okay maybe not
This commit is contained in:
@@ -24,6 +24,36 @@
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OLIVE_NAMESPACE_ENTER
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const QVector<GLfloat> blit_vertices = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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const QVector<GLfloat> blit_texcoords = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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const QVector<GLfloat> flipped_blit_texcoords = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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OpenGLRenderer::OpenGLRenderer(QObject* parent) :
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Renderer(parent),
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context_(nullptr)
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@@ -75,18 +105,45 @@ void OpenGLRenderer::PostInit()
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// Store OpenGL functions instance
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functions_ = context_->functions();
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functions_->glBlendFunc(GL_ONE, GL_ZERO);
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// Set up framebuffer used for various things
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functions_->glGenFramebuffers(1, &framebuffer_);
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// Set up vertex array object
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vao_.create();
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// Set up vertex buffer
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vert_vbo_.create();
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vert_vbo_.bind();
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vert_vbo_.allocate(blit_vertices.constData(), blit_vertices.size() * sizeof(GLfloat));
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vert_vbo_.release();
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// Set up fragment buffer
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frag_vbo_.create();
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frag_vbo_.bind();
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frag_vbo_.allocate(blit_texcoords.constData(), blit_texcoords.size() * sizeof(GLfloat));
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frag_vbo_.release();
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}
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void OpenGLRenderer::Destroy()
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{
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// Delete vertex array object
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vao_.destroy();
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// Delete framebuffer
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functions_->glDeleteFramebuffers(1, &framebuffer_);
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// Delete all shaders
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qDeleteAll(shader_cache_);
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shader_cache_.clear();
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// Delete context if it belongs to us
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if (context_->parent() == this) {
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delete context_;
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}
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context_ = nullptr;
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qDeleteAll(shader_cache_);
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shader_cache_.clear();
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// Destroy surface if we created it
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if (surface_.isValid()) {
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surface_.destroy();
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}
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@@ -183,11 +240,11 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
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}
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if (frag_code.isEmpty()) {
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frag_code = OpenGLShader::CodeDefaultFragment();
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frag_code = Node::ReadFileAsString(QStringLiteral(":/shaders/default.frag"));
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}
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if (vert_code.isEmpty()) {
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vert_code = OpenGLShader::CodeDefaultVertex();
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vert_code = Node::ReadFileAsString(QStringLiteral(":/shaders/default.vert"));
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}
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shader = new QOpenGLShaderProgram(this);
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@@ -354,8 +411,6 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
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static_cast<GLfloat>(params.width()),
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static_cast<GLfloat>(params.height()));
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shader->release();
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// Create the output textures
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PixelFormat::Format output_format = (input_textures_have_alpha || job.GetAlphaChannelRequired())
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? PixelFormat::GetFormatWithAlphaChannel(params.format())
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@@ -393,14 +448,28 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
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for (int i=0; i<textures_to_bind.size(); i++) {
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functions_->glActiveTexture(GL_TEXTURE0 + i);
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functions_->glBindTexture(GL_TEXTURE_2D, textures_to_bind.at(i));
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OpenGLRenderFunctions::PrepareToDraw(functions_);
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PrepareInputTexture(job.GetBilinearFiltering());
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}
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// Bind vertex array object
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vao_.bind();
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// Set buffers
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int vertex_location = shader->attributeLocation("a_position");
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vert_vbo_.bind();
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functions_->glEnableVertexAttribArray(vertex_location);
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functions_->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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vert_vbo_.release();
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int tex_location = shader->attributeLocation("a_texcoord");
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frag_vbo_.bind();
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functions_->glEnableVertexAttribArray(tex_location);
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functions_->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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frag_vbo_.release();
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for (int iteration=0; iteration<real_iteration_count; iteration++) {
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// Set iteration number
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shader->bind();
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shader->setUniformValue("ove_iteration", iteration);
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shader->release();
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// Replace iterative input
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if (iteration == 0) {
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@@ -410,18 +479,22 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
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output_tex = dst_refs[iteration%2];
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functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
