78c687f98e
Change-Id: I963b5f48b5d6f3500ca379fbd7f1a4290b570175
420 lines
16 KiB
C++
420 lines
16 KiB
C++
/****************************************************************************
|
|
**
|
|
** Copyright (C) 2017 The Qt Company Ltd.
|
|
** Contact: http://www.qt.io/licensing/
|
|
**
|
|
** This file is part of the examples of the Qt Toolkit.
|
|
**
|
|
** $QT_BEGIN_LICENSE:BSD$
|
|
** Commercial License Usage
|
|
** Licensees holding valid commercial Qt licenses may use this file in
|
|
** accordance with the commercial license agreement provided with the
|
|
** Software or, alternatively, in accordance with the terms contained in
|
|
** a written agreement between you and The Qt Company. For licensing terms
|
|
** and conditions see https://www.qt.io/terms-conditions. For further
|
|
** information use the contact form at https://www.qt.io/contact-us.
|
|
**
|
|
** BSD License Usage
|
|
** Alternatively, you may use this file under the terms of the BSD license
|
|
** as follows:
|
|
**
|
|
** "Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions are
|
|
** met:
|
|
** * Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** * Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in
|
|
** the documentation and/or other materials provided with the
|
|
** distribution.
|
|
** * Neither the name of The Qt Company Ltd nor the names of its
|
|
** contributors may be used to endorse or promote products derived
|
|
** from this software without specific prior written permission.
|
|
**
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
|
**
|
|
** $QT_END_LICENSE$
|
|
**
|
|
****************************************************************************/
|
|
|
|
#include "glwindow.h"
|
|
#include <QImage>
|
|
#include <QOpenGLShaderProgram>
|
|
#include <QOpenGLContext>
|
|
#include <QOpenGLFunctions>
|
|
#include <QOpenGLExtraFunctions>
|
|
#include <QOpenGLVertexArrayObject>
|
|
#include <QtGui/qopengl.h>
|
|
#include <QDebug>
|
|
#include <QTimer>
|
|
#include <math.h>
|
|
|
|
#ifndef GL_READ_WRITE
|
|
#define GL_READ_WRITE 0x88BA
|
|
#endif
|
|
|
|
#ifndef GL_RGBA8
|
|
#define GL_RGBA8 0x8058
|
|
#endif
|
|
|
|
#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
|
|
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
|
|
#endif
|
|
|
|
GLWindow::GLWindow()
|
|
{
|
|
const float animationStart = 0.0;
|
|
const float animationEnd = 10.0;
|
|
const float animationLength = 1000;
|
|
|
|
m_animationGroup = new QSequentialAnimationGroup(this);
|
|
m_animationGroup->setLoopCount(-1);
|
|
|
|
m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
|
|
m_animationForward->setStartValue(animationStart);
|
|
m_animationForward->setEndValue(animationEnd);
|
|
m_animationForward->setDuration(animationLength);
|
|
m_animationGroup->addAnimation(m_animationForward);
|
|
|
|
m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
|
|
m_animationBackward->setStartValue(animationEnd);
|
|
m_animationBackward->setEndValue(animationStart);
|
|
m_animationBackward->setDuration(animationLength);
|
|
m_animationGroup->addAnimation(m_animationBackward);
|
|
|
|
m_animationGroup->start();
|
|
}
|
|
|
|
GLWindow::~GLWindow()
|
|
{
|
|
makeCurrent();
|
|
delete m_texImageInput;
|
|
delete m_texImageProcessed;
|
|
delete m_texImageTmp;
|
|
delete m_shaderDisplay;
|
|
