Repository for OpenCV's extra modules
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

368 lines
12 KiB

// 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) <amir@viel-zu.org>
#include <opencv2/v4d/v4d.hpp>
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 double FPS = 60;
constexpr const char* OUTPUT_FILENAME = "shader-demo.mkv";
#endif
/* Mandelbrot control parameters */
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
//nanogui::Color base_color_val(0.2f, 0.6f, 1.0f, 1.0f);
// Keep alpha separate for the GUI
float alpha = 1.0f; //0.0-1.0
//contrast boost
int contrast_boost = 15; //0.0-255
//max fractal iterations
int max_iterations = 500;
//center x coordinate
float center_x = -0.119609;
//center y coordinate
float center_y = 0.13262;
float zoom_factor = 1.0;
float current_zoom = 1.0;
float zoom_incr = 0.99;
bool manual_navigation = false;
/* GL uniform handles */
GLint base_color_hdl;
GLint contrast_boost_hdl;
GLint max_iterations_hdl;
GLint center_x_hdl;
GLint center_y_hdl;
GLint current_zoom_hdl;
GLint resolution_hdl;
/* Shader program handle */
GLuint shader_program_hdl;
/* Object handles */
GLuint VAO;
GLuint VBO, EBO;
// vertex position, color
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 };
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, 255, 0, 0, 255);
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 cv::UMat resize;
static cv::UMat blur;
static 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 NanoGUI. A FormHelper implementation is provided for quick & simple GUIs but once you
//have created a Dialog (using FormHelper::makeDialog) you can use NanoGUI directly to build more complex GUIs.
//The variables passed to FormHelper e.g. via makeFormVariable are directly adjusted by the GUI.
//static void setup_gui(cv::Ptr<V4D> window) {
// window->nanogui([](cv::v4d::FormHelper& form) {
// form.makeDialog(5, 30, "Fractal");
//
// form.makeGroup("Navigation");
// form.makeFormVariable("Iterations", max_iterations, 3, 1000000, true, "","How deeply to calculate the fractal." );
// auto* cxVar = form.makeFormVariable("X", center_x, -1.0f, 1.0f, true, "",
// "The x location from -1.0 to 1.0");
// cxVar->number_format("%.7g");
// cxVar->set_value_increment(0.0000001);
// cxVar->set_callback([&, cxVar](const float& value) {
// manual_navigation = true;
// cxVar->set_value(value);
// center_x = value;
// });
//
// auto* cyVar = form.makeFormVariable("Y", center_y, -1.0f, 1.0f, true, "",
// "The y location from -1.0 to 1.0");
// cyVar->number_format("%.7g");
// cyVar->set_value_increment(0.0000001);
// cyVar->set_callback([&, cyVar](const float& value) {
// manual_navigation = true;
// cyVar->set_value(value);
// center_y = value;
// });
//
// auto* czVar = form.makeFormVariable("Zoom", zoom_factor, 1.0f, 1000000.0f, true, "",
// "How much to zoom in on the fractal");
// czVar->set_callback([&, czVar](const float& value) {
// manual_navigation = true;
// czVar->set_value(value);
// zoom_factor = value;
// });
//
//#ifndef __EMSCRIPTEN__
// form.makeGroup("Glow");
// auto* kernelSize = form.makeFormVariable("Kernel Size", glow_kernel_size, 1, 127, true, "",
// "Intensity of glow defined by kernel size");
// kernelSize->set_callback([=](const int& k) {
// static int lastKernelSize = glow_kernel_size;
//
// if (k == lastKernelSize)
// return;
//
// if (k <= lastKernelSize) {
// glow_kernel_size = std::max(int(k % 2 == 0 ? k - 1 : k), 1);
// } else if (k > lastKernelSize)
// glow_kernel_size = std::max(int(k % 2 == 0 ? k + 1 : k), 1);
//
// lastKernelSize = k;
// kernelSize->set_value(glow_kernel_size);
// });
//#endif
// form.makeGroup("Color");
// form.makeColorPicker("Color", base_color_val, "The base color of the fractal visualization",
// [&](const nanogui::Color& c) {
// base_color_val[0] = c[0];
// base_color_val[1] = c[1];
// base_color_val[2] = c[2];
// });
// form.makeFormVariable("Alpha", alpha, 0.0f, 1.0f, true, "",
// "The opacity of the fractal visualization");
// form.makeFormVariable("Contrast boost", contrast_boost, 1, 255, true, "",
// "Boost contrast by this factor");
// });
//}
static bool iteration(cv::Ptr<V4D> window) {
if(!window->capture())
return false;
window->gl(render_scene);
#ifndef __EMSCRIPTEN__
window->fb([](cv::UMat& frameBuffer) {
glow_effect(frameBuffer, frameBuffer, glow_kernel_size);
});
#endif
window->write();
return window->display();
}
#ifndef __EMSCRIPTEN__
int main(int argc, char** argv) {
if (argc != 2) {
cerr << "Usage: shader-demo <video-file>" << endl;
exit(1);
}
#else
int main() {
#endif
try {
cv::Ptr<V4D> window = V4D::make(WIDTH, HEIGHT, "Mandelbrot Shader Demo", false, false, 0);
// if (!OFFSCREEN) {
// setup_gui(window);
// }
window->printSystemInfo();
window->gl(init_scene);
#ifndef __EMSCRIPTEN__
Source src = makeCaptureSource(argv[1]);
window->setSource(src);
Sink sink = makeWriterSink(OUTPUT_FILENAME, cv::VideoWriter::fourcc('V', 'P', '9', '0'),
FPS, cv::Size(WIDTH, HEIGHT));
window->setSink(sink);
#else
Source src = makeCaptureSource(WIDTH, HEIGHT, window);
window->setSource(src);
#endif
window->run(iteration);
} catch (std::exception& ex) {
cerr << "Exception: " << ex.what() << endl;
}
return 0;
}