Implement Histogram

Basic pass at histogram. Uses a power based
scale compared against the total pixel count.
Probably needs a UI toggle to flip lines on
and off as the text and lines in OpenGL are
a large cycles sucker. Could be likely much
faster when migrated to a geometry shader
approach. Uses the scaled viewport resolution
to increase performance as much as possible.
This commit is contained in:
Troy James Sobotka
2020-05-19 00:07:34 -07:00
parent 3518a10230
commit 6ebe0084a3
8 changed files with 314 additions and 48 deletions
+37
View File
@@ -0,0 +1,37 @@
#version 150
uniform sampler2D ove_maintex;
uniform vec2 ove_resolution;
uniform vec2 ove_viewport;
uniform float histogram_scale;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
float histogram_width = ceil(histogram_scale * ove_viewport.y);
float quantisation = 1.0 / (histogram_width - 1.0);
vec3 cur_col = vec3(0.0);
vec3 sum = vec3(0.0);
float ratio = 0.0;
for (int i = 0; i < histogram_width; i++) {
ratio = float(i) / float(histogram_width - 1);
cur_col = texture(
ove_maintex,
vec2(ove_texcoord.y, ratio)
).rgb;
sum += step(vec3(ove_texcoord.x - quantisation), cur_col) *
step(cur_col, vec3(ove_texcoord.x + quantisation)) +
(
// Account for values beyond the upper x limit.
step(1.0 - quantisation, ove_texcoord.x) *
step(vec3(1.0 - quantisation), cur_col)
);
}
fragColor = vec4(sum, 1.0);
}
+29
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@@ -0,0 +1,29 @@
#version 150
uniform float histogram_scale;
uniform vec2 ove_resolution;
in vec4 a_position;
in vec2 a_texcoord;
out vec2 ove_texcoord;
mat4 scale_mat4(vec3 scale) {
return mat4(
scale.x, 0.0, 0.0, 0.0,
0.0, scale.y, 0.0, 0.0,
0.0, 0.0, scale.z, 0.0,
0.0, 0.0, 0.0, 1.0
);
}
void main() {
// Create identity matrix
mat4 transform = mat4(1.0);
// Scale the scope
transform *= scale_mat4(vec3(histogram_scale, histogram_scale, 1.0));
gl_Position = transform * a_position;
ove_texcoord = a_texcoord;
}
+35
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@@ -0,0 +1,35 @@
#version 150
uniform sampler2D ove_maintex;
uniform vec2 ove_resolution;
uniform vec2 ove_viewport;
uniform float histogram_scale;
uniform float histogram_power;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec3 col = vec3(0.0);
float histogram_height = ceil(ove_viewport.y * histogram_scale);
vec3 histogram_ratio = vec3(0.0);
vec3 sum = vec3(0.0);
float ratio = 0.0;
vec3 total_pixels = vec3(ceil(ove_viewport.x * ove_resolution.y *
histogram_scale));
for (int i = 0; i < histogram_height; i++) {
ratio = float(i) / float(histogram_height - 1.0);
sum += texture(
ove_maintex,
vec2(ove_texcoord.x, ratio)
).rgb;
}
histogram_ratio = pow(sum / total_pixels, vec3(histogram_power));
col = step(vec3(ove_texcoord.y), histogram_ratio);
fragColor = vec4(col, 1.0);
}
+22 -38
View File
@@ -1,6 +1,3 @@
// Adapted from "RGB Waveform" by lebek
// https://www.shadertoy.com/view/4dK3Wc
#version 150
uniform sampler2D ove_maintex;
@@ -11,33 +8,14 @@ uniform vec3 luma_coeffs;
uniform float waveform_scale;
uniform vec2 waveform_dims;
uniform vec4 waveform_region;
uniform vec4 waveform_uv;
uniform vec4 waveform_region_uv;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
vec3 col = vec3(0.0);
// Set an increment default to 10 bit encodings. This would likely be
// better served as a UI control, as waveforms will change their combing
// based on how granular the increment is set. For example, it can be
// challenging to spot 8 bit combing with an increment of 1. / 2.^8 - 1.
float increment = 1.0 / (pow(2, 10) - 1.0);
float maxb = waveform_dims.y + increment;
float minb = waveform_dims.y - increment;
// Intensity would make sense to also expose via the UI, as a density
// slider allows you to peek past certain values or reveal very low
// values. Hard coding it for now, as there isn't a clear way to have
// the various bit depth / code values always display at a consistent
// emission output strength.
