1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419
|
/****************************************************************************
**
** 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);
}
|