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Diffstat (limited to 'examples/opengl/computegles31/glwindow.cpp')
-rw-r--r-- | examples/opengl/computegles31/glwindow.cpp | 419 |
1 files changed, 0 insertions, 419 deletions
diff --git a/examples/opengl/computegles31/glwindow.cpp b/examples/opengl/computegles31/glwindow.cpp deleted file mode 100644 index 5e8d45da24..0000000000 --- a/examples/opengl/computegles31/glwindow.cpp +++ /dev/null @@ -1,419 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: http://www.qt.io/licensing/ -** -** This file is part of the examples of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:BSD$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** BSD License Usage -** Alternatively, you may use this file under the terms of the BSD license -** as follows: -** -** "Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are -** met: -** * Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in -** the documentation and/or other materials provided with the -** distribution. -** * Neither the name of The Qt Company Ltd nor the names of its -** contributors may be used to endorse or promote products derived -** from this software without specific prior written permission. -** -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -#include "glwindow.h" -#include <QImage> -#include <QOpenGLShaderProgram> -#include <QOpenGLContext> -#include <QOpenGLFunctions> -#include <QOpenGLExtraFunctions> -#include <QOpenGLVertexArrayObject> -#include <QtGui/qopengl.h> -#include <QDebug> -#include <QTimer> -#include <math.h> - -#ifndef GL_READ_WRITE -#define GL_READ_WRITE 0x88BA -#endif - -#ifndef GL_RGBA8 -#define GL_RGBA8 0x8058 -#endif - -#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT -#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 -#endif - -GLWindow::GLWindow() -{ - const float animationStart = 0.0; - const float animationEnd = 10.0; - const float animationLength = 1000; - - m_animationGroup = new QSequentialAnimationGroup(this); - m_animationGroup->setLoopCount(-1); - - m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius")); - m_animationForward->setStartValue(animationStart); - m_animationForward->setEndValue(animationEnd); - m_animationForward->setDuration(animationLength); - m_animationGroup->addAnimation(m_animationForward); - - m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius")); - m_animationBackward->setStartValue(animationEnd); - m_animationBackward->setEndValue(animationStart); - m_animationBackward->setDuration(animationLength); - m_animationGroup->addAnimation(m_animationBackward); - - m_animationGroup->start(); -} - -GLWindow::~GLWindow() -{ - makeCurrent(); - delete m_texImageInput; - delete m_texImageProcessed; - delete m_texImageTmp; - delete m_shaderDisplay; - delete m_shaderComputeH; - delete m_shaderComputeV; - delete m_animationGroup; - delete m_animationForward; - delete m_animationBackward; - delete m_vao; -} - -void GLWindow::setBlurRadius(float blurRadius) -{ - int radius = int(blurRadius); - if (radius != m_blurRadius) { - m_blurRadius = radius; - update(); - } -} - -void GLWindow::setAnimating(bool animate) -{ - m_animate = animate; - if (animate) - m_animationGroup->start(); - else - m_animationGroup->stop(); -} - -void GLWindow::keyPressEvent(QKeyEvent *e) -{ - if (e->key() == Qt::Key_Space) { // pause - setAnimating(!m_animate); - } - update(); -} - - - - -static const char *vsDisplaySource = - "const vec4 vertices[4] = vec4[4] (\n" - " vec4( -1.0, 1.0, 0.0, 1.0),\n" - " vec4( -1.0, -1.0, 0.0, 1.0),\n" - " vec4( 1.0, 1.0, 0.0, 1.0),\n" - " vec4( 1.0, -1.0, 0.0, 1.0)\n" - ");\n" - "const vec2 texCoords[4] = vec2[4] (\n" - " vec2( 0.0, 1.0),\n" - " vec2( 0.0, 0.0),\n" - " vec2( 1.0, 1.0),\n" - " vec2( 1.0, 0.0)\n" - ");\n" - "out vec2 texCoord;\n" - "uniform mat4 matProjection;\n" - "uniform vec2 imageRatio;\n" - "void main() {\n" - " gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n" - " texCoord = texCoords[gl_VertexID];\n" - "}\n"; - -static const char *fsDisplaySource = - "in lowp vec2 texCoord; \n" - "uniform sampler2D samImage; \n" - "layout(location = 0) out lowp vec4 color;\n" - "void main() {\n" - " lowp vec4 texColor = texture(samImage,texCoord);\n" - " color = vec4(texColor.rgb, 1.0);\n" - "}\n"; - -static const char *csComputeSourceV = - "#define COMPUTEPATCHSIZE 10 // Setting this to 10 to comply with MAX_COMPUTE_WORK_GROUP_INVOCATIONS for