float intensity = 0.10;
int y_lim = int(waveform_dims.y);
vec3 cur_col = vec3(0.0);
vec3 cur_lum = vec3(0.0);
vec4 col = vec4(0.0);
if (
(gl_FragCoord.x >= waveform_region.x) &&
@@ -45,28 +23,34 @@ void main(void) {
(gl_FragCoord.x < waveform_region.z) &&
(gl_FragCoord.y < waveform_region.w)
) {
// col = vec3(0.5, 0.5, 0.0);
// int start = int(waveform_region.y);
int stop = int(waveform_dims.y);
float increment = 0.5;
float uv_increment = increment / (ove_viewport.y - 1.0);
float intensity = 0.10;
vec4 cur_col = vec4(0.0);
float ratio = 0.0;
float waveform_x = (ove_texcoord.x - waveform_uv.x) / waveform_scale;
float waveform_y = (ove_texcoord.y - waveform_uv.y) / waveform_scale;
vec2 waveform_current_uv = vec2(
(ove_texcoord.x - waveform_region_uv.x) / waveform_scale,
(ove_texcoord.y - waveform_region_uv.y) / waveform_scale
);
for (int i = 0; i < waveform_dims.y; i++) {
ratio = float(i) / float(waveform_dims.y - 1);
cur_col = texture(
cur_col.rgb = texture(
ove_maintex,
vec2(waveform_x, ratio)
vec2(waveform_current_uv.x, ratio)
).rgb;
col += step(vec3(waveform_y - increment), cur_col) *
step(cur_col, vec3(waveform_y + increment)) * intensity;
cur_col.w = dot(cur_col.rgb, luma_coeffs);
cur_lum = vec3(dot(cur_col, luma_coeffs));
col += step(vec3(waveform_y - increment), cur_lum) *
step(cur_lum, vec3(waveform_y + increment)) * intensity;
col += (
step(vec4(waveform_current_uv.y - uv_increment), cur_col) *
step(cur_col, vec4(waveform_current_uv.y + uv_increment)) *
intensity) +
(step(1.0 - uv_increment, waveform_current_uv.y) *
step(vec4(1.0 - uv_increment), cur_col) * intensity);
}
}
fragColor = vec4(col, 1.0);
col.rgb += vec3(col.w);
fragColor = vec4(col.rgb, 1.0);
}
+169 -2
View File
@@ -23,8 +23,9 @@
#include <QPainter>
#include <QtMath>
#include "common/clamp.h"
#include "common/functiontimer.h"
#include "common/qtutils.h"
#include "node/node.h"
#include "render/backend/opengl/openglrenderfunctions.h"
OLIVE_NAMESPACE_ENTER
@@ -33,4 +34,170 @@ HistogramScope::HistogramScope(QWidget* parent) :
{
}
HistogramScope::~HistogramScope()
{
CleanUp();
if (context()) {
disconnect(context(), &QOpenGLContext::aboutToBeDestroyed, this,
&HistogramScope::CleanUp);
}
}
void HistogramScope::initializeGL()
{
ScopeBase::initializeGL();
pipeline_secondary_ = CreateSecondaryShader();
connect(context(), &QOpenGLContext::aboutToBeDestroyed, this,
&HistogramScope::CleanUp, Qt::DirectConnection);
}
void HistogramScope::AssertAdditionalTextures()
{
if (!texture_row_sums_.IsCreated()
|| texture_row_sums_.width() != width()
|| texture_row_sums_.height() != height()) {
texture_row_sums_.Destroy();
texture_row_sums_.Create(context(), VideoRenderingParams(width(),
height(), managed_tex_.format()));
}
}
void HistogramScope::CleanUp()
{
makeCurrent();
pipeline_secondary_ = nullptr;
texture_row_sums_.Destroy();
doneCurrent();
}
OpenGLShaderPtr HistogramScope::CreateShader()
{
OpenGLShaderPtr pipeline = OpenGLShader::Create();
pipeline->create();
pipeline->addShaderFromSourceCode(QOpenGLShader::Vertex,
OpenGLShader::CodeDefaultVertex());
pipeline->addShaderFromSourceCode(QOpenGLShader::Fragment,
Node::ReadFileAsString(":/shaders/rgbhistogram.frag"));
pipeline->link();
return pipeline;
}
OpenGLShaderPtr HistogramScope::CreateSecondaryShader()
{
OpenGLShaderPtr pipeline_secondary_ = OpenGLShader::Create();
pipeline_secondary_->create();
pipeline_secondary_->addShaderFromSourceCode(QOpenGLShader::Vertex,
Node::ReadFileAsString(":/shaders/rgbhistogram.vert"));
pipeline_secondary_->addShaderFromSourceCode(QOpenGLShader::Fragment,
Node::ReadFileAsString(":/shaders/rgbhistogram_secondary.frag"));
pipeline_secondary_->link();
return pipeline_secondary_;
}
void HistogramScope::DrawScope()
{
float histogram_scale = 0.80f;
// This value is eyeballed for usefulness. Until we have a geometry
// shader approach, it is impossible to normalize against a peak
// sum of image values.