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functions_->glBindTexture(GL_TEXTURE_2D, input_tex->texture()->texture());
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OpenGLRenderFunctions::PrepareToDraw(functions_);
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functions_->glBindTexture(GL_TEXTURE_2D, input_tex->id().value<GLuint>());
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PrepareInputTexture(job.GetBilinearFiltering());
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}
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buffer_.Attach(output_tex, true);
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buffer_.Bind();
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functions_->glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_);
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functions_->glFramebufferTexture2D(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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output_tex->id().value<GLuint>(),
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0);
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// Blit this texture through this shader
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OpenGLRenderFunctions::Blit(shader);
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functions_->glDrawArrays(GL_TRIANGLES, 0, blit_vertices.size() / 3);
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buffer_.Release();
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buffer_.Detach();
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// Reset framebuffer to default
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functions_->glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// Release any textures we bound before
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@@ -430,16 +503,15 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
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functions_->glBindTexture(GL_TEXTURE_2D, 0);
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}
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// Release vertex array object
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vao_.release();
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// Release shader
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shader->release();
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return output_tex;
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}
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/*VideoParams OpenGLRenderer::GetParamsFromTexture(QVariant texture)
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{
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GLuint t = texture.value<GLuint>();
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return texture_params_.value(t);
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}*/
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GLint OpenGLRenderer::GetInternalFormat(PixelFormat::Format format)
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{
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switch (format) {
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@@ -501,4 +573,21 @@ GLenum OpenGLRenderer::GetPixelType(PixelFormat::Format format)
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return GL_INVALID_VALUE;
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}
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void OpenGLRenderer::PrepareInputTexture(bool bilinear)
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{
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if (bilinear) {
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// Use mipmapped bilinear
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functions_->glGenerateMipmap(GL_TEXTURE_2D);
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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// Use nearest
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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OLIVE_NAMESPACE_EXIT
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@@ -22,8 +22,10 @@
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#define OPENGLCONTEXT_H
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#include <QOffscreenSurface>
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#include <QOpenGLBuffer>
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#include <QOpenGLFunctions>
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#include <QOpenGLShader>
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#include <QOpenGLVertexArrayObject>
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#include <QThread>
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#include "render/backend/renderer.h"
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@@ -60,7 +62,7 @@ public slots:
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const OLIVE_NAMESPACE::ShaderJob &job,
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const OLIVE_NAMESPACE::VideoParams ¶ms) override;
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virtual QVariant TransformColor(QVariant texture, ColorProcessorPtr processor) override;
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virtual TexturePtr TransformColor(Texture* texture, OLIVE_NAMESPACE::ColorProcessorPtr processor) override;
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private:
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static GLint GetInternalFormat(PixelFormat::Format format);
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@@ -69,12 +71,22 @@ private:
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static GLenum GetPixelType(PixelFormat::Format format);
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void PrepareInputTexture(bool bilinear);
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QOpenGLContext* context_;
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QOpenGLFunctions* functions_;
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QOffscreenSurface surface_;
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QOpenGLVertexArrayObject vao_;
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QOpenGLBuffer vert_vbo_;
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QOpenGLBuffer frag_vbo_;
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GLuint framebuffer_;
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QHash<QString, QOpenGLShaderProgram*> shader_cache_;
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};
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@@ -1,254 +0,0 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 Olive Team
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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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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "openglshader.h"
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#include <QOpenGLExtraFunctions>
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OLIVE_NAMESPACE_ENTER
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OpenGLShaderPtr OpenGLShader::Create()
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{
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return std::make_shared<OpenGLShader>();
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}
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OpenGLShaderPtr OpenGLShader::CreateDefault(const QString &function_name, const QString &shader_code)
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{
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OpenGLShaderPtr program = Create();
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// Add shaders to program
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program->addShaderFromSourceCode(QOpenGLShader::Vertex, CodeDefaultVertex());
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program->addShaderFromSourceCode(QOpenGLShader::Fragment, CodeDefaultFragment(function_name, shader_code));
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program->link();
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return program;
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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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// copied from source code to OCIODisplay, expanded from 3*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE
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const int OCIO_NUM_3D_ENTRIES = 3*OCIO_LUT3D_EDGE_SIZE*OCIO_LUT3D_EDGE_SIZE*OCIO_LUT3D_EDGE_SIZE;
