321 lines
9.6 KiB
321 lines
9.6 KiB
// This file is part of OpenCV project. |
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// It is subject to the license terms in the LICENSE file found in the top-level directory |
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// of this distribution and at http://opencv.org/license.html. |
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// Copyright Amir Hassan (kallaballa) <amir@viel-zu.org> |
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#include <opencv2/v4d/v4d.hpp> |
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using std::cerr; |
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using std::endl; |
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/* Demo parameters */ |
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#ifndef __EMSCRIPTEN__ |
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constexpr long unsigned int WIDTH = 1280; |
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constexpr long unsigned int HEIGHT = 720; |
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#else |
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constexpr long unsigned int WIDTH = 960; |
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constexpr long unsigned int HEIGHT = 960; |
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#endif |
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constexpr bool OFFSCREEN = false; |
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const unsigned long DIAG = hypot(double(WIDTH), double(HEIGHT)); |
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#ifndef __EMSCRIPTEN__ |
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constexpr const char* OUTPUT_FILENAME = "shader-demo.mkv"; |
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#endif |
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/* Mandelbrot control parameters */ |
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static int glow_kernel_size = std::max(int(DIAG / 200 % 2 == 0 ? DIAG / 200 + 1 : DIAG / 200), 1); |
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// Red, green, blue and alpha. All from 0.0f to 1.0f |
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static float base_color_val[4] = {0.2, 0.6, 1.0, 1.0}; |
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//contrast boost |
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static int contrast_boost = 50; //0.0-255 |
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//max fractal iterations |
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static int max_iterations = 1000; |
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//center x coordinate |
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static float center_x = -0.119609; |
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//center y coordinate |
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static float center_y = 0.13262; |
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static float zoom_factor = 1.0; |
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static float current_zoom = 1.0; |
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static float zoom_incr = 0.99; |
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static bool manual_navigation = false; |
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/* GL uniform handles */ |
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static thread_local GLint base_color_hdl; |
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static thread_local GLint contrast_boost_hdl; |
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static thread_local GLint max_iterations_hdl; |
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static thread_local GLint center_x_hdl; |
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static thread_local GLint center_y_hdl; |
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static thread_local GLint current_zoom_hdl; |
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static thread_local GLint resolution_hdl; |
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/* Shader program handle */ |
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static thread_local GLuint shader_program_hdl; |
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/* Object handles */ |
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static thread_local GLuint VAO; |
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static thread_local GLuint VBO, EBO; |
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// vertex position, color |
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static const float vertices[] = { |
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// x y z |
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-1.0f, -1.0f, -0.0f, 1.0f, 1.0f, -0.0f, -1.0f, 1.0f, -0.0f, 1.0f, -1.0f, -0.0f }; |
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static const unsigned int indices[] = { |
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// 2---,1 |
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// | .' | |
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// 0'---3 |
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0, 1, 2, 0, 3, 1 }; |
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//Load objects and buffers |
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static void load_buffer_data() { |
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glGenVertexArrays(1, &VAO); |
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glBindVertexArray(VAO); |
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glGenBuffers(1, &VBO); |
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glGenBuffers(1, &EBO); |
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glBindBuffer(GL_ARRAY_BUFFER, VBO); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); |
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); |
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*) 0); |
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glEnableVertexAttribArray(0); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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glBindVertexArray(0); |
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} |
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//mandelbrot shader code adapted from my own project: https://github.com/kallaballa/FractalDive#after |
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static void load_shader() { |
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#if !defined(__EMSCRIPTEN__) && !defined(OPENCV_V4D_USE_ES3) |
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const string shaderVersion = "330"; |
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#else |
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const string shaderVersion = "300 es"; |
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#endif |
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const string vert = |
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" #version " + shaderVersion |
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+ R"( |
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in vec4 position; |
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void main() |
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{ |
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gl_Position = vec4(position.xyz, 1.0); |
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})"; |
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const string frag = |
