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diff --git a/examples/opengl/computegles31/glwindow.cpp b/examples/opengl/computegles31/glwindow.cpp
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-/****************************************************************************
-**
-** 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);
-}
-