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OpenGLShaderPtr OpenGLShader::CreateOCIO(QOpenGLContext* ctx,
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GLuint& lut_texture,
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OCIO::ConstProcessorRcPtr processor,
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bool alpha_is_associated)
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{
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QOpenGLExtraFunctions* xf = ctx->extraFunctions();
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// Set up shader description
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OCIO::GpuShaderDesc shaderDesc;
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const char* ocio_func_name = "OCIODisplay";
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shaderDesc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_3);
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shaderDesc.setFunctionName(ocio_func_name);
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shaderDesc.setLut3DEdgeLen(OCIO_LUT3D_EDGE_SIZE);
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// Compute LUT
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std::vector<float> ocio_lut_data(OCIO_NUM_3D_ENTRIES);
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processor->getGpuLut3D(&ocio_lut_data[0], shaderDesc);
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// Create LUT texture
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xf->glGenTextures(1, &lut_texture);
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// Bind LUT
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xf->glActiveTexture(GL_TEXTURE1);
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xf->glBindTexture(GL_TEXTURE_3D, lut_texture);
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// Set texture parameters
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xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// Allocate storage for texture
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xf->glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F,
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OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
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0, GL_RGB, GL_FLOAT, &ocio_lut_data[0]);
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// Create OCIO shader code
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QString shader_text;
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// Workaround since OCIO doesn't support the GLSL version we use
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shader_text.append(QStringLiteral("#define texture2D texture\n"
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"#define texture3D texture\n"));
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// Append OCIO shader code
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shader_text.append(processor->getGpuShaderText(shaderDesc));
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QString shader_call;
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// Enforce alpha association
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if (alpha_is_associated) {
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// If alpha is already associated, we'll need to disassociate and reassociate
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shader_text.append("\n");
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QString disassociate_func_name = "disassoc";
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shader_text.append(CodeAlphaDisassociate(disassociate_func_name));
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QString reassociate_func_name = "reassoc";
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shader_text.append(CodeAlphaReassociate(reassociate_func_name));
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// Make OCIO call pass through disassociate and reassociate function
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shader_call = QStringLiteral("%3(%1(%2(col), ove_ociolut));").arg(ocio_func_name,
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disassociate_func_name,
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reassociate_func_name);
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} else {
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// If alpha is not already associated, we can just associate after OCIO
|
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// Add associate function
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QString associate_func_name = "assoc";
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shader_text.append(CodeAlphaAssociate(associate_func_name));
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// Make OCIO call pass through associate function
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shader_call = QStringLiteral("%2(%1(col, ove_ociolut));").arg(ocio_func_name, associate_func_name);
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}
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// Add process() function, which GetPipeline() will call if specified
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QString process_function_name = "process";
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shader_text.append(QStringLiteral("\n"
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"uniform sampler3D ove_ociolut;\n"
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"\n"
|
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"vec4 %2(vec4 col) {\n"
|
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" return %1\n"
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"}\n").arg(shader_call, process_function_name));
|
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|
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|
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// Get pipeline-based shader to inject OCIO shader into
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OpenGLShaderPtr shader = OpenGLShader::CreateDefault(process_function_name, shader_text);
|
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|
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// Release LUT
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xf->glBindTexture(GL_TEXTURE_3D, 0);
|
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|
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xf->glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
QString OpenGLShader::CodeDefaultFragment(QString function_name, const QString &shader_code)
|
||||
{
|
||||
// Create shader header
|
||||
QString frag_code = QStringLiteral("#version 150\n"
|
||||
"\n"
|
||||
"#ifdef GL_ES\n"
|
||||
"precision highp int;\n"
|
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"precision highp float;\n"
|
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"#endif\n"
|
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"\n"
|
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"uniform sampler2D ove_maintex;\n"
|
||||
"uniform vec2 ove_resolution;\n"
|
||||
"uniform bool ove_deinterlace;\n"
|
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"\n"
|
||||
"in vec2 ove_texcoord;\n"
|
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"\n"
|
||||
"out vec4 fragColor;\n"
|
||||
"\n");
|
||||
|
||||
// Check if additional code was passed to this function, add it here
|
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if (!function_name.isEmpty() && !shader_code.isEmpty()) {
|
||||
|
||||
// If additional code was passed, add it and reference it in main().
|
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//
|
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// The function in the additional code is expected to be `vec4 function_name(vec4 color)`.
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// The texture coordinate can be acquired through `ove_texcoord`.
|
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frag_code.append(shader_code);
|
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|
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} else {
|
||||
|
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// No function to call
|
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function_name = QString();
|
||||
|
||||
}
|
||||
|
||||
// Our function_name arg will either resolve to the function added to this or to nothing, in
|
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// which case they'll just be benign brackets.
