made a REAL gaussian blur filter
This commit is contained in:
@@ -0,0 +1 @@
|
||||
<RCC/>
|
||||
@@ -12,8 +12,8 @@ ChromaKeyEffect::ChromaKeyEffect(Clip* c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_C
|
||||
tolerance_field->set_double_minimum_value(0);
|
||||
tolerance_field->set_double_maximum_value(100);
|
||||
|
||||
vert.compileSourceCode("varying vec2 vTexCoord;\nvoid main() {\n\tvTexCoord = gl_MultiTexCoord0.xy;\n\tgl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n}");
|
||||
frag.compileSourceCode("uniform vec4 keyColor;\nuniform float threshold;\nuniform sampler2D myTexture;\nvarying vec2 vTexCoord;\nvoid main(void) {\n\tvec4 textureColor = texture2D(myTexture, vTexCoord);\nfloat diff = length(keyColor - textureColor);\nif (diff < threshold) {gl_FragColor = vec4(0, 0, 0, 0);} else {gl_FragColor = textureColor;}\n}");
|
||||
vert.compileSourceFile(":/shaders/common.vert");
|
||||
frag.compileSourceFile(":/shaders/chromakeyeffect.frag");
|
||||
program.addShader(&vert);
|
||||
program.addShader(&frag);
|
||||
program.link();
|
||||
|
||||
@@ -8,108 +8,44 @@ GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, V
|
||||
enable_opengl = true;
|
||||
enable_image = false;
|
||||
|
||||
amount_val = add_row("Amount:")->add_field(EFFECT_FIELD_DOUBLE);
|
||||
kernelsz_val = add_row("Kernel Size:")->add_field(EFFECT_FIELD_DOUBLE);
|
||||
sigma_val = add_row("Sigma:")->add_field(EFFECT_FIELD_DOUBLE);
|
||||
horiz_val = add_row("Horizontal:")->add_field(EFFECT_FIELD_BOOL);
|
||||
vert_val = add_row("Vertical:")->add_field(EFFECT_FIELD_BOOL);
|
||||
|
||||
amount_val->set_double_minimum_value(0);
|
||||
amount_val->set_double_default_value(20);
|
||||
kernelsz_val->set_double_minimum_value(0);
|
||||
sigma_val->set_double_minimum_value(0);
|
||||
|
||||
kernelsz_val->set_double_default_value(9);
|
||||
sigma_val->set_double_default_value(5.5);
|
||||
|
||||
horiz_val->set_bool_value(true);
|
||||
vert_val->set_bool_value(true);
|
||||
|
||||
vert.compileSourceCode("void main() {\ngl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n}");
|
||||
// vert.compileSourceCode("#version 330 core\nin vec2 VertexPosition;\nvoid main(void) {\ngl_Position = vec4(VertexPosition, 0.0, 1.0);\n}");
|
||||
// frag.compileSourceCode("#version 330 core\n\nuniform sampler2D image;\n\nout vec4 FragmentColor;\n\nuniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );\nuniform float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );\n\nvoid main(void)\n{\n FragmentColor = texture2D( image, vec2(gl_FragCoord)/vec2(640.0, 360.0) ) * weight[0];\n for (int i=1; i<3; i++) {\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)+vec2(offset[i], 0.0) )/vec2(640.0, 360.0) ) * weight[i];\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)-vec2(offset[i], 0.0) )/vec2(640.0, 360.0) ) * weight[i];\n }\n}");
|
||||
frag.compileSourceCode("#version 330 core\n\nuniform sampler2D image;\n\nout vec4 FragmentColor;\n\nuniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );\nuniform float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );\nuniform float halfweight[3] = float[]( 0.1135135135, 0.1581081081, 0.03513513515 );\n\nuniform vec2 resolution;\nuniform bool horiz_blur;\nuniform bool vert_blur;\n\nvoid main(void) {\n FragmentColor = texture2D( image, vec2(gl_FragCoord)/resolution ) * weight[0];\n for (int i=1; i<3; i++) {\n float weight = (horiz_blur && vert_blur) ? halfweight[i] : weight[i];\n\n if (horiz_blur) {\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)+vec2(offset[i], 0.0) )/resolution ) * weight;\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)-vec2(offset[i], 0.0) )/resolution ) * weight;\n }\n \n if (vert_blur) {\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)+vec2(0.0, offset[i]) )/resolution ) * weight;\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)-vec2(0.0, offset[i]) )/resolution ) * weight;\n } \n }\n}");
|
||||
vert.compileSourceFile(":/shaders/common.vert");
|
||||
frag.compileSourceFile(":/shaders/gaussianblureffect.frag");