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" #version " + shaderVersion |
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+ R"( |
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precision lowp float; |
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out vec4 outColor; |
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uniform vec4 base_color; |
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uniform int contrast_boost; |
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uniform int max_iterations; |
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uniform float current_zoom; |
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uniform float center_x; |
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uniform float center_y; |
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uniform vec2 resolution; |
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int get_iterations() |
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{ |
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float pointr = (((gl_FragCoord.x / resolution[1]) - 0.5f) * current_zoom + center_x) * 5.0f; |
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float pointi = (((gl_FragCoord.y / resolution[1]) - 0.5f) * current_zoom + center_y) * 5.0f; |
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const float four = 4.0f; |
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int iterations = 0; |
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float zi = 0.0f; |
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float zr = 0.0f; |
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float zrsqr = 0.0f; |
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float zisqr = 0.0f; |
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while (iterations < max_iterations && zrsqr + zisqr < four) { |
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//equals following line as a consequence of binomial expansion: zi = (((zr + zi)*(zr + zi)) - zrsqr) - zisqr |
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zi = (zr + zr) * zi; |
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zi += pointi; |
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zr = (zrsqr - zisqr) + pointr; |
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zrsqr = zr * zr; |
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zisqr = zi * zi; |
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++iterations; |
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} |
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return iterations; |
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} |
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void determine_color() |
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{ |
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int iter = get_iterations(); |
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if (iter < max_iterations) { |
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float iterations = float(iter) / float(max_iterations); |
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float cb = float(contrast_boost); |
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outColor = vec4(base_color[0] * iterations * cb, base_color[1] * iterations * cb, base_color[2] * iterations * cb, base_color[3]); |
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} else { |
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outColor = vec4(0,0,0,0); |
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} |
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} |
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void main() |
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{ |
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determine_color(); |
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})"; |
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shader_program_hdl = cv::v4d::initShader(vert.c_str(), frag.c_str(), "fragColor"); |
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} |
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//easing function for the bungee zoom |
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static float easeInOutQuint(float x) { |
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return x < 0.5f ? 16.0f * x * x * x * x * x : 1.0f - std::pow(-2.0f * x + 2.0f, 5.0f) / 2.0f; |
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} |
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//Initialize shaders, objects, buffers and uniforms |
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static void init_scene(const cv::Size& sz) { |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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load_shader(); |
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load_buffer_data(); |
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base_color_hdl = glGetUniformLocation(shader_program_hdl, "base_color"); |
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contrast_boost_hdl = glGetUniformLocation(shader_program_hdl, "contrast_boost"); |
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max_iterations_hdl = glGetUniformLocation(shader_program_hdl, "max_iterations"); |
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current_zoom_hdl = glGetUniformLocation(shader_program_hdl, "current_zoom"); |
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center_x_hdl = glGetUniformLocation(shader_program_hdl, "center_x"); |
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center_y_hdl = glGetUniformLocation(shader_program_hdl, "center_y"); |
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resolution_hdl = glGetUniformLocation(shader_program_hdl, "resolution"); |
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glViewport(0, 0, sz.width, sz.height); |
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} |
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//Render the mandelbrot fractal on top of a video |
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static void render_scene(const cv::Size& sz) { |
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//bungee zoom |
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if (current_zoom >= 1) { |
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zoom_incr = -0.01; |
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} else if (current_zoom < 2.5e-06) { |
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zoom_incr = +0.01; |
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} |
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glUseProgram(shader_program_hdl); |
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glUniform4f(base_color_hdl, base_color_val[0], base_color_val[1], base_color_val[2], base_color_val[3]); |
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glUniform1i(contrast_boost_hdl, contrast_boost); |
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glUniform1i(max_iterations_hdl, max_iterations); |
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glUniform1f(center_y_hdl, center_y); |
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glUniform1f(center_x_hdl, center_x); |
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if (!manual_navigation) { |
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current_zoom += zoom_incr; |
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glUniform1f(current_zoom_hdl, easeInOutQuint(current_zoom)); |
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} else { |
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current_zoom = 1.0 / pow(zoom_factor, 5.0f); |
