okay maybe not

This commit is contained in:
itsmattkc
2020-11-08 00:47:59 +11:00
parent 83cefbd7c7
commit 6ecdb02fd0
24 changed files with 393 additions and 388 deletions
+113 -24
View File
@@ -24,6 +24,36 @@
OLIVE_NAMESPACE_ENTER
const QVector<GLfloat> blit_vertices = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
const QVector<GLfloat> blit_texcoords = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
const QVector<GLfloat> flipped_blit_texcoords = {
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
OpenGLRenderer::OpenGLRenderer(QObject* parent) :
Renderer(parent),
context_(nullptr)
@@ -75,18 +105,45 @@ void OpenGLRenderer::PostInit()
// Store OpenGL functions instance
functions_ = context_->functions();
functions_->glBlendFunc(GL_ONE, GL_ZERO);
// Set up framebuffer used for various things
functions_->glGenFramebuffers(1, &framebuffer_);
// Set up vertex array object
vao_.create();
// Set up vertex buffer
vert_vbo_.create();
vert_vbo_.bind();
vert_vbo_.allocate(blit_vertices.constData(), blit_vertices.size() * sizeof(GLfloat));
vert_vbo_.release();
// Set up fragment buffer
frag_vbo_.create();
frag_vbo_.bind();
frag_vbo_.allocate(blit_texcoords.constData(), blit_texcoords.size() * sizeof(GLfloat));
frag_vbo_.release();
}
void OpenGLRenderer::Destroy()
{
// Delete vertex array object
vao_.destroy();
// Delete framebuffer
functions_->glDeleteFramebuffers(1, &framebuffer_);
// Delete all shaders
qDeleteAll(shader_cache_);
shader_cache_.clear();
// Delete context if it belongs to us
if (context_->parent() == this) {
delete context_;
}
context_ = nullptr;
qDeleteAll(shader_cache_);
shader_cache_.clear();
// Destroy surface if we created it
if (surface_.isValid()) {
surface_.destroy();
}
@@ -183,11 +240,11 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
}
if (frag_code.isEmpty()) {
frag_code = OpenGLShader::CodeDefaultFragment();
frag_code = Node::ReadFileAsString(QStringLiteral(":/shaders/default.frag"));
}
if (vert_code.isEmpty()) {
vert_code = OpenGLShader::CodeDefaultVertex();
vert_code = Node::ReadFileAsString(QStringLiteral(":/shaders/default.vert"));
}
shader = new QOpenGLShaderProgram(this);
@@ -354,8 +411,6 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
static_cast<GLfloat>(params.width()),
static_cast<GLfloat>(params.height()));
shader->release();
// Create the output textures
PixelFormat::Format output_format = (input_textures_have_alpha || job.GetAlphaChannelRequired())
? PixelFormat::GetFormatWithAlphaChannel(params.format())
@@ -393,14 +448,28 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
for (int i=0; i<textures_to_bind.size(); i++) {
functions_->glActiveTexture(GL_TEXTURE0 + i);
functions_->glBindTexture(GL_TEXTURE_2D, textures_to_bind.at(i));
OpenGLRenderFunctions::PrepareToDraw(functions_);
PrepareInputTexture(job.GetBilinearFiltering());
}
// Bind vertex array object
vao_.bind();
// Set buffers
int vertex_location = shader->attributeLocation("a_position");
vert_vbo_.bind();
functions_->glEnableVertexAttribArray(vertex_location);
functions_->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
vert_vbo_.release();
int tex_location = shader->attributeLocation("a_texcoord");
frag_vbo_.bind();
functions_->glEnableVertexAttribArray(tex_location);
functions_->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
frag_vbo_.release();
for (int iteration=0; iteration<real_iteration_count; iteration++) {
// Set iteration number
shader->bind();
shader->setUniformValue("ove_iteration", iteration);
shader->release();
// Replace iterative input
if (iteration == 0) {
@@ -410,18 +479,22 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
output_tex = dst_refs[iteration%2];
functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
functions_->glBindTexture(GL_TEXTURE_2D, input_tex->texture()->texture());
OpenGLRenderFunctions::PrepareToDraw(functions_);
functions_->glBindTexture(GL_TEXTURE_2D, input_tex->id().value<GLuint>());
PrepareInputTexture(job.GetBilinearFiltering());
}
buffer_.Attach(output_tex, true);
buffer_.Bind();
functions_->glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_);
functions_->glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
output_tex->id().value<GLuint>(),
0);
// Blit this texture through this shader
OpenGLRenderFunctions::Blit(shader);
functions_->glDrawArrays(GL_TRIANGLES, 0, blit_vertices.size() / 3);
buffer_.Release();
buffer_.Detach();
// Reset framebuffer to default
functions_->glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
// Release any textures we bound before
@@ -430,16 +503,15 @@ Renderer::TexturePtr OpenGLRenderer::ProcessShader(const Node *node, const TimeR
functions_->glBindTexture(GL_TEXTURE_2D, 0);
}
// Release vertex array object
vao_.release();
// Release shader
shader->release();
return output_tex;
}
/*VideoParams OpenGLRenderer::GetParamsFromTexture(QVariant texture)
{
GLuint t = texture.value<GLuint>();
return texture_params_.value(t);
}*/
GLint OpenGLRenderer::GetInternalFormat(PixelFormat::Format format)
{
switch (format) {
@@ -501,4 +573,21 @@ GLenum OpenGLRenderer::GetPixelType(PixelFormat::Format format)
return GL_INVALID_VALUE;
}
void OpenGLRenderer::PrepareInputTexture(bool bilinear)
{
if (bilinear) {
// Use mipmapped bilinear
functions_->glGenerateMipmap(GL_TEXTURE_2D);
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
// Use nearest
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
OLIVE_NAMESPACE_EXIT