delete m_shaderComputeH;
|
|
delete m_shaderComputeV;
|
|
delete m_animationGroup;
|
|
delete m_animationForward;
|
|
delete m_animationBackward;
|
|
delete m_vao;
|
|
}
|
|
|
|
void GLWindow::setBlurRadius(float blurRadius)
|
|
{
|
|
int radius = int(blurRadius);
|
|
if (radius != m_blurRadius) {
|
|
m_blurRadius = radius;
|
|
update();
|
|
}
|
|
}
|
|
|
|
void GLWindow::setAnimating(bool animate)
|
|
{
|
|
m_animate = animate;
|
|
if (animate)
|
|
m_animationGroup->start();
|
|
else
|
|
m_animationGroup->stop();
|
|
}
|
|
|
|
void GLWindow::keyPressEvent(QKeyEvent *e)
|
|
{
|
|
if (e->key() == Qt::Key_Space) { // pause
|
|
setAnimating(!m_animate);
|
|
}
|
|
update();
|
|
}
|
|
|
|
|
|
|
|
|
|
static const char *vsDisplaySource =
|
|
"const vec4 vertices[4] = vec4[4] (\n"
|
|
" vec4( -1.0, 1.0, 0.0, 1.0),\n"
|
|
" vec4( -1.0, -1.0, 0.0, 1.0),\n"
|
|
" vec4( 1.0, 1.0, 0.0, 1.0),\n"
|
|
" vec4( 1.0, -1.0, 0.0, 1.0)\n"
|
|
");\n"
|
|
"const vec2 texCoords[4] = vec2[4] (\n"
|
|
" vec2( 0.0, 1.0),\n"
|
|
" vec2( 0.0, 0.0),\n"
|
|
" vec2( 1.0, 1.0),\n"
|
|
" vec2( 1.0, 0.0)\n"
|
|
");\n"
|
|
"out vec2 texCoord;\n"
|
|
"uniform mat4 matProjection;\n"
|
|
"uniform vec2 imageRatio;\n"
|
|
"void main() {\n"
|
|
" gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n"
|
|
" texCoord = texCoords[gl_VertexID];\n"
|
|
"}\n";
|
|
|
|
static const char *fsDisplaySource =
|
|
"in lowp vec2 texCoord; \n"
|
|
"uniform sampler2D samImage; \n"
|
|
"layout(location = 0) out lowp vec4 color;\n"
|
|
"void main() {\n"
|
|
" lowp vec4 texColor = texture(samImage,texCoord);\n"
|
|
" color = vec4(texColor.rgb, 1.0);\n"
|
|
"}\n";
|
|
|
|
static const char *csComputeSourceV =
|
|
"#define COMPUTEPATCHSIZE 10 // Setting this to 10 to comply with MAX_COMPUTE_WORK_GROUP_INVOCATIONS for both OpenGL and OpenGLES - see QTBUG-79374 \n"
|
|
"#define IMGFMT rgba8 \n"
|
|
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
|
|
"layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
|
|
"layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
|
|
"uniform int radius;\n"
|
|
"const float cutoff = 2.2;\n"
|
|
|
|
"float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
|
|
" float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
|
|
" return 1.0 / (2.0 * sigma * sigma);\n"
|
|
"}\n"
|
|
|
|
"float gaussian(float distance, float expfactor) {\n"
|
|
" return exp( -(distance * distance) * expfactor);\n"
|
|
"}\n"
|
|
|
|
"void main() {\n"
|
|
" ivec2 imgSize = imageSize(resultImage);\n"
|
|
" int x = int(gl_GlobalInvocationID.x);\n"
|
|
" int y = int(gl_GlobalInvocationID.y);\n"
|
|
" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
|
|
" vec4 sumPixels = vec4(0.0);\n"
|
|
" float sumWeights = 0.0;\n"
|
|
" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
|
|
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
|
|
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
|
|
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
|
|
" float expfactor = expFactor();\n"
|
|
" for (int iY = top; iY <= bottom; iY++) {\n"
|
|
" float dy = float(abs(iY - y));\n"
|
|
" vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n"
|
|
" float weight = gaussian(dy, expfactor);\n"
|
|
" sumWeights += weight;\n"
|
|
" sumPixels += (imgValue * weight);\n"
|
|
" }\n"
|
|
" sumPixels /= sumWeights;\n"
