further development on rewrite
This commit is contained in:
@@ -14,10 +14,9 @@
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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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add_subdirectory(gl)
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set(OLIVE_SOURCES
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${OLIVE_SOURCES}
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render/glfunc.h
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render/glfunc.cpp
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render/qopenglshaderprogramptr.h
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PARENT_SCOPE
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)
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@@ -0,0 +1,25 @@
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# Olive - Non-Linear Video Editor
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# Copyright (C) 2019 Olive Team
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#
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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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#
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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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#
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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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set(OLIVE_SOURCES
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${OLIVE_SOURCES}
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render/gl/glfunc.h
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render/gl/glfunc.cpp
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render/gl/shadergenerators.h
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render/gl/shadergenerators.cpp
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render/gl/shaderptr.h
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PARENT_SCOPE
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)
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@@ -35,8 +35,13 @@ const GLfloat flipped_blit_texcoords[] = {
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};
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/**
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* @brief Set up texture mipmaps
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* @brief Set up texture parameters and mipmap for drawing
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*
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* Internal function used just before drawing to allow mipmapped bilinear filtering when drawing textures small.
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*
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* @param f
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*
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* Currently active QOpenGLFunctions object (use context()->functions() if unsure).
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*/
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void PrepareToDraw(QOpenGLFunctions* f) {
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f->glGenerateMipmap(GL_TEXTURE_2D);
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@@ -46,9 +51,10 @@ void PrepareToDraw(QOpenGLFunctions* f) {
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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}
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void olive::gl::Blit(QOpenGLShaderProgram* pipeline, bool flipped, QMatrix4x4 matrix) {
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void olive::gl::Blit(ShaderPtr pipeline, bool flipped, QMatrix4x4 matrix) {
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// FIXME: is currentContext() reliable here?
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QOpenGLFunctions* func = QOpenGLContext::currentContext()->functions();
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PrepareToDraw(func);
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QOpenGLVertexArrayObject m_vao;
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@@ -72,16 +78,16 @@ void olive::gl::Blit(QOpenGLShaderProgram* pipeline, bool flipped, QMatrix4x4 ma
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pipeline->setUniformValue("mvp_matrix", matrix);
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pipeline->setUniformValue("texture", 0);
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GLuint vertex_location = pipeline->attributeLocation("a_position");
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GLuint vertex_location = static_cast<GLuint>(pipeline->attributeLocation("a_position"));
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m_vbo.bind();
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func->glEnableVertexAttribArray(vertex_location);
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func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
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func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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m_vbo.release();
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GLuint tex_location = pipeline->attributeLocation("a_texcoord");
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GLuint tex_location = static_cast<GLuint>(pipeline->attributeLocation("a_texcoord"));
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m_vbo2.bind();
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func->glEnableVertexAttribArray(tex_location);
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func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
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func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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m_vbo2.release();
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func->glDrawArrays(GL_TRIANGLES, 0, 6);
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@@ -1,9 +1,10 @@
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#ifndef GLFUNC_H
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#define GLFUNC_H
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#include <QOpenGLShaderProgram>
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#include <QMatrix4x4>
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#include "shaderptr.h"
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namespace olive {
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namespace gl {
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@@ -22,7 +23,7 @@ namespace gl {
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*
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* Transformation matrix to use when drawing (defaults to no transform)
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*/
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void Blit(QOpenGLShaderProgram* pipeline, bool flipped = false, QMatrix4x4 matrix = QMatrix4x4());
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void Blit(ShaderPtr pipeline, bool flipped = false, QMatrix4x4 matrix = QMatrix4x4());
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}
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}
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@@ -0,0 +1,230 @@
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#include "shadergenerators.h"
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#include <QOpenGLExtraFunctions>
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ShaderPtr olive::gl::GetDefaultPipeline(const QString& function_name, const QString& shader_code)
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{
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ShaderPtr program = std::make_shared<QOpenGLShaderProgram>();
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// Generate vertex shader
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QString vert_shader = "#version 110\n"
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"\n"
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"#ifdef GL_ES\n"
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"precision mediump int;\n"
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"precision mediump float;\n"
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"#endif\n"
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"\n"
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"uniform mat4 mvp_matrix;\n"
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"\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = mvp_matrix * a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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// Generate fragment shader
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QString frag_shader = "#version 110\n"
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"\n"
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"#ifdef GL_ES\n"
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"precision mediump int;\n"
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"precision mediump float;\n"
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"#endif\n"
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"\n"
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"uniform sampler2D texture;\n"
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"uniform float opacity;\n"
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"uniform bool color_only;\n"
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"uniform vec4 color_only_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n";
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// Finish the function with the main function
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// Check if additional code was passed to this function, add it here
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if (shader_code.isEmpty()) {
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// If not, just add a pure main() function
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frag_shader.append("\n"
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"void main() {\n"
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" if (color_only) {\n"
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" gl_FragColor = color_only_color;"
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" } else {\n"
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" vec4 color = texture2D(texture, v_texcoord)*opacity;\n"
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" gl_FragColor = color;\n"
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" }\n"
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"}\n");
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} else {
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// 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)`. The texture coordinate can be
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// acquired through `v_texcoord`.