float histogram_base = 2.5f;
float histogram_power = 1.0f / histogram_base;
pipeline()->bind();
pipeline()->setUniformValue("ove_resolution", managed_tex().width(),
managed_tex().height());
pipeline()->setUniformValue("ove_viewport", width(), height());
pipeline()->setUniformValue("histogram_scale", histogram_scale);
pipeline()->release();
AssertAdditionalTextures();
framebuffer_.Attach(&texture_row_sums_, true);
framebuffer_.Bind();
managed_tex().Bind();
OpenGLRenderFunctions::Blit(pipeline());
managed_tex().Release();
framebuffer_.Release();
framebuffer_.Detach();
pipeline_secondary_->bind();
pipeline_secondary_->setUniformValue("ove_resolution",
texture_row_sums_.width(), texture_row_sums_.height());
pipeline_secondary_->setUniformValue("ove_viewport", width(), height());
pipeline_secondary_->setUniformValue("histogram_scale", histogram_scale);
pipeline_secondary_->setUniformValue("histogram_power", histogram_power);
pipeline_secondary_->release();
texture_row_sums_.Bind();
OpenGLRenderFunctions::Blit(pipeline_secondary_);
texture_row_sums_.Release();
// Draw line overlays
QPainter p(this);
QFont font = p.font();
font.setPixelSize(10);
QFontMetrics font_metrics = QFontMetrics(font);
QString label;
std::vector<float> histogram_increments = {
0.00,
0.25,
0.50,
1.0
};
int histogram_steps = histogram_increments.size();
QVector<QLine> histogram_lines(histogram_steps + 1);
int font_x_offset = 0;
int font_y_offset = font_metrics.capHeight() / 2.0f;
p.setCompositionMode(QPainter::CompositionMode_Plus);
p.setPen(QColor(0.0, 0.6 * 255.0, 0.0));
p.setFont(font);
float histogram_dim_x = ceil((width() - 1.0) * histogram_scale);
float histogram_dim_y = ceil((height() - 1.0) * histogram_scale);
float histogram_start_dim_x =
((width() - 1.0) - histogram_dim_x) / 2.0f;
float histogram_start_dim_y =
((height() - 1.0) - histogram_dim_y) / 2.0f;
float histogram_end_dim_x = (width() - 1.0) - histogram_start_dim_x;
// for (int i=0; i <= histogram_steps; i++) {
for(std::vector<float>::iterator it = histogram_increments.begin();
it != histogram_increments.end(); it++) {
histogram_lines[it - histogram_increments.begin()].setLine(
histogram_start_dim_x,
(histogram_dim_y * pow(1.0 - *it, histogram_base)) +
histogram_start_dim_y,
histogram_end_dim_x,
(histogram_dim_y * pow(1.0 - *it, histogram_base)) +
histogram_start_dim_y);
label = QString::number(
*it * 100, 'f', 1) + "%";
font_x_offset = QFontMetricsWidth(font_metrics, label) + 4;
p.drawText(
histogram_start_dim_x - font_x_offset,
(histogram_dim_y * pow(1.0 - *it, histogram_base)) +
histogram_start_dim_y + font_y_offset, label);
}
p.drawLines(histogram_lines);
}
OLIVE_NAMESPACE_EXIT
+15 -2
View File
@@ -31,11 +31,24 @@ class HistogramScope : public ScopeBase
public:
HistogramScope(QWidget* parent = nullptr);
virtual ~HistogramScope() override;
protected:
//virtual OpenGLShaderPtr CreateShader() override;
virtual void initializeGL() override;
//virtual void DrawScope() override;
virtual OpenGLShaderPtr CreateShader() override;
OpenGLShaderPtr CreateSecondaryShader();
void AssertAdditionalTextures();
virtual void DrawScope() override;
private:
OpenGLShaderPtr pipeline_secondary_;
OpenGLTexture texture_row_sums_;
private slots:
void CleanUp();
};
OLIVE_NAMESPACE_EXIT
+1 -1
View File
@@ -55,7 +55,7 @@ protected:
OpenGLTexture& managed_tex();
private:
protected:
void UploadTextureFromBuffer();
OpenGLShaderPtr pipeline_;
+6 -5
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@@ -76,12 +76,13 @@ void WaveformScope::DrawScope()
waveform_start_dim_x, waveform_start_dim_y,
waveform_end_dim_x, waveform_end_dim_y);
float waveform_start_uv_x = waveform_start_dim_x / width();
float waveform_start_uv_y = waveform_start_dim_y / height();
float waveform_end_uv_x = waveform_end_dim_x / width();
float waveform_end_uv_y = waveform_end_dim_y / height();
float waveform_start_uv_x = (waveform_start_dim_x - 1.0) / (width() - 1.0);
float waveform_start_uv_y = (waveform_start_dim_y - 1.0) / (height() - 1.0);
float waveform_end_uv_x = (waveform_end_dim_x - 1.0) / (width() - 1.0);
float waveform_end_uv_y = (waveform_end_dim_y - 1.0) / (height() - 1.0);
pipeline()->setUniformValue(
"waveform_uv",
"waveform_region_uv",
waveform_start_uv_x, waveform_start_uv_y,
waveform_end_uv_x, waveform_end_uv_y);