|
|
" imageStore(resultImage, ivec2(x,y), sumPixels);\n"
|
|
"}\n";
|
|
|
|
static const char *csComputeSourceH =
|
|
"#define COMPUTEPATCHSIZE 10 \n"
|
|
"#define IMGFMT rgba8 \n"
|
|
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
|
|
"layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
|
|
"layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
|
|
"uniform int radius;\n"
|
|
"const float cutoff = 2.2;\n"
|
|
|
|
"float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
|
|
" float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
|
|
" return 1.0 / (2.0 * sigma * sigma);\n"
|
|
"}\n"
|
|
|
|
"float gaussian(float distance, float expfactor) {\n"
|
|
" return exp( -(distance * distance) * expfactor);\n"
|
|
"}\n"
|
|
|
|
"void main() {\n"
|
|
" ivec2 imgSize = imageSize(resultImage);\n"
|
|
" int x = int(gl_GlobalInvocationID.x);\n"
|
|
" int y = int(gl_GlobalInvocationID.y);\n"
|
|
" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
|
|
" vec4 sumPixels = vec4(0.0);\n"
|
|
" float sumWeights = 0.0;\n"
|
|
" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
|
|
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
|
|
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
|
|
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
|
|
" float expfactor = expFactor();\n"
|
|
" for (int iX = left; iX <= right; iX++) {\n"
|
|
" float dx = float(abs(iX - x));\n"
|
|
" vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n"
|
|
" float weight = gaussian(dx, expfactor);\n"
|
|
" sumWeights += weight;\n"
|
|
" sumPixels += (imgValue * weight);\n"
|
|
" }\n"
|
|
" sumPixels /= sumWeights;\n"
|
|
" imageStore(resultImage, ivec2(x,y), sumPixels);\n"
|
|
"}\n";
|
|
|
|
|
|
|
|
QByteArray versionedShaderCode(const char *src)
|
|
{
|
|
QByteArray versionedSrc;
|
|
|
|
if (QOpenGLContext::currentContext()->isOpenGLES())
|
|
versionedSrc.append(QByteArrayLiteral("#version 310 es\n"));
|
|
else
|
|
versionedSrc.append(QByteArrayLiteral("#version 430 core\n"));
|
|
|
|
versionedSrc.append(src);
|
|
return versionedSrc;
|
|
}
|
|
|
|
void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize)
|
|
{
|
|
float ratioImg = float(imgWidth) / float(imgHeight);
|
|
float ratioCanvas = float(winWidth) / float(winHeight);
|
|
|
|
float correction = ratioImg / ratioCanvas;
|
|
float rescaleFactor = 1.0f;
|
|
float quadWidth = 1.0f;
|
|
float quadHeight = 1.0f;
|
|
|
|
if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands
|
|
{
|
|
quadHeight = 1.0f;
|
|
quadWidth = 1.0f * ratioImg;
|
|
rescaleFactor = ratioCanvas;
|
|
correction = 1.0f / rescaleFactor;
|
|
}
|
|
else // image larger than canvas -- width = 1.0, horizontal black bands
|
|
{
|
|
quadWidth = 1.0f;
|
|
quadHeight = 1.0f / ratioImg;
|
|
correction = 1.0f / ratioCanvas;
|
|
}
|
|
|
|
const float frustumWidth = 1.0f * rescaleFactor;
|
|
const float frustumHeight = 1.0f * rescaleFactor * correction;
|
|
|
|
outProjection = QMatrix4x4();
|
|
outProjection.ortho(
|
|
-frustumWidth,
|
|
frustumWidth,
|
|
-frustumHeight,
|
|
frustumHeight,
|
|
-1.0f,
|
|
1.0f);
|
|
outQuadSize = QSizeF(quadWidth,quadHeight);
|
|
}
|
|
|
|
void GLWindow::initializeGL()
|
|
{
|
|
QOpenGLContext *ctx = QOpenGLContext::currentContext();
|
|
qDebug() << "Got a "
|
|
<< ctx->format().majorVersion()
|
|
<< "."
