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397 lines
12 KiB
397 lines
12 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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#include <opencv2/highgui.hpp> |
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using std::cerr; |
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using std::endl; |
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constexpr long unsigned int WIDTH = 1920; |
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constexpr long unsigned int HEIGHT = 1080; |
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constexpr bool OFFSCREEN = false; |
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#ifndef __EMSCRIPTEN__ |
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constexpr double FPS = 60; |
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constexpr const char* OUTPUT_FILENAME = "shader-demo.mkv"; |
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#endif |
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const unsigned long DIAG = hypot(double(WIDTH), double(HEIGHT)); |
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static cv::Ptr<cv::viz::V4D> v4d = cv::viz::V4D::make(cv::Size(WIDTH, HEIGHT), |
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cv::Size(WIDTH, HEIGHT), OFFSCREEN, "Shader Demo"); |
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int glow_kernel_size = std::max(int(DIAG / 200 % 2 == 0 ? DIAG / 200 + 1 : DIAG / 200), 1); |
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/** mandelbrot control parameters **/ |
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// Red, green, blue and alpha. All from 0.0f to 1.0f |
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nanogui::Color base_color_val(0.2f, 0.6f, 1.0f, 1.0f); |
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// Keep alpha separate for the GUI |
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float alpha = 1.0f; //0.0-1.0 |
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//contrast boost |
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int contrast_boost = 15; //0.0-255 |
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int max_iterations = 500; |
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float center_x = -0.119609; |
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float center_y = 0.13262; |
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float zoom_factor = 1.0; |
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float zoom = 1.0; |
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float zoom_incr = 0.99; |
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long iterations = 0; |
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bool manual_navigation = false; |
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/** GL uniform handles **/ |
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GLint base_color_hdl; |
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GLint contrast_boost_hdl; |
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GLint max_iterations_hdl; |
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GLint center_x_hdl; |
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GLint center_y_hdl; |
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GLint zoom_hdl; |
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/** shader and program handle **/ |
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GLuint shader_program_hdl; |
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//vertex array |
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GLuint VAO; |
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GLuint VBO, EBO; |
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// vertex position, color |
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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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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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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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//workaround: required with emscripten on every iteration before rendering |
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static void rebind_buffers() { |
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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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#ifndef 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 zoom; |
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uniform float center_x; |
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uniform float center_y; |
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int get_iterations() |
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{ |
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float pointr = (((gl_FragCoord.x / 1080.0f) - 0.5f) * zoom + center_x) * 5.0f; |
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float pointi = (((gl_FragCoord.y / 1080.0f) - 0.5f) * 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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//convert to float |
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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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} |
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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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cerr << "##### Vertex Shader #####" << endl; |
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cerr << vert << endl; |
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cerr << "##### Fragment Shader #####" << endl; |
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cerr << frag << endl; |
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shader_program_hdl = cv::viz::init_shader(vert.c_str(), frag.c_str(), "fragColor"); |
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} |
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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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static void init_scene(const cv::Size& sz) { |
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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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zoom_hdl = glGetUniformLocation(shader_program_hdl, "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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glViewport(0, 0, sz.width, sz.height); |
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} |
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static void render_scene() { |
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// glClearColor(1.0f, 1.0f, 1.0f, 1.0f); |
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// glClear(GL_COLOR_BUFFER_BIT); |
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if (zoom >= 1) { |
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zoom_incr = -0.01; |
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iterations = 0; |
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} else if (zoom < 2.5e-06) { |
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zoom_incr = +0.01; |
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iterations = 0; |
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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], alpha); |
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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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zoom += zoom_incr; |
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glUniform1f(zoom_hdl, easeInOutQuint(zoom)); |
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} else { |
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zoom = 1.0 / pow(zoom_factor, 5.0f); |
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glUniform1f(zoom_hdl, zoom); |
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} |
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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 cv::UMat resize; |
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static cv::UMat blur; |
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static cv::UMat dst16; |
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cv::bitwise_not(src, dst); |
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//Resize for some extra performance |
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cv::resize(dst, resize, cv::Size(), 0.5, 0.5); |
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//Cheap blur |
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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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//Back to original size |
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cv::resize(resize, blur, src.size()); |
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//Multiply the src image with a blurred version of itself |
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cv::multiply(dst, blur, dst16, 1, CV_16U); |
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//Normalize and convert back to CV_8U |