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glUniform1f(current_zoom_hdl, current_zoom); |
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} |
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float res[2] = {float(sz.width), float(sz.height)}; |
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glUniform2fv(resolution_hdl, 1, res); |
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glBindVertexArray(VAO); |
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); |
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} |
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#ifndef __EMSCRIPTEN__ |
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static void glow_effect(const cv::UMat& src, cv::UMat& dst, const int ksize) { |
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static thread_local cv::UMat resize; |
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static thread_local cv::UMat blur; |
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static thread_local cv::UMat dst16; |
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cv::bitwise_not(src, dst); |
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cv::resize(dst, resize, cv::Size(), 0.5, 0.5); |
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cv::boxFilter(resize, resize, -1, cv::Size(ksize, ksize), cv::Point(-1, -1), true, |
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cv::BORDER_REPLICATE); |
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cv::resize(resize, blur, src.size()); |
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cv::multiply(dst, blur, dst16, 1, CV_16U); |
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cv::divide(dst16, cv::Scalar::all(255.0), dst, 1, CV_8U); |
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cv::bitwise_not(dst, dst); |
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} |
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#endif |
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using namespace cv::v4d; |
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//Setup the GUI using ImGUI. |
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static void setup_gui(cv::Ptr<V4D> window) { |
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window->imgui([](ImGuiContext* ctx) { |
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using namespace ImGui; |
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SetCurrentContext(ctx); |
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Begin("Fractal"); |
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Text("Navigation"); |
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SliderInt("Iterations", &max_iterations, 3, 50000); |
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if(SliderFloat("X", ¢er_x, -1.0f, 1.0f)) |
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manual_navigation = true; |
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if(SliderFloat("Y", ¢er_y, -1.0f, 1.0f)) |
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manual_navigation = true; |
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if(SliderFloat("Zoom", &zoom_factor, 1.0f, 100.0f)) |
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manual_navigation = true; |
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#ifndef __EMSCRIPTEN__ |
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Text("Glow"); |
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SliderInt("Kernel Size", &glow_kernel_size, 1, 127); |
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#endif |
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Text("Color"); |
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ColorPicker4("Color", base_color_val); |
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SliderInt("Contrast boost", &contrast_boost, 1, 255); |
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End(); |
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}); |
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} |
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static bool iteration(cv::Ptr<V4D> window) { |
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window->once([=](){ window->gl(init_scene, window->fbSize());}); |
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if(!window->capture()) |
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return false; |
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window->gl(render_scene, window->fbSize()); |
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#ifndef __EMSCRIPTEN__ |
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window->fb([](cv::UMat& frameBuffer) { |
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glow_effect(frameBuffer, frameBuffer, glow_kernel_size); |
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}); |
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#endif |
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window->write(); |
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return window->display(); |
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} |
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#ifndef __EMSCRIPTEN__ |
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int main(int argc, char** argv) { |
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if (argc != 2) { |
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cerr << "Usage: shader-demo <video-file>" << endl; |
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exit(1); |
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} |
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#else |
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int main() { |
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#endif |
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try { |
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cv::Ptr<V4D> window = V4D::make(WIDTH, HEIGHT, "Mandelbrot Shader Demo", IMGUI, OFFSCREEN, false, 0); |
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if (!OFFSCREEN) { |
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setup_gui(window); |
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} |
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window->printSystemInfo(); |
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#ifndef __EMSCRIPTEN__ |
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Source src = makeCaptureSource(window, argv[1]); |
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window->setSource(src); |
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Sink sink = makeWriterSink(window, OUTPUT_FILENAME, src.fps(), cv::Size(WIDTH, HEIGHT)); |
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window->setSink(sink); |
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#else |
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Source src = makeCaptureSource(WIDTH, HEIGHT, window); |
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window->setSource(src); |
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#endif |
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window->run(iteration); |
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} catch (std::exception& ex) { |
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cerr << "Exception: " << ex.what() << endl; |
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} |
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return 0; |
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}
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