Repository for OpenCV's extra modules
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// 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>
#include <opencv2/highgui.hpp>
using std::cerr;
using std::endl;
constexpr long unsigned int WIDTH = 1920;
constexpr long unsigned int HEIGHT = 1080;
constexpr bool OFFSCREEN = false;
#ifndef __EMSCRIPTEN__
constexpr double FPS = 60;
constexpr const char* OUTPUT_FILENAME = "shader-demo.mkv";
#endif
const unsigned long DIAG = hypot(double(WIDTH), double(HEIGHT));
static cv::Ptr<cv::viz::V4D> v4d = cv::viz::V4D::make(cv::Size(WIDTH, HEIGHT),
cv::Size(WIDTH, HEIGHT), OFFSCREEN, "Shader Demo");
int glow_kernel_size = std::max(int(DIAG / 200 % 2 == 0 ? DIAG / 200 + 1 : DIAG / 200), 1);
/** mandelbrot control parameters **/
// 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
int max_iterations = 500;
float center_x = -0.119609;
float center_y = 0.13262;
float zoom_factor = 1.0;
float zoom = 1.0;
float zoom_incr = 0.99;
long iterations = 0;
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 zoom_hdl;
/** shader and program handle **/
GLuint shader_program_hdl;
//vertex array
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 };
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);
}
//workaround: required with emscripten on every iteration before rendering
static void rebind_buffers() {
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() {
#ifndef 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 zoom;
uniform float center_x;
uniform float center_y;
int get_iterations()
{
float pointr = (((gl_FragCoord.x / 1080.0f) - 0.5f) * zoom + center_x) * 5.0f;
float pointi = (((gl_FragCoord.y / 1080.0f) - 0.5f) * 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);
//convert to float
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]);
}
}
void main()
{
determine_color();
})";
cerr << "##### Vertex Shader #####" << endl;
cerr << vert << endl;
cerr << "##### Fragment Shader #####" << endl;
cerr << frag << endl;
shader_program_hdl = cv::viz::init_shader(vert.c_str(), frag.c_str(), "fragColor");
}
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;
}
static void init_scene(const cv::Size& sz) {
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");
zoom_hdl = glGetUniformLocation(shader_program_hdl, "zoom");
center_x_hdl = glGetUniformLocation(shader_program_hdl, "center_x");
center_y_hdl = glGetUniformLocation(shader_program_hdl, "center_y");
glViewport(0, 0, sz.width, sz.height);
}
static void render_scene() {
// glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT);
if (zoom >= 1) {
zoom_incr = -0.01;
iterations = 0;
} else if (zoom < 2.5e-06) {
zoom_incr = +0.01;
iterations = 0;
}
glUseProgram(shader_program_hdl);
glUniform4f(base_color_hdl, base_color_val[0], base_color_val[1], base_color_val[2], alpha);
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) {
zoom += zoom_incr;
glUniform1f(zoom_hdl, easeInOutQuint(zoom));
} else {
zoom = 1.0 / pow(zoom_factor, 5.0f);
glUniform1f(zoom_hdl, zoom);
}
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);
//Resize for some extra performance
cv::resize(dst, resize, cv::Size(), 0.5, 0.5);
//Cheap blur
cv::boxFilter(resize, resize, -1, cv::Size(ksize, ksize), cv::Point(-1, -1), true,
cv::BORDER_REPLICATE);
//Back to original size
cv::resize(resize, blur, src.size());
//Multiply the src image with a blurred version of itself
cv::multiply(dst, blur, dst16, 1, CV_16U);
//Normalize and convert back to CV_8U
cv::divide(dst16, cv::Scalar::all(255.0), dst, 1, CV_8U);
cv::bitwise_not(dst, dst);
}
#endif
static void setup_gui(cv::Ptr<cv::viz::V4D> v4dMain) {
v4dMain->nanogui([](cv::viz::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() {
//ignore failed capture attempts
v4d->capture();
v4d->fb([](cv::UMat& frameBuffer) {
imshow("fb1", frameBuffer);
cv::waitKey(1);
});
#ifdef __EMSCRIPTEN__
//required in conjunction with emscripten
rebind_buffers();
#endif
//Render using OpenGL
v4d->gl(render_scene);
//To slow for WASM but works
#ifndef __EMSCRIPTEN__
//Aquire the frame buffer for use by OpenCL
v4d->fb([](cv::UMat& frameBuffer) {
//Glow effect (OpenCL)
glow_effect(frameBuffer, frameBuffer, glow_kernel_size);
});
#endif
updateFps(v4d, true);
#ifndef __EMSCRIPTEN__
v4d->write();
#endif
++iterations;
//If onscreen rendering is enabled it displays the framebuffer in the native window. Returns false if the window was closed.
return v4d->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 {
using namespace cv::viz;
if (!v4d->isOffscreen()) {
v4d->setVisible(true);
setup_gui(v4d);
}
printSystemInfo();
v4d->gl(init_scene);
#ifndef __EMSCRIPTEN__
Source src = makeCaptureSource(argv[1]);
v4d->setSource(src);
Sink sink = makeWriterSink(OUTPUT_FILENAME, cv::VideoWriter::fourcc('V', 'P', '9', '0'),
FPS, cv::Size(WIDTH, HEIGHT));
v4d->setSink(sink);
#else
Source src = makeCaptureSource(WIDTH, HEIGHT);
v4d->setSource(src);
#endif
v4d->run(iteration);
} catch (std::exception& ex) {
cerr << "Exception: " << ex.what() << endl;
}
return 0;
}