implemented opencolorio

This commit is contained in:
itsmattkc
2019-03-11 02:25:50 +11:00
parent 64a4c4f2a5
commit 938224214c
9 changed files with 243 additions and 49 deletions
+124 -2
View File
@@ -22,9 +22,10 @@
#include <QApplication>
#include <QImage>
#include <QOpenGLFunctions>
#include <QDateTime>
#include <QFileInfo>
#include <QDebug>
#ifdef OLIVE_OCIO
#include <OpenColorIO/OpenColorIO.h>
namespace OCIO = OCIO_NAMESPACE;
@@ -33,6 +34,7 @@ namespace OCIO = OCIO_NAMESPACE;
#include "rendering/renderfunctions.h"
#include "project/sequence.h"
#include "project/effectloaders.h"
#include "io/config.h"
RenderThread::RenderThread() :
gizmos(nullptr),
@@ -93,8 +95,8 @@ void RenderThread::run() {
back_buffer_2.Create(ctx, seq->width, seq->height);
}
// If there's no blending mode shader, create it now
if (blend_mode_program == nullptr) {
// create shader program to make blending modes work
delete_shaders();
blend_mode_program = new QOpenGLShaderProgram();
@@ -105,6 +107,14 @@ void RenderThread::run() {
blend_mode_program->link();
}
// If there's no OpenColorIO shader, create it now
if (olive::CurrentConfig.enable_color_management
&& (ocio_shader == nullptr || ocio_loaded_config != olive::CurrentConfig.ocio_config_path)) {
destroy_ocio();
set_up_ocio();
}
// draw frame
paint();
@@ -132,8 +142,117 @@ const GLuint &RenderThread::get_texture()
return front_buffer_switcher ? front_buffer_2.texture() : front_buffer_1.texture();
}
const char * g_fragShaderText = ""
"\n"
"uniform sampler2D tex1;\n"
"uniform sampler3D tex2;\n"
"\n"
"void main()\n"
"{\n"
" vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n"
" gl_FragColor = OCIODisplay(col, tex2);\n"
"}\n";
void RenderThread::set_up_ocio()
{
functions.initializeOpenGLFunctions();
//
// SETUP LUT TEXTURE
//
// Create LUT texture
ctx->functions()->glGenTextures(1, &ocio_lut_texture);
// Bind texture to GL_TEXTURE_3D and GL_TEXTURE2
ctx->functions()->glActiveTexture(GL_TEXTURE2);
ctx->functions()->glBindTexture(GL_TEXTURE_3D, ocio_lut_texture);
// Set texture parameters
ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// Allocate storage for texture
functions.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, ocio_lut_data);
//
// SET UP OCIO DISPLAY
//
OCIO::ConstConfigRcPtr config;
// Set current config to the file specified in Config
if (QFileInfo::exists(olive::CurrentConfig.ocio_config_path)) {
config = OCIO::Config::CreateFromFile(olive::CurrentConfig.ocio_config_path.toUtf8());
OCIO::SetCurrentConfig(config);
ocio_loaded_config = olive::CurrentConfig.ocio_config_path;
} else {
config = OCIO::GetCurrentConfig();
}
const char* display = config->getDefaultDisplay();
OCIO::DisplayTransformRcPtr transform = OCIO::DisplayTransform::Create();
transform->setInputColorSpaceName(OCIO::ROLE_SCENE_LINEAR);
transform->setDisplay(display);
transform->setView(config->getDefaultView(display));
//
// GET OCIO PROCESSOR
//
OCIO::ConstProcessorRcPtr processor = OCIO::GetCurrentConfig()->getProcessor(transform);
//
// SET UP GLSL SHADER
//
OCIO::GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_0);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(OCIO_LUT3D_EDGE_SIZE);
//
// COMPUTE 3D LUT
//
processor->getGpuLut3D(ocio_lut_data, shaderDesc);
glBindTexture(GL_TEXTURE_3D, ocio_lut_texture);
functions.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);
QString shader_text = processor->getGpuShaderText(shaderDesc);
shader_text.append("\n");
shader_text.append(g_fragShaderText);
ocio_shader = new QOpenGLShaderProgram();
ocio_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, shader_text);
ocio_shader->link();
// Reset active texture to 0 for the rest of the pipeline
ctx->functions()->glActiveTexture(GL_TEXTURE0);
}
void RenderThread::destroy_ocio()
{
// Destroy LUT texture
ctx->functions()->glDeleteTextures(1, &ocio_lut_texture);
ocio_lut_texture = 0;
delete ocio_shader;
ocio_shader = nullptr;
}
void RenderThread::paint() {
@@ -147,6 +266,7 @@ void RenderThread::paint() {
params.wait_for_mutexes = true;
params.playback_speed = 1;
params.blend_mode_program = blend_mode_program;
params.ocio_shader = ocio_shader;
params.backend_buffer1 = back_buffer_1.buffer();
params.backend_buffer2 = back_buffer_2.buffer();
params.backend_attachment1 = back_buffer_1.texture();
@@ -279,6 +399,8 @@ void RenderThread::delete_ctx() {
if (ctx != nullptr) {
delete_shaders();
delete_buffers();
destroy_ocio();
}
delete ctx;