|
||||
frag_code.append(QStringLiteral("\n"
|
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"void main() {\n"
|
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" vec2 using_texcoord = ove_texcoord;\n"
|
||||
" if (ove_deinterlace) {\n"
|
||||
" // A very basic deinterlace that halves the vertical\n"
|
||||
" // resolution and linearly interpolates the two fields\n"
|
||||
" // by reading the texture coord between them.\n"
|
||||
" float half_vert = round(ove_resolution.y / 2.0);\n"
|
||||
" using_texcoord.y = (round(using_texcoord.y * half_vert) + 0.25) / half_vert;\n"
|
||||
" }\n"
|
||||
" vec4 color = %1(texture(ove_maintex, using_texcoord));\n"
|
||||
" fragColor = color;\n"
|
||||
"}\n").arg(function_name));
|
||||
|
||||
return frag_code;
|
||||
}
|
||||
|
||||
QString OpenGLShader::CodeDefaultVertex()
|
||||
{
|
||||
// Generate vertex shader
|
||||
return QStringLiteral("#version 150\n"
|
||||
"\n"
|
||||
"#ifdef GL_ES\n"
|
||||
"precision highp int;\n"
|
||||
"precision highp float;\n"
|
||||
"#endif\n"
|
||||
"\n"
|
||||
"uniform mat4 ove_mvpmat;\n"
|
||||
"\n"
|
||||
"in vec4 a_position;\n"
|
||||
"in vec2 a_texcoord;\n"
|
||||
"\n"
|
||||
"out vec2 ove_texcoord;\n"
|
||||
"\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = ove_mvpmat * a_position;\n"
|
||||
" ove_texcoord = a_texcoord;\n"
|
||||
"}\n");
|
||||
}
|
||||
|
||||
QString OpenGLShader::CodeAlphaDisassociate(const QString &function_name)
|
||||
{
|
||||
return QStringLiteral("vec4 %1(vec4 col) {\n"
|
||||
" if (col.a > 0.0) {\n"
|
||||
" return vec4(col.rgb / col.a, col.a);"
|
||||
" }\n"
|
||||
" return col;\n"
|
||||
"}\n").arg(function_name);
|
||||
}
|
||||
|
||||
QString OpenGLShader::CodeAlphaReassociate(const QString &function_name)
|
||||
{
|
||||
return QStringLiteral("vec4 %1(vec4 col) {\n"
|
||||
" if (col.a > 0.0) {\n"
|
||||
" return vec4(col.rgb * col.a, col.a);"
|
||||
" }\n"
|
||||
" return col;\n"
|
||||
"}\n").arg(function_name);
|
||||
}
|
||||
|
||||
QString OpenGLShader::CodeAlphaAssociate(const QString &function_name)
|
||||
{
|
||||
return QStringLiteral("vec4 %1(vec4 col) {\n"
|
||||
" return vec4(col.rgb * col.a, col.a);\n"
|
||||
"}\n").arg(function_name);
|
||||
}
|
||||
|
||||
OLIVE_NAMESPACE_EXIT
|
||||
@@ -1,65 +0,0 @@
|
||||
/***
|
||||
|
||||
Olive - Non-Linear Video Editor
|
||||
Copyright (C) 2019 Olive Team
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
***/
|
||||
|
||||
#ifndef OPENGLSHADER_H
|
||||
#define OPENGLSHADER_H
|
||||
|
||||
#include <memory>
|
||||
#include <QOpenGLShaderProgram>
|
||||
|
||||
#include <OpenColorIO/OpenColorIO.h>
|
||||
namespace OCIO = OCIO_NAMESPACE::v1;
|
||||
|
||||
#include "common/define.h"
|
||||
|
||||
OLIVE_NAMESPACE_ENTER
|
||||
|
||||
class OpenGLShader;
|
||||
using OpenGLShaderPtr = std::shared_ptr<OpenGLShader>;
|
||||
|
||||
/**
|
||||
* @brief A simple QOpenGLShaderProgram derivative with static functions for creating
|
||||
*/
|
||||
class OpenGLShader : public QOpenGLShaderProgram {
|
||||
public:
|
||||
OpenGLShader() = default;
|
||||
|
||||
static OpenGLShaderPtr Create();
|
||||
|
||||
static OpenGLShaderPtr CreateDefault(const QString &function_name = QString(),
|
||||
const QString &shader_code = QString());
|
||||
|
||||
static OpenGLShaderPtr CreateOCIO(QOpenGLContext* ctx,
|
||||
GLuint& lut_texture,
|
||||
OCIO::ConstProcessorRcPtr processor,
|
||||
bool alpha_is_associated);
|
||||
|
||||
static QString CodeDefaultFragment(QString function_name = QString(),
|
||||
const QString &shader_code = QString());
|
||||
static QString CodeDefaultVertex();
|
||||
static QString CodeAlphaDisassociate(const QString& function_name);
|
||||
static QString CodeAlphaReassociate(const QString& function_name);
|
||||
static QString CodeAlphaAssociate(const QString& function_name);
|
||||
|
||||
};
|
||||
|
||||
OLIVE_NAMESPACE_EXIT
|
||||
|
||||
#endif // OPENGLSHADER_H
|
||||
@@ -132,7 +132,7 @@ public slots:
|
||||
const OLIVE_NAMESPACE::ShaderJob &job,
|
||||
const OLIVE_NAMESPACE::VideoParams ¶ms) = 0;
|
||||
|
||||
virtual QVariant TransformColor(QVariant texture, OLIVE_NAMESPACE::ColorProcessorPtr processor) = 0;
|
||||
virtual TexturePtr TransformColor(Texture* texture, OLIVE_NAMESPACE::ColorProcessorPtr processor) = 0;
|
||||
|
||||
virtual void Render() = 0;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user