both OpenGL and OpenGLES - see QTBUG-79374 \n" - "#define IMGFMT rgba8 \n" - "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n" - "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n" - "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n" - "uniform int radius;\n" - "const float cutoff = 2.2;\n" - - "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n" - " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" - " return 1.0 / (2.0 * sigma * sigma);\n" - "}\n" - - "float gaussian(float distance, float expfactor) {\n" - " return exp( -(distance * distance) * expfactor);\n" - "}\n" - - "void main() {\n" - " ivec2 imgSize = imageSize(resultImage);\n" - " int x = int(gl_GlobalInvocationID.x);\n" - " int y = int(gl_GlobalInvocationID.y);\n" - " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n" - " vec4 sumPixels = vec4(0.0);\n" - " float sumWeights = 0.0;\n" - " int left = clamp(x - radius, 0, imgSize.x - 1);\n" - " int right = clamp(x + radius, 0, imgSize.x - 1);\n" - " int top = clamp(y - radius, 0, imgSize.y - 1);\n" - " int bottom = clamp(y + radius, 0, imgSize.y - 1);\n" - " float expfactor = expFactor();\n" - " for (int iY = top; iY <= bottom; iY++) {\n" - " float dy = float(abs(iY - y));\n" - " vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n" - " float weight = gaussian(dy, expfactor);\n" - " sumWeights += weight;\n" - " sumPixels += (imgValue * weight);\n" - " }\n" - " sumPixels /= sumWeights;\n" - " imageStore(resultImage, ivec2(x,y), sumPixels);\n" - "}\n"; - -static const char *csComputeSourceH = - "#define COMPUTEPATCHSIZE 10 \n" - "#define IMGFMT rgba8 \n" - "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n" - "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n" - "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n" - "uniform int radius;\n" - "const float cutoff = 2.2;\n" - - "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n" - " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" - " return 1.0 / (2.0 * sigma * sigma);\n" - "}\n" - - "float gaussian(float distance, float expfactor) {\n" - " return exp( -(distance * distance) * expfactor);\n" - "}\n" - - "void main() {\n" - " ivec2 imgSize = imageSize(resultImage);\n" - " int x = int(gl_GlobalInvocationID.x);\n" - " int y = int(gl_GlobalInvocationID.y);\n" - " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n" - " vec4 sumPixels = vec4(0.0);\n" - " float sumWeights = 0.0;\n" - " int left = clamp(x - radius, 0, imgSize.x - 1);\n" - " int right = clamp(x + radius, 0, imgSize.x - 1);\n" - " int top = clamp(y - radius, 0, imgSize.y - 1);\n" - " int bottom = clamp(y + radius, 0, imgSize.y - 1);\n" - " float expfactor = expFactor();\n" - " for (int iX = left; iX <= right; iX++) {\n" - " float dx = float(abs(iX - x));\n" - " vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n" - " float weight = gaussian(dx, expfactor);\n" - " sumWeights += weight;\n" - " sumPixels += (imgValue * weight);\n" - " }\n" - " sumPixels /= sumWeights;\n" - " imageStore(resultImage, ivec2(x,y), sumPixels);\n" - "}\n"; - - - -QByteArray versionedShaderCode(const char *src) -{ - QByteArray versionedSrc; - - if (QOpenGLContext::currentContext()->isOpenGLES()) - versionedSrc.append(QByteArrayLiteral("#version 310 es\n")); - else - versionedSrc.append(QByteArrayLiteral("#version 430 core\n")); - - versionedSrc.append(src); - return versionedSrc; -} - -void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize) -{ - float ratioImg = float(imgWidth) / float(imgHeight); - float ratioCanvas = float(winWidth) / float(winHeight); - - float correction = ratioImg / ratioCanvas; - float rescaleFactor = 1.0f; - float quadWidth = 1.0f; - float quadHeight = 1.0f; - - if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands - { - quadHeight = 1.0f; - quadWidth = 1.0f * ratioImg; - rescaleFactor = ratioCanvas; - correction = 1.0f / rescaleFactor; - } - else // image larger than canvas -- width = 1.0, horizontal black bands - { - quadWidth = 1.0f; - quadHeight = 1.0f / ratioImg; - correction = 1.0f / ratioCanvas; - } - - const float frustumWidth = 1.0f * rescaleFactor; - const float frustumHeight = 1.0f * rescaleFactor * correction; - - outProjection = QMatrix4x4(); - outProjection.ortho( - -frustumWidth, - frustumWidth, - -frustumHeight, - frustumHeight, - -1.0f, - 1.0f); - outQuadSize = QSizeF(quadWidth,quadHeight); -} - -void GLWindow::initializeGL() -{ - QOpenGLContext *ctx = QOpenGLContext::currentContext(); - qDebug() << "Got a " - << ctx->format().majorVersion() - << "." - << ctx->format().minorVersion() - << ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES") : (" GL")) - << " context"; - - QImage img(":/Qt-logo-medium.png"); - Q_ASSERT(!img.isNull()); - delete m_texImageInput; - m_texImageInput = new QOpenGLTexture(img.convertToFormat(QImage::Format_RGBA8888).mirrored()); - - delete m_texImageTmp; - m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D); - m_texImageTmp->setFormat(m_texImageInput->format()); - m_texImageTmp->setSize(m_texImageInput->width(),m_texImageInput->height()); - m_texImageTmp->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); // WTF? - - delete m_texImageProcessed; - m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D); - m_texImageProcessed->setFormat(m_texImageInput->format()); - m_texImageProcessed->setSize(m_texImageInput->width(),m_texImageInput->height()); - m_texImageProcessed->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); - - m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear); - m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear); - m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge); - - delete m_shaderDisplay; - m_shaderDisplay = new QOpenGLShaderProgram; - // Prepend the correct version directive to the sources. The rest is the - // same, thanks to the common GLSL syntax. - m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vsDisplaySource)); - m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fsDisplaySource)); - m_shaderDisplay->link(); - - delete m_shaderComputeV; - m_shaderComputeV = new QOpenGLShaderProgram; - m_shaderComputeV->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceV)); - m_shaderComputeV->link(); - - delete m_shaderComputeH; - m_shaderComputeH = new QOpenGLShaderProgram; - m_shaderComputeH->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceH)); - m_shaderComputeH->link(); - - // Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL core context. - m_vao = new QOpenGLVertexArrayObject; - m_vao->create(); -} - -void GLWindow::resizeGL(int w, int h) -{ - computeProjection(w,h,m_texImageInput->width(),m_texImageInput->height(),m_proj,m_quadSize); -} - -QSize getWorkGroups(int workGroupSize, const QSize &imageSize) -{ - int x = imageSize.width(); - x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize); - int y = imageSize.height(); - y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize); - return QSize(x,y); -} - -void GLWindow::paintGL() -{ - // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to - // do more than what GL(ES) 2.0 offers. - QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions(); - - - // Process input image - QSize workGroups = getWorkGroups(10, QSize(m_texImageInput->width(), m_texImageInput->height())); - // Pass 1 - f->glBindImageTexture(0, m_texImageInput->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); - f->glBindImageTexture(1, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); - m_shaderComputeV->bind(); - m_shaderComputeV->setUniformValue("radius",m_blurRadius); - f->glDispatchCompute(workGroups.width(),workGroups.height(),1); - f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); - m_shaderComputeV->release(); - // Pass 2 - f->glBindImageTexture(0, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); - f->glBindImageTexture(1, m_texImageProcessed->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); - m_shaderComputeH->bind(); - m_shaderComputeH->setUniformValue("radius",m_blurRadius); - f->glDispatchCompute(workGroups.width(),workGroups.height(),1); - f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); - m_shaderComputeH->release(); - // Compute cleanup - f->glBindImageTexture(0, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8); - f->glBindImageTexture(1, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8); - - // Display processed image - f->glClearColor(0, 0, 0, 1); - f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_texImageProcessed->bind(0); - m_shaderDisplay->bind(); - m_shaderDisplay->setUniformValue("matProjection",m_proj); - m_shaderDisplay->setUniformValue("imageRatio",m_quadSize); - m_shaderDisplay->setUniformValue("samImage",0); - m_vao->bind(); - f->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - m_vao->release(); - m_shaderDisplay->release(); - m_texImageProcessed->release(0); -} - |