Files
oak-editor/rendering/shadergenerators.cpp
T
2019-03-25 13:54:41 +11:00

226 lines
7.6 KiB
C++

#include "shadergenerators.h"
#include <QOpenGLExtraFunctions>
QOpenGLShaderProgramPtr olive::shader::GetPipeline(const QString& shader_code)
{
QOpenGLShaderProgramPtr program = std::make_shared<QOpenGLShaderProgram>();
// Generate vertex shader
QString vert_shader = "#version 110\n"
"\n"
"#ifdef GL_ES\n"
"precision mediump int;\n"
"precision mediump float;\n"
"#endif\n"
"\n"
"uniform mat4 mvp_matrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = mvp_matrix * a_position;\n"
" v_texcoord = a_texcoord;\n"
"}\n";
// Generate fragment shader
QString frag_shader = "#version 110\n"
"\n"
"#ifdef GL_ES\n"
"precision mediump int;\n"
"precision mediump float;\n"
"#endif\n"
"\n"
"uniform sampler2D texture;\n"
"uniform float opacity;\n"
"uniform bool color_only;\n"
"uniform vec4 color_only_color;\n"
"varying vec2 v_texcoord;\n"
"\n";
// Finish the function with the main function
// Check if additional code was passed to this function, add it here
if (shader_code.isEmpty()) {
// If not, just add a pure main() function
frag_shader.append("\n"
"void main() {\n"
" if (color_only) {\n"
" gl_FragColor = color_only_color;"
" } else {\n"
" vec4 color = texture2D(texture, v_texcoord)*opacity;\n"
" gl_FragColor = color;\n"
" }\n"
"}\n");
} else {
// If additional code was passed, add it and reference it in main().
//
// The function in the additional code is expected to be `vec4 process(vec4 color)`. The texture coordinate can be
// acquired through `v_texcoord`.
frag_shader.append(shader_code);
frag_shader.append("\n"
"void main() {\n"
" vec4 color = process(texture2D(texture, v_texcoord))*opacity;\n"
" gl_FragColor = color;\n"
"}\n");
}
// Add shaders to program
program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_shader);
program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_shader);
program->link();
// Set opacity default to 100%
program->bind();
program->setUniformValue("opacity", 1.0f);
program->release();
return program;
}
QString olive::shader::GetAlphaDisassociateFunction(const QString &function_name)
{
return QString("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 olive::shader::GetAlphaReassociateFunction(const QString &function_name)
{
return QString("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 olive::shader::GetAlphaAssociateFunction(const QString &function_name)
{
return QString("vec4 %1(vec4 col) {\n"
" return vec4(col.rgb * col.a, col.a);\n"
"}\n").arg(function_name);
}
#ifndef NO_OCIO
// copied from source code to OCIODisplay
const int OCIO_LUT3D_EDGE_SIZE = 32;
// copied from source code to OCIODisplay, expanded from 3*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE
const int OCIO_NUM_3D_ENTRIES = 98304;
QOpenGLShaderProgramPtr olive::shader::SetupOCIO(QOpenGLContext* ctx,
GLuint& lut_texture,
OCIO::ConstProcessorRcPtr processor,
AlphaAssociateMode alpha_associate_mode)
{
QOpenGLExtraFunctions* xf = ctx->extraFunctions();
// Create LUT texture
xf->glGenTextures(1, &lut_texture);
// Bind LUT
xf->glBindTexture(GL_TEXTURE_3D, lut_texture);
// Set texture parameters
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// Allocate storage for texture
xf->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, nullptr);
//
// 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
//
GLfloat* ocio_lut_data = new GLfloat[OCIO_NUM_3D_ENTRIES];
processor->getGpuLut3D(ocio_lut_data, shaderDesc);
// Upload LUT data to texture
xf->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);
delete [] ocio_lut_data;
// Create OCIO shader code
QString shader_text(processor->getGpuShaderText(shaderDesc));
QString ocio_call_func;
// Enforce alpha association
switch (alpha_associate_mode) {
case Associate:
// If alpha is not already associated, we can just associate after OCIO
// Add associate function
shader_text.append(GetAlphaAssociateFunction("assoc"));
// Make OCIO call pass through associate function
ocio_call_func = "assoc(OCIODisplay(col, tex2));";
break;
case DisassociateAndReassociate:
// If alpha is already associated, we'll need to disassociate and reassociate
shader_text.append("\n");
shader_text.append(GetAlphaDisassociateFunction("disassoc"));
shader_text.append(GetAlphaReassociateFunction("reassoc"));
// Make OCIO call pass through disassociate and reassociate function
ocio_call_func = "reassoc(OCIODisplay(disassoc(col), tex2));";
break;
default:
// No association
ocio_call_func = "OCIODisplay(col, tex2);";
}
shader_text.append(QString("\n"
"uniform sampler3D tex2;\n"
"\n"
"vec4 process(vec4 col) {\n"
" return %1\n"
"}\n").arg(ocio_call_func));
// Get pipeline-based shader to inject OCIO shader into
QOpenGLShaderProgramPtr shader = olive::shader::GetPipeline(shader_text);
// Release LUT
xf->glBindTexture(GL_TEXTURE_3D, 0);
return shader;
}
#endif