// This file is part of OpenCV project. // It is subject to the license terms in the LICENSE file found in the top-level directory // of this distribution and at http://opencv.org/license.html. // Copyright Amir Hassan (kallaballa) #include using std::cerr; using std::endl; /* Demo parameters */ #ifndef __EMSCRIPTEN__ constexpr long unsigned int WIDTH = 1280; constexpr long unsigned int HEIGHT = 720; #else constexpr long unsigned int WIDTH = 960; constexpr long unsigned int HEIGHT = 960; #endif constexpr bool OFFSCREEN = false; const unsigned long DIAG = hypot(double(WIDTH), double(HEIGHT)); #ifndef __EMSCRIPTEN__ constexpr const char* OUTPUT_FILENAME = "shader-demo.mkv"; #endif /* Mandelbrot control parameters */ static int glow_kernel_size = std::max(int(DIAG / 200 % 2 == 0 ? DIAG / 200 + 1 : DIAG / 200), 1); // Red, green, blue and alpha. All from 0.0f to 1.0f static float base_color_val[4] = {0.2, 0.6, 1.0, 1.0}; //contrast boost static int contrast_boost = 50; //0.0-255 //max fractal iterations static int max_iterations = 1000; //center x coordinate static float center_x = -0.119609; //center y coordinate static float center_y = 0.13262; static float zoom_factor = 1.0; static float current_zoom = 1.0; static float zoom_incr = 0.99; static bool manual_navigation = false; /* GL uniform handles */ static thread_local GLint base_color_hdl; static thread_local GLint contrast_boost_hdl; static thread_local GLint max_iterations_hdl; static thread_local GLint center_x_hdl; static thread_local GLint center_y_hdl; static thread_local GLint current_zoom_hdl; static thread_local GLint resolution_hdl; /* Shader program handle */ static thread_local GLuint shader_program_hdl; /* Object handles */ static thread_local GLuint VAO; static thread_local GLuint VBO, EBO; // vertex position, color static const float vertices[] = { // x y z -1.0f, -1.0f, -0.0f, 1.0f, 1.0f, -0.0f, -1.0f, 1.0f, -0.0f, 1.0f, -1.0f, -0.0f }; static const unsigned int indices[] = { // 2---,1 // | .' | // 0'---3 0, 1, 2, 0, 3, 1 }; //Load objects and buffers static void load_buffer_data() { glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } //mandelbrot shader code adapted from my own project: https://github.com/kallaballa/FractalDive#after static void load_shader() { #if !defined(__EMSCRIPTEN__) && !defined(OPENCV_V4D_USE_ES3) const string shaderVersion = "330"; #else const string shaderVersion = "300 es"; #endif const string vert = " #version " + shaderVersion + R"( in vec4 position; void main() { gl_Position = vec4(position.xyz, 1.0); })"; const string frag = " #version " + shaderVersion + R"( precision lowp float; out vec4 outColor; uniform vec4 base_color; uniform int contrast_boost; uniform int max_iterations; uniform float current_zoom; uniform float center_x; uniform float center_y; uniform vec2 resolution; int get_iterations() { float pointr = (((gl_FragCoord.x / resolution[1]) - 0.5f) * current_zoom + center_x) * 5.0f; float pointi = (((gl_FragCoord.y / resolution[1]) - 0.5f) * current_zoom + center_y) * 5.0f; const float four = 4.0f; int iterations = 0; float zi = 0.0f; float zr = 0.0f; float zrsqr = 0.0f; float zisqr = 0.0f; while (iterations < max_iterations && zrsqr + zisqr < four) { //equals following line as a consequence of binomial expansion: zi = (((zr + zi)*(zr + zi)) - zrsqr) - zisqr zi = (zr + zr) * zi; zi += pointi; zr = (zrsqr - zisqr) + pointr; zrsqr = zr * zr; zisqr = zi * zi; ++iterations; } return iterations; } void determine_color() { int iter = get_iterations(); if (iter < max_iterations) { float iterations = float(iter) / float(max_iterations); float cb = float(contrast_boost); outColor = vec4(base_color[0] * iterations * cb, base_color[1] * iterations * cb, base_color[2] * iterations * cb, base_color[3]); } else { outColor = vec4(0,0,0,0); } } void main() { determine_color(); })"; shader_program_hdl = cv::v4d::initShader(vert.c_str(), frag.c_str(), "fragColor"); } //easing function for the bungee zoom static float easeInOutQuint(float x) { return x < 0.5f ? 