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frag_shader.append(shader_code);
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frag_shader.append(QString("\n"
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"void main() {\n"
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" vec4 color = %1(texture2D(texture, v_texcoord))*opacity;\n"
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" gl_FragColor = color;\n"
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"}\n").arg(function_name));
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}
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// Add shaders to program
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program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_shader);
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program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_shader);
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program->link();
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// Set opacity default to 100%
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program->bind();
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program->setUniformValue("opacity", 1.0f);
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program->release();
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return program;
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}
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QString olive::gl::GetAlphaDisassociateFunction(const QString &function_name)
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{
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return QString("vec4 %1(vec4 col) {\n"
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" if (col.a > 0.0) {\n"
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" return vec4(col.rgb / col.a, col.a);"
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" }\n"
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" return col;\n"
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"}\n").arg(function_name);
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}
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QString olive::gl::GetAlphaReassociateFunction(const QString &function_name)
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{
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return QString("vec4 %1(vec4 col) {\n"
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" if (col.a > 0.0) {\n"
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" return vec4(col.rgb * col.a, col.a);"
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" }\n"
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" return col;\n"
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"}\n").arg(function_name);
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}
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QString olive::gl::GetAlphaAssociateFunction(const QString &function_name)
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{
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return QString("vec4 %1(vec4 col) {\n"
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" return vec4(col.rgb * col.a, col.a);\n"
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"}\n").arg(function_name);
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}
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// copied from source code to OCIODisplay
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const int OCIO_LUT3D_EDGE_SIZE = 32;
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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 = 98304;
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ShaderPtr olive::gl::GetOCIOPipeline(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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// Create LUT texture
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xf->glGenTextures(1, &lut_texture);
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// Bind LUT
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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_ARB,
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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, nullptr);
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//
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// SET UP GLSL SHADER
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//
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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_0);
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shaderDesc.setFunctionName(ocio_func_name);
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shaderDesc.setLut3DEdgeLen(OCIO_LUT3D_EDGE_SIZE);
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//
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// COMPUTE 3D LUT
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//
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GLfloat* ocio_lut_data = new GLfloat[OCIO_NUM_3D_ENTRIES];
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processor->getGpuLut3D(ocio_lut_data, shaderDesc);
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// Upload LUT data to texture
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xf->glTexSubImage3D(GL_TEXTURE_3D, 0,
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0, 0, 0,
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OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
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GL_RGB, GL_FLOAT, ocio_lut_data);
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delete [] ocio_lut_data;
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// Create OCIO shader code
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QString shader_text(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(GetAlphaDisassociateFunction(disassociate_func_name));
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QString reassociate_func_name = "reassoc";
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shader_text.append(GetAlphaReassociateFunction(reassociate_func_name));
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// Make OCIO call pass through disassociate and reassociate function
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shader_call = QString("%3(%1(%2(col), tex2));").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(GetAlphaAssociateFunction(associate_func_name));
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// Make OCIO call pass through associate function
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shader_call = QString("%2(%1(col, tex2));").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(QString("\n"
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"uniform sampler3D tex2;\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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// Get pipeline-based shader to inject OCIO shader into
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ShaderPtr shader = olive::gl::GetDefaultPipeline(process_function_name, shader_text);
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// Release LUT
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xf->glBindTexture(GL_TEXTURE_3D, 0);
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return shader;
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}
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@@ -0,0 +1,34 @@
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#ifndef SHADERGENERATORS_H
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#define SHADERGENERATORS_H
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#include <OpenColorIO/OpenColorIO.h>
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namespace OCIO = OCIO_NAMESPACE::v1;
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#include "shaderptr.h"
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/**
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*
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* Olive standardizes on OpenGL 3.2 Core which has no fixed pipeline. Instead, the pipeline is provided by the
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* programmer in the form of a shader. This is a collection of OpenGL shader pipeline generators for use throughout
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* Olive.
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*
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*/
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namespace olive {
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namespace gl {
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ShaderPtr GetDefaultPipeline(const QString &function_name = QString(), const QString &shader_code = QString());
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ShaderPtr GetOCIOPipeline(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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QString GetAlphaDisassociateFunction(const QString& function_name);
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QString GetAlphaReassociateFunction(const QString& function_name);
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QString GetAlphaAssociateFunction(const QString& function_name);
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}
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}
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#endif // SHADERGENERATORS_H
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@@ -24,6 +24,6 @@
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#include <QOpenGLShaderProgram>
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#include <memory>
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using QOpenGLShaderProgramPtr = std::shared_ptr<QOpenGLShaderProgram>;
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using ShaderPtr = std::shared_ptr<QOpenGLShaderProgram>;
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#endif // QOPENGLSHADERPROGRAMPTR_H
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Reference in New Issue
Block a user