// 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 // 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 }; //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; } #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; class ShaderDemoPlan : public Plan { struct Params { /* Mandelbrot control parameters */ int glowKernelSize_ = 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 float baseColorVal_[4] = {0.2, 0.6, 1.0, 1.0}; //contrast boost int contrastBoost_ = 50; //0.0-255 //max fractal iterations int maxIterations_ = 1000; //center x coordinate float centerX_ = -0.119609; //center y coordinate float centerY_ = 0.13262; float zoomFactor_ = 1.0; float currentZoom_ = 1.0; float zoomIncr_ = 0.99; bool manualNavigation_ = false; } params_; struct Handles { /* GL uniform handles */ GLint baseColorHdl_; GLint contrastBoostHdl_; GLint maxIterationsHdl_; GLint centerXHdl_; GLint centerYHdl_; GLint currentZoomHdl_; GLint resolutionHdl_; /* Shader program handle */ GLuint shaderHdl_; /* Object handles */ GLuint vao_; GLuint vbo_, ebo_; } handles_; cv::Size sz_; public: //Load objects and buffers static void load_buffers(Handles& handles) { GL_CHECK(glGenVertexArrays(1, &handles.vao_)); GL_CHECK(glBindVertexArray(handles.vao_)); GL_CHECK(glGenBuffers(1, &handles.vbo_)); GL_CHECK(glGenBuffers(1, &handles.ebo_)); GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, handles.vbo_)); GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW)); GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handles.ebo_)); GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW)); GL_CHECK(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0)); GL_CHECK(glEnableVertexAttribArray(0)); GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0)); GL_CHECK(glBindVertexArray(0)); } //mandelbrot shader code adapted from my own project: https://github.com/kallaballa/FractalDive#after static GLuint 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_y; uniform float center_x; 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(); })"; return cv::v4d::initShader(vert.c_str(), frag.c_str(), "fragColor"); } //Initialize shaders, objects, buffers and uniforms static void initScene(const cv::Size& sz, Handles& handles) { GL_CHECK(glEnable(GL_BLEND)); GL_CHECK(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); handles.shaderHdl_ = load_shader(); load_buffers(handles); handles.baseColorHdl_ = glGetUniformLocation(handles.shaderHdl_, "base_color"); handles.contrastBoostHdl_ = glGetUniformLocation(handles.shaderHdl_, "contrast_boost"); handles.maxIterationsHdl_ = glGetUniformLocation(handles.shaderHdl_, "max_iterations"); handles.currentZoomHdl_ = glGetUniformLocation(handles.shaderHdl_, "current_zoom"); handles.centerXHdl_ = glGetUniformLocation(handles.shaderHdl_, "center_x"); handles.centerYHdl_ = glGetUniformLocation(handles.shaderHdl_, "center_y"); handles.resolutionHdl_ = glGetUniformLocation(handles.shaderHdl_, "resolution"); GL_CHECK(glViewport(0, 0, sz.width, sz.height)); } //Render the mandelbrot fractal on top of a video static void renderScene(const cv::Size& sz, Params& params, Handles& handles) { //bungee zoom if (params.currentZoom_ >= 1) { params.zoomIncr_ = -0.01; } else if (params.currentZoom_ < 2.5e-06) { params.zoomIncr_ = +0.01; } GL_CHECK(glUseProgram(handles.shaderHdl_)); GL_CHECK(glUniform4f(handles.baseColorHdl_, params.baseColorVal_[0], params.baseColorVal_[1], params.baseColorVal_[2], params.baseColorVal_[3])); GL_CHECK(glUniform1i(handles.contrastBoostHdl_, params.contrastBoost_)); GL_CHECK(glUniform1i(handles.maxIterationsHdl_, params.maxIterations_)); GL_CHECK(glUniform1f(handles.centerYHdl_, params.centerY_)); GL_CHECK(glUniform1f(handles.centerXHdl_, params.centerX_)); if (!params.manualNavigation_) { params.currentZoom_ += params.zoomIncr_; GL_CHECK(glUniform1f(handles.currentZoomHdl_, easeInOutQuint(params.currentZoom_))); } else { params.currentZoom_ = 1.0 / pow(params.zoomFactor_, 5.0f); GL_CHECK(glUniform1f(handles.currentZoomHdl_, params.currentZoom_)); } float res[2] = {float(sz.width), float(sz.height)}; GL_CHECK(glUniform2fv(handles.resolutionHdl_, 1, res)); GL_CHECK(glBindVertexArray(handles.vao_)); GL_CHECK(glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)); } void gui(cv::Ptr window) override { window->imgui([this](cv::Ptr window, ImGuiContext* ctx) { using namespace ImGui; SetCurrentContext(ctx); Begin("Fractal"); Text("Navigation"); SliderInt("Iterations", ¶ms_.maxIterations_, 3, 50000); if(SliderFloat("X", ¶ms_.centerX_, -1.0f, 1.0f)) params_.manualNavigation_ = true; if(SliderFloat("Y", ¶ms_.centerY_, -1.0f, 1.0f)) params_.manualNavigation_ = true; if(SliderFloat("Zoom", ¶ms_.zoomFactor_, 1.0f, 100.0f)) params_.manualNavigation_ = true; #ifndef __EMSCRIPTEN__ Text("Glow"); SliderInt("Kernel Size", ¶ms_.glowKernelSize_, 1, 127); #endif Text("Color"); ColorPicker4("Color", params_.baseColorVal_); SliderInt("Contrast boost", ¶ms_.contrastBoost_, 1, 255); End(); }); } void setup(cv::Ptr window) override { sz_ = window->fbSize(); window->gl([](const cv::Size &sz, Handles& handles) { initScene(sz, handles); }, sz_, handles_); } void infer(cv::Ptr window) override { window->capture(); window->gl([](const cv::Size &sz, Params& params, Handles& handles) { renderScene(sz, params, handles); }, sz_, params_, handles_); #ifndef __EMSCRIPTEN__ window->fb([](cv::UMat& framebuffer, const Params& params) { glow_effect(framebuffer, framebuffer, params.glowKernelSize_); }, params_); #endif window->write(); } }; int main(int argc, char** argv) { #ifndef __EMSCRIPTEN__ if (argc != 2) { cerr << "Usage: shader-demo " << endl; exit(1); } #else CV_UNUSED(args); CV_UNUSED(argv); #endif try { cv::Ptr window = V4D::make(WIDTH, HEIGHT, "Mandelbrot Shader Demo", IMGUI, OFFSCREEN); #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; }