|
||||
program.addShader(&vert);
|
||||
program.addShader(&frag);
|
||||
program.link();
|
||||
program.link();
|
||||
|
||||
connect(amount_val, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
connect(kernelsz_val, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
connect(sigma_val, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
connect(horiz_val, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
connect(vert_val, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
|
||||
refresh();
|
||||
}
|
||||
|
||||
void GaussianBlurEffect::process_image(double timecode, uint8_t *data, int width, int height) {
|
||||
QImage result(data, width, height, QImage::Format_RGBA8888); // create QImage wrapper
|
||||
int radius = 5;
|
||||
|
||||
int tab[] = { 14, 10, 8, 6, 5, 5, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 };
|
||||
int alpha = (radius < 1) ? 16 : (radius > 17) ? 1 : tab[radius-1];
|
||||
|
||||
int r1 = result.rect().top();
|
||||
int r2 = result.rect().bottom();
|
||||
int c1 = result.rect().left();
|
||||
int c2 = result.rect().right();
|
||||
|
||||
int bpl = result.bytesPerLine();
|
||||
int rgba[4];
|
||||
unsigned char* p;
|
||||
|
||||
int i1 = 0;
|
||||
int i2 = 3;
|
||||
|
||||
for (int col = c1; col <= c2; col++) {
|
||||
p = result.scanLine(r1) + col * 4;
|
||||
for (int i = i1; i <= i2; i++)
|
||||
rgba[i] = p[i] << 4;
|
||||
|
||||
p += bpl;
|
||||
for (int j = r1; j < r2; j++, p += bpl)
|
||||
for (int i = i1; i <= i2; i++)
|
||||
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
|
||||
}
|
||||
|
||||
for (int row = r1; row <= r2; row++) {
|
||||
p = result.scanLine(row) + c1 * 4;
|
||||
for (int i = i1; i <= i2; i++)
|
||||
rgba[i] = p[i] << 4;
|
||||
|
||||
p += 4;
|
||||
for (int j = c1; j < c2; j++, p += 4)
|
||||
for (int i = i1; i <= i2; i++)
|
||||
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
|
||||
}
|
||||
|
||||
for (int col = c1; col <= c2; col++) {
|
||||
p = result.scanLine(r2) + col * 4;
|
||||
for (int i = i1; i <= i2; i++)
|
||||
rgba[i] = p[i] << 4;
|
||||
|
||||
p -= bpl;
|
||||
for (int j = r1; j < r2; j++, p -= bpl)
|
||||
for (int i = i1; i <= i2; i++)
|
||||
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
|
||||
}
|
||||
|
||||
for (int row = r1; row <= r2; row++) {
|
||||
p = result.scanLine(row) + c2 * 4;
|
||||
for (int i = i1; i <= i2; i++)
|
||||
rgba[i] = p[i] << 4;
|
||||
|
||||
p -= 4;
|
||||
for (int j = c1; j < c2; j++, p -= 4)
|
||||
for (int i = i1; i <= i2; i++)
|
||||
p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
|
||||
}
|
||||
}
|
||||
|
||||
void GaussianBlurEffect::process_gl(double timecode, GLTextureCoords &coords) {
|
||||
bound = false;
|
||||
bool horiz = horiz_val->get_bool_value(timecode);
|
||||
bool vert = vert_val->get_bool_value(timecode);
|
||||
int iterationCount = amount_val->get_double_value(timecode);
|
||||
if (iterationCount > 0 && (horiz || vert)) {
|
||||
bound = program.bind();
|
||||
setIterations(iterationCount);
|
||||
program.setUniformValue("resolution", parent_clip->getWidth(), parent_clip->getHeight());
|
||||
program.setUniformValue("horiz_blur", horiz);
|
||||
program.setUniformValue("vert_blur", vert);
|
||||
}
|
||||
program.bind();
|
||||
|
||||
program.setUniformValue("resolution", parent_clip->getWidth(), parent_clip->getHeight());
|
||||
program.setUniformValue("kernel_size", (GLfloat) kernelsz_val->get_double_value(timecode));
|
||||
program.setUniformValue("sigma", (GLfloat) sigma_val->get_double_value(timecode));
|
||||
program.setUniformValue("horiz_blur", horiz_val->get_bool_value(timecode));
|
||||
program.setUniformValue("vert_blur", vert_val->get_bool_value(timecode));
|
||||
}
|
||||
|
||||
void GaussianBlurEffect::clean_gl() {
|
||||
if (bound) program.release();
|
||||
void GaussianBlurEffect::clean_gl() {
|
||||
program.release();
|
||||
}
|
||||
|
||||
@@ -6,8 +6,7 @@
|
||||
class GaussianBlurEffect : public Effect
|
||||
{
|
||||
public:
|
||||
GaussianBlurEffect(Clip* c);
|
||||