16.0f * x * x * x * x * x : 1.0f - std::pow(-2.0f * x + 2.0f, 5.0f) / 2.0f; } //Initialize shaders, objects, buffers and uniforms static void init_scene(const cv::Size& sz) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); load_shader(); load_buffer_data(); base_color_hdl = glGetUniformLocation(shader_program_hdl, "base_color"); contrast_boost_hdl = glGetUniformLocation(shader_program_hdl, "contrast_boost"); max_iterations_hdl = glGetUniformLocation(shader_program_hdl, "max_iterations"); current_zoom_hdl = glGetUniformLocation(shader_program_hdl, "current_zoom"); center_x_hdl = glGetUniformLocation(shader_program_hdl, "center_x"); center_y_hdl = glGetUniformLocation(shader_program_hdl, "center_y"); resolution_hdl = glGetUniformLocation(shader_program_hdl, "resolution"); glViewport(0, 0, sz.width, sz.height); } //Render the mandelbrot fractal on top of a video static void render_scene(const cv::Size& sz) { //bungee zoom if (current_zoom >= 1) { zoom_incr = -0.01; } else if (current_zoom < 2.5e-06) { zoom_incr = +0.01; } glUseProgram(shader_program_hdl); glUniform4f(base_color_hdl, base_color_val[0], base_color_val[1], base_color_val[2], base_color_val[3]); glUniform1i(contrast_boost_hdl, contrast_boost); glUniform1i(max_iterations_hdl, max_iterations); glUniform1f(center_y_hdl, center_y); glUniform1f(center_x_hdl, center_x); if (!manual_navigation) { current_zoom += zoom_incr; glUniform1f(current_zoom_hdl, easeInOutQuint(current_zoom)); } else { current_zoom = 1.0 / pow(zoom_factor, 5.0f); glUniform1f(current_zoom_hdl, current_zoom); } float res[2] = {float(sz.width), float(sz.height)}; glUniform2fv(resolution_hdl, 1, res); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } #ifndef __EMSCRIPTEN__ static void glow_effect(const cv::UMat& src, cv::UMat& dst, const int ksize) { static thread_local cv::UMat resize; static thread_local cv::UMat blur; static thread_local cv::UMat dst16; cv::bitwise_not(src, dst); cv::resize(dst, resize, cv::Size(), 0.5, 0.5); cv::boxFilter(resize, resize, -1, cv::Size(ksize, ksize), cv::Point(-1, -1), true, cv::BORDER_REPLICATE); cv::resize(resize, blur, src.size()); cv::multiply(dst, blur, dst16, 1, CV_16U); cv::divide(dst16, cv::Scalar::all(255.0), dst, 1, CV_8U); cv::bitwise_not(dst, dst); } #endif using namespace cv::v4d; //Setup the GUI using ImGUI. static void setup_gui(cv::Ptr window) { window->imgui([](ImGuiContext* ctx) { using namespace ImGui; SetCurrentContext(ctx); Begin("Fractal"); Text("Navigation"); SliderInt("Iterations", &max_iterations, 3, 50000); if(SliderFloat("X", ¢er_x, -1.0f, 1.0f)) manual_navigation = true; if(SliderFloat("Y", ¢er_y, -1.0f, 1.0f)) manual_navigation = true; if(SliderFloat("Zoom", &zoom_factor, 1.0f, 100.0f)) manual_navigation = true; #ifndef __EMSCRIPTEN__ Text("Glow"); SliderInt("Kernel Size", &glow_kernel_size, 1, 127); #endif Text("Color"); ColorPicker4("Color", base_color_val); SliderInt("Contrast boost", &contrast_boost, 1, 255); End(); }); } class ShaderDemoPlan : public Plan { public: void setup(cv::Ptr window) override { window->gl([](const cv::Size &sz) { init_scene(sz); }, window->fbSize()); } void infer(cv::Ptr window) override { window->capture(); window->gl([](const cv::Size &sz) { render_scene(sz); }, window->fbSize()); #ifndef __EMSCRIPTEN__ window->fb([](cv::UMat& framebuffer) { glow_effect(framebuffer, framebuffer, glow_kernel_size); }); #endif window->write(); } }; #ifndef __EMSCRIPTEN__ int main(int argc, char** argv) { if (argc != 2) { cerr << "Usage: shader-demo " << endl; exit(1); } #else int main() { #endif try { cv::Ptr window = V4D::make(WIDTH, HEIGHT, "Mandelbrot Shader Demo", IMGUI, OFFSCREEN, false, 0); if (!OFFSCREEN) { setup_gui(window); } #ifndef __EMSCRIPTEN__ auto src = makeCaptureSource(window, argv[1]); window->setSource(src); auto sink = makeWriterSink(window, OUTPUT_FILENAME, src->fps(), cv::Size(WIDTH, HEIGHT)); window->setSink(sink); #else auto src = makeCaptureSource(window); window->setSource(src); #endif window->run(0); } catch (std::exception& ex) { cerr << "Exception: " << ex.what() << endl; } return 0; }