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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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static void setup_gui(cv::Ptr<cv::viz::V4D> v4dMain) { |
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v4dMain->nanogui([](cv::viz::FormHelper& form) { |
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form.makeDialog(5, 30, "Fractal"); |
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form.makeGroup("Navigation"); |
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form.makeFormVariable("Iterations", max_iterations, 3, 1000000, true, "","How deeply to calculate the fractal." ); |
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auto* cxVar = form.makeFormVariable("X", center_x, -1.0f, 1.0f, true, "", |
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"The x location from -1.0 to 1.0"); |
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cxVar->number_format("%.7g"); |
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cxVar->set_value_increment(0.0000001); |
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cxVar->set_callback([&, cxVar](const float& value) { |
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manual_navigation = true; |
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cxVar->set_value(value); |
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center_x = value; |
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}); |
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auto* cyVar = form.makeFormVariable("Y", center_y, -1.0f, 1.0f, true, "", |
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"The y location from -1.0 to 1.0"); |
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cyVar->number_format("%.7g"); |
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cyVar->set_value_increment(0.0000001); |
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cyVar->set_callback([&, cyVar](const float& value) { |
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manual_navigation = true; |
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cyVar->set_value(value); |
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center_y = value; |
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}); |
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auto* czVar = form.makeFormVariable("Zoom", zoom_factor, 1.0f, 1000000.0f, true, "", |
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"How much to zoom in on the fractal"); |
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czVar->set_callback([&, czVar](const float& value) { |
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manual_navigation = true; |
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czVar->set_value(value); |
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zoom_factor = value; |
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}); |
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#ifndef __EMSCRIPTEN__ |
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form.makeGroup("Glow"); |
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auto* kernelSize = form.makeFormVariable("Kernel Size", glow_kernel_size, 1, 127, true, "", |
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"Intensity of glow defined by kernel size"); |
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kernelSize->set_callback([=](const int& k) { |
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static int lastKernelSize = glow_kernel_size; |
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if (k == lastKernelSize) |
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return; |
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if (k <= lastKernelSize) { |
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glow_kernel_size = std::max(int(k % 2 == 0 ? k - 1 : k), 1); |
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} else if (k > lastKernelSize) |
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glow_kernel_size = std::max(int(k % 2 == 0 ? k + 1 : k), 1); |
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lastKernelSize = k; |
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kernelSize->set_value(glow_kernel_size); |
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}); |
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#endif |
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form.makeGroup("Color"); |
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form.makeColorPicker("Color", base_color_val, "The base color of the fractal visualization", |
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[&](const nanogui::Color& c) { |
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base_color_val[0] = c[0]; |
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base_color_val[1] = c[1]; |
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base_color_val[2] = c[2]; |
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}); |
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form.makeFormVariable("Alpha", alpha, 0.0f, 1.0f, true, "", |
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"The opacity of the fractal visualization"); |
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form.makeFormVariable("Contrast boost", contrast_boost, 1, 255, true, "", |
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"Boost contrast by this factor"); |
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}); |
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} |
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static bool iteration() { |
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//ignore failed capture attempts |
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v4d->capture(); |
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v4d->fb([](cv::UMat& frameBuffer) { |
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imshow("fb1", frameBuffer); |
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cv::waitKey(1); |
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}); |
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#ifdef __EMSCRIPTEN__ |
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//required in conjunction with emscripten |
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rebind_buffers(); |
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#endif |
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//Render using OpenGL |
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v4d->gl(render_scene); |
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//To slow for WASM but works |
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#ifndef __EMSCRIPTEN__ |
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//Aquire the frame buffer for use by OpenCL |
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v4d->fb([](cv::UMat& frameBuffer) { |
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//Glow effect (OpenCL) |
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glow_effect(frameBuffer, frameBuffer, glow_kernel_size); |
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}); |
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#endif |
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updateFps(v4d, true); |
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#ifndef __EMSCRIPTEN__ |
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v4d->write(); |
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#endif |
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++iterations; |
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//If onscreen rendering is enabled it displays the framebuffer in the native window. Returns false if the window was closed. |
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return v4d->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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using namespace cv::viz; |
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if (!v4d->isOffscreen()) { |
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v4d->setVisible(true); |
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setup_gui(v4d); |
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} |
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printSystemInfo(); |
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v4d->gl(init_scene); |
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#ifndef __EMSCRIPTEN__ |
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Source src = makeCaptureSource(argv[1]); |
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v4d->setSource(src); |
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Sink sink = makeWriterSink(OUTPUT_FILENAME, cv::VideoWriter::fourcc('V', 'P', '9', '0'), |
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FPS, cv::Size(WIDTH, HEIGHT)); |
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v4d->setSink(sink); |
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#else |
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Source src = makeCaptureSource(WIDTH, HEIGHT); |
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v4d->setSource(src); |
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#endif |
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v4d->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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