
shaderDesc.setLut3DEdgeLen(OCIO_LUT3D_EDGE_SIZE);
|
||||
|
||||
//
|
||||
// COMPUTE 3D LUT
|
||||
//
|
||||
|
||||
GLfloat* ocio_lut_data = new GLfloat[OCIO_NUM_3D_ENTRIES];
|
||||
processor->getGpuLut3D(ocio_lut_data, shaderDesc);
|
||||
|
||||
// Upload LUT data to texture
|
||||
xf->glTexSubImage3D(GL_TEXTURE_3D, 0,
|
||||
0, 0, 0,
|
||||
OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
|
||||
GL_RGB, GL_FLOAT, ocio_lut_data);
|
||||
|
||||
delete [] ocio_lut_data;
|
||||
|
||||
// Create OCIO shader code
|
||||
QString shader_text(processor->getGpuShaderText(shaderDesc));
|
||||
|
||||
QString shader_call;
|
||||
|
||||
// Enforce alpha association
|
||||
if (alpha_is_associated) {
|
||||
|
||||
// If alpha is already associated, we'll need to disassociate and reassociate
|
||||
shader_text.append("\n");
|
||||
|
||||
QString disassociate_func_name = "disassoc";
|
||||
shader_text.append(CodeAlphaDisassociate(disassociate_func_name));
|
||||
|
||||
QString reassociate_func_name = "reassoc";
|
||||
shader_text.append(CodeAlphaReassociate(reassociate_func_name));
|
||||
|
||||
// Make OCIO call pass through disassociate and reassociate function
|
||||
shader_call = QString("%3(%1(%2(col), tex2));").arg(ocio_func_name,
|
||||
disassociate_func_name,
|
||||
reassociate_func_name);
|
||||
|
||||
} else {
|
||||
|
||||
// If alpha is not already associated, we can just associate after OCIO
|
||||
|
||||
// Add associate function
|
||||
QString associate_func_name = "assoc";
|
||||
shader_text.append(CodeAlphaAssociate(associate_func_name));
|
||||
|
||||
// Make OCIO call pass through associate function
|
||||
shader_call = QString("%2(%1(col, tex2));").arg(ocio_func_name, associate_func_name);
|
||||
|
||||
}
|
||||
|
||||
// Add process() function, which GetPipeline() will call if specified
|
||||
QString process_function_name = "process";
|
||||
shader_text.append(QString("\n"
|
||||
"uniform sampler3D tex2;\n"
|
||||
"\n"
|
||||
"vec4 %2(vec4 col) {\n"
|
||||
" return %1\n"
|
||||
"}\n").arg(shader_call, process_function_name));
|
||||
|
||||
|
||||
// Get pipeline-based shader to inject OCIO shader into
|
||||
OpenGLShaderPtr shader = OpenGLShader::CreateDefault(process_function_name, shader_text);
|
||||
|
||||
// Release LUT
|
||||
xf->glBindTexture(GL_TEXTURE_3D, 0);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
QString OpenGLShader::CodeDefaultFragment(const QString &function_name, const QString &shader_code)
|
||||
{
|
||||
QString frag_code = QStringLiteral("#version 110\n"
|
||||
|
||||
Reference in New Issue
Block a user