void process_image(double timecode, uint8_t *data, int width, int height);
|
||||
GaussianBlurEffect(Clip* c);
|
||||
void process_gl(double timecode, GLTextureCoords &coords);
|
||||
void clean_gl();
|
||||
private:
|
||||
@@ -15,7 +14,8 @@ private:
|
||||
QOpenGLShader vert;
|
||||
QOpenGLShader frag;
|
||||
|
||||
EffectField* amount_val;
|
||||
EffectField* kernelsz_val;
|
||||
EffectField* sigma_val;
|
||||
EffectField* horiz_val;
|
||||
EffectField* vert_val;
|
||||
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 110
|
||||
|
||||
uniform vec4 keyColor;
|
||||
uniform float threshold;
|
||||
uniform sampler2D myTexture;
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
void main(void) {
|
||||
vec4 textureColor = texture2D(myTexture, vTexCoord);
|
||||
float diff = length(keyColor - textureColor);
|
||||
if (diff < threshold) {
|
||||
gl_FragColor = vec4(0, 0, 0, 0);
|
||||
} else {
|
||||
gl_FragColor = textureColor;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
#version 110
|
||||
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
vTexCoord = gl_MultiTexCoord0.xy;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
#version 110
|
||||
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
||||
uniform sampler2D image;
|
||||
|
||||
uniform float kernel_size;
|
||||
uniform float sigma;
|
||||
uniform vec2 resolution;
|
||||
uniform bool horiz_blur;
|
||||
uniform bool vert_blur;
|
||||
|
||||
float gaussian(float x, float sigma) {
|
||||
return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
|
||||
}
|
||||
|
||||
float gaussian2(float x, float y, float sigma) {
|
||||
return (1.0/(pow(sigma, 2.0)*2.0*M_PI))*exp(-0.5*((pow(x, 2.0) + pow(y, 2.0))/pow(sigma, 2.0)));
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
if (kernel_size == 0.0 || sigma == 0.0 || (!horiz_blur && !vert_blur)) {
|
||||
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
|
||||
} else {
|
||||
float half_kernel = floor(kernel_size*0.5);
|
||||
|
||||
float middleWeight = gaussian(0.0, sigma);
|
||||
float sum = middleWeight;
|
||||
|
||||
if (horiz_blur && vert_blur) {
|
||||
for (float x=0.0;x<half_kernel;x++) {
|
||||
for (float y=0.0;y<half_kernel;y++) {
|
||||
sum += (4.0*gaussian2(x, y, sigma));
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*(middleWeight/sum);
|
||||
|
||||
for (float x=0.0;x<half_kernel;x++) {
|
||||
for (float y=0.0;y<half_kernel;y++) {
|
||||
float weight = (gaussian2(x, y, sigma)/sum);
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-x, gl_FragCoord.y-y))/resolution)*(weight);
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-x, gl_FragCoord.y+y))/resolution)*(weight);
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y-y))/resolution)*(weight);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (float i=1.0;i<half_kernel;i++) {
|
||||
sum += (2.0*gaussian(i, sigma));
|
||||
}
|
||||
|
||||
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*(middleWeight/sum);
|
||||
|
||||
for (float i=0.0;i<half_kernel;i++) {
|
||||
float weight = gaussian(i, sigma)/sum;
|
||||
if (horiz_blur) {
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-i, gl_FragCoord.y))/resolution)*(weight);
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+i, gl_FragCoord.y))/resolution)*(weight);
|
||||
} else {
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y-i))/resolution)*(weight);
|
||||
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+i))/resolution)*(weight);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 110
|
||||
|
||||
uniform mediump float amount_val;
|
||||
uniform sampler2D myTexture;
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
void main(void) {
|
||||
vec4 textureColor = texture2D(myTexture, vTexCoord);
|
||||
gl_FragColor = vec4(
|
||||
textureColor.r+((1.0-textureColor.r-textureColor.r)*amount_val),
|
||||
textureColor.g+((1.0-textureColor.g-textureColor.g)*amount_val),
|
||||
textureColor.b+((1.0-textureColor.b-textureColor.b)*amount_val),
|
||||
textureColor.a