|
|
<< ctx->format().minorVersion()
|
|
<< ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES") : (" GL"))
|
|
<< " context";
|
|
|
|
QImage img(":/Qt-logo-medium.png");
|
|
Q_ASSERT(!img.isNull());
|
|
delete m_texImageInput;
|
|
m_texImageInput = new QOpenGLTexture(img.convertToFormat(QImage::Format_RGBA8888).mirrored());
|
|
|
|
delete m_texImageTmp;
|
|
m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
|
m_texImageTmp->setFormat(m_texImageInput->format());
|
|
m_texImageTmp->setSize(m_texImageInput->width(),m_texImageInput->height());
|
|
m_texImageTmp->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); // WTF?
|
|
|
|
delete m_texImageProcessed;
|
|
m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
|
m_texImageProcessed->setFormat(m_texImageInput->format());
|
|
m_texImageProcessed->setSize(m_texImageInput->width(),m_texImageInput->height());
|
|
m_texImageProcessed->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8);
|
|
|
|
m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear);
|
|
m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear);
|
|
m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge);
|
|
|
|
delete m_shaderDisplay;
|
|
m_shaderDisplay = new QOpenGLShaderProgram;
|
|
// Prepend the correct version directive to the sources. The rest is the
|
|
// same, thanks to the common GLSL syntax.
|
|
m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vsDisplaySource));
|
|
m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fsDisplaySource));
|
|
m_shaderDisplay->link();
|
|
|
|
delete m_shaderComputeV;
|
|
m_shaderComputeV = new QOpenGLShaderProgram;
|
|
m_shaderComputeV->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceV));
|
|
m_shaderComputeV->link();
|
|
|
|
delete m_shaderComputeH;
|
|
m_shaderComputeH = new QOpenGLShaderProgram;
|
|
m_shaderComputeH->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceH));
|
|
m_shaderComputeH->link();
|
|
|
|
// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL core context.
|
|
m_vao = new QOpenGLVertexArrayObject;
|
|
m_vao->create();
|
|
}
|
|
|
|
void GLWindow::resizeGL(int w, int h)
|
|
{
|
|
computeProjection(w,h,m_texImageInput->width(),m_texImageInput->height(),m_proj,m_quadSize);
|
|
}
|
|
|
|
QSize getWorkGroups(int workGroupSize, const QSize &imageSize)
|
|
{
|
|
int x = imageSize.width();
|
|
x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize);
|
|
int y = imageSize.height();
|
|
y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize);
|
|
return QSize(x,y);
|
|
}
|
|
|
|
void GLWindow::paintGL()
|
|
{
|
|
// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
|
|
// do more than what GL(ES) 2.0 offers.
|
|
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
|
|
|
|
|
|
// Process input image
|
|
QSize workGroups = getWorkGroups(10, QSize(m_texImageInput->width(), m_texImageInput->height()));
|
|
// Pass 1
|
|
f->glBindImageTexture(0, m_texImageInput->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
|
f->glBindImageTexture(1, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
|
m_shaderComputeV->bind();
|
|
m_shaderComputeV->setUniformValue("radius",m_blurRadius);
|
|
f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
|
|
f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
m_shaderComputeV->release();
|
|
// Pass 2
|
|
f->glBindImageTexture(0, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
|
f->glBindImageTexture(1, m_texImageProcessed->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
|
m_shaderComputeH->bind();
|
|
m_shaderComputeH->setUniformValue("radius",m_blurRadius);
|
|
f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
|
|
f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
m_shaderComputeH->release();
|
|
// Compute cleanup
|
|
f->glBindImageTexture(0, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
|
f->glBindImageTexture(1, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
|
|
|
// Display processed image
|
|
f->glClearColor(0, 0, 0, 1);
|
|
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
m_texImageProcessed->bind(0);
|
|
m_shaderDisplay->bind();
|
|
m_shaderDisplay->setUniformValue("matProjection",m_proj);
|
|
m_shaderDisplay->setUniformValue("imageRatio",m_quadSize);
|
|
m_shaderDisplay->setUniformValue("samImage",0);
|
|
m_vao->bind();
|
|
f->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
m_vao->release();
|
|
m_shaderDisplay->release();
|
|
m_texImageProcessed->release(0);
|
|
}
|
|
|