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
<RCC>
|
||||
<qresource prefix="/shaders">
|
||||
<file>gaussianblureffect.frag</file>
|
||||
<file>common.vert</file>
|
||||
<file>inverteffect.frag</file>
|
||||
<file>chromakeyeffect.frag</file>
|
||||
<file>solideffect.frag</file>
|
||||
</qresource>
|
||||
</RCC>
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 110
|
||||
|
||||
uniform vec4 solidColor;
|
||||
uniform float amount_val;
|
||||
uniform sampler2D myTexture;
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
void main(void) {
|
||||
vec4 textureColor = texture2D(myTexture, vTexCoord);
|
||||
gl_FragColor = vec4(
|
||||
textureColor.r+((solidColor.r-textureColor.r)*amount_val),
|
||||
textureColor.g+((solidColor.g-textureColor.g)*amount_val),
|
||||
textureColor.b+((solidColor.b-textureColor.b)*amount_val),
|
||||
textureColor.a
|
||||
);
|
||||
}
|
||||
@@ -22,8 +22,8 @@ InvertEffect::InvertEffect(Clip* c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_INVERT_
|
||||
|
||||
connect(amount_val, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
|
||||
vert.compileSourceCode("varying vec2 vTexCoord;\nvoid main() {\n\tvTexCoord = gl_MultiTexCoord0.xy;\n\tgl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n}");
|
||||
frag.compileSourceCode("uniform mediump float amount_val;\nuniform sampler2D myTexture;\nvarying vec2 vTexCoord;\nvoid main(void) {\n\tvec4 textureColor = texture2D(myTexture, vTexCoord);\n\tgl_FragColor = vec4(textureColor.r+((1.0-textureColor.r-textureColor.r)*amount_val), textureColor.g+((1.0-textureColor.g-textureColor.g)*amount_val), textureColor.b+((1.0-textureColor.b-textureColor.b)*amount_val), textureColor.a);\n}");
|
||||
vert.compileSourceFile(":/shaders/common.vert");
|
||||
frag.compileSourceFile(":/shaders/inverteffect.frag");
|
||||
program.addShader(&vert);
|
||||
program.addShader(&frag);
|
||||
program.link();
|
||||
|
||||
@@ -3,8 +3,6 @@
|
||||
|
||||
#include "../effect.h"
|
||||
|
||||
//#include <QOpenGLShader>
|
||||
|
||||
class InvertEffect : public Effect {
|
||||
Q_OBJECT
|
||||
public:
|
||||
|
||||
@@ -34,8 +34,8 @@ SolidEffect::SolidEffect(Clip* c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_SOLID_EFF
|
||||
connect(solid_color_field, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
connect(opacity_field, SIGNAL(changed()), this, SLOT(field_changed()));
|
||||
|
||||
vert.compileSourceCode("varying vec2 vTexCoord;\nvoid main() {\n\tvTexCoord = gl_MultiTexCoord0.xy;\n\tgl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n}");
|
||||
frag.compileSourceCode("uniform vec4 solidColor;\nuniform float amount_val;\nuniform sampler2D myTexture;\nvarying vec2 vTexCoord;\nvoid main(void) {\n\tvec4 textureColor = texture2D(myTexture, vTexCoord);\n\tgl_FragColor = vec4(textureColor.r+((solidColor.r-textureColor.r)*amount_val), textureColor.g+((solidColor.g-textureColor.g)*amount_val), textureColor.b+((solidColor.b-textureColor.b)*amount_val), textureColor.a);\n}");
|
||||
vert.compileSourceFile(":/shaders/common.vert");
|
||||
frag.compileSourceFile(":/shaders/solideffect.frag");
|
||||
program.addShader(&vert);
|
||||
program.addShader(&frag);
|
||||
}
|
||||
|
||||
@@ -159,4 +159,5 @@ linux {
|
||||
}
|
||||
|
||||
RESOURCES += \
|
||||
icons/icons.qrc
|
||||
icons/icons.qrc \
|
||||
effects/video/glsl/shaders.qrc
|
||||
|
||||
@@ -192,6 +192,7 @@ int Clip::getWidth() {
|
||||
{
|
||||
MediaStream* ms = static_cast<Media*>(media)->get_stream_from_file_index(track < 0, media_stream);
|
||||
if (ms != NULL) return ms->video_width;
|
||||
if (sequence != NULL) return sequence->width;
|
||||
}
|
||||
case MEDIA_TYPE_SEQUENCE:
|
||||
{
|
||||
@@ -209,6 +210,7 @@ int Clip::getHeight() {
|
||||
{
|
||||
MediaStream* ms = static_cast<Media*>(media)->get_stream_from_file_index(track < 0, media_stream);
|
||||
if (ms != NULL) return ms->video_height;
|
||||
if (sequence != NULL) return sequence->height;
|
||||
}
|
||||
case MEDIA_TYPE_SEQUENCE:
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user