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50 | |
51 | #include "glwindow.h" |
52 | #include <QImage> |
53 | #include <QOpenGLShaderProgram> |
54 | #include <QOpenGLContext> |
55 | #include <QOpenGLFunctions> |
56 | #include <QOpenGLExtraFunctions> |
57 | #include <QOpenGLVertexArrayObject> |
58 | #include <QtGui/qopengl.h> |
59 | #include <QDebug> |
60 | #include <QTimer> |
61 | #include <math.h> |
62 | |
63 | #ifndef GL_READ_WRITE |
64 | #define GL_READ_WRITE 0x88BA |
65 | #endif |
66 | |
67 | #ifndef GL_RGBA8 |
68 | #define GL_RGBA8 0x8058 |
69 | #endif |
70 | |
71 | #ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
72 | #define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 |
73 | #endif |
74 | |
75 | GLWindow::GLWindow() |
76 | { |
77 | const float animationStart = 0.0; |
78 | const float animationEnd = 10.0; |
79 | const float animationLength = 1000; |
80 | |
81 | m_animationGroup = new QSequentialAnimationGroup(this); |
82 | m_animationGroup->setLoopCount(-1); |
83 | |
84 | m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius" )); |
85 | m_animationForward->setStartValue(animationStart); |
86 | m_animationForward->setEndValue(animationEnd); |
87 | m_animationForward->setDuration(animationLength); |
88 | m_animationGroup->addAnimation(m_animationForward); |
89 | |
90 | m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius" )); |
91 | m_animationBackward->setStartValue(animationEnd); |
92 | m_animationBackward->setEndValue(animationStart); |
93 | m_animationBackward->setDuration(animationLength); |
94 | m_animationGroup->addAnimation(m_animationBackward); |
95 | |
96 | m_animationGroup->start(); |
97 | } |
98 | |
99 | GLWindow::~GLWindow() |
100 | { |
101 | makeCurrent(); |
102 | delete m_texImageInput; |
103 | delete m_texImageProcessed; |
104 | delete m_texImageTmp; |
105 | delete m_shaderDisplay; |
106 | delete m_shaderComputeH; |
107 | delete m_shaderComputeV; |
108 | delete m_animationGroup; |
109 | delete m_animationForward; |
110 | delete m_animationBackward; |
111 | delete m_vao; |
112 | } |
113 | |
114 | void GLWindow::setBlurRadius(float blurRadius) |
115 | { |
116 | int radius = int(blurRadius); |
117 | if (radius != m_blurRadius) { |
118 | m_blurRadius = radius; |
119 | update(); |
120 | } |
121 | } |
122 | |
123 | void GLWindow::setAnimating(bool animate) |
124 | { |
125 | m_animate = animate; |
126 | if (animate) |
127 | m_animationGroup->start(); |
128 | else |
129 | m_animationGroup->stop(); |
130 | } |
131 | |
132 | void GLWindow::keyPressEvent(QKeyEvent *e) |
133 | { |
134 | if (e->key() == Qt::Key_Space) { // pause |
135 | setAnimating(!m_animate); |
136 | } |
137 | update(); |
138 | } |
139 | |
140 | |
141 | |
142 | |
143 | static const char *vsDisplaySource = |
144 | "const vec4 vertices[4] = vec4[4] (\n" |
145 | " vec4( -1.0, 1.0, 0.0, 1.0),\n" |
146 | " vec4( -1.0, -1.0, 0.0, 1.0),\n" |
147 | " vec4( 1.0, 1.0, 0.0, 1.0),\n" |
148 | " vec4( 1.0, -1.0, 0.0, 1.0)\n" |
149 | ");\n" |
150 | "const vec2 texCoords[4] = vec2[4] (\n" |
151 | " vec2( 0.0, 1.0),\n" |
152 | " vec2( 0.0, 0.0),\n" |
153 | " vec2( 1.0, 1.0),\n" |
154 | " vec2( 1.0, 0.0)\n" |
155 | ");\n" |
156 | "out vec2 texCoord;\n" |
157 | "uniform mat4 matProjection;\n" |
158 | "uniform vec2 imageRatio;\n" |
159 | "void main() {\n" |
160 | " gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n" |
161 | " texCoord = texCoords[gl_VertexID];\n" |
162 | "}\n" ; |
163 | |
164 | static const char *fsDisplaySource = |
165 | "in lowp vec2 texCoord; \n" |
166 | "uniform sampler2D samImage; \n" |
167 | "layout(location = 0) out lowp vec4 color;\n" |
168 | "void main() {\n" |
169 | " lowp vec4 texColor = texture(samImage,texCoord);\n" |
170 | " color = vec4(texColor.rgb, 1.0);\n" |
171 | "}\n" ; |
172 | |
173 | static const char *csComputeSourceV = |
174 | "#define COMPUTEPATCHSIZE 10 // Setting this to 10 to comply with MAX_COMPUTE_WORK_GROUP_INVOCATIONS for both OpenGL and OpenGLES - see QTBUG-79374 \n" |
175 | "#define IMGFMT rgba8 \n" |
176 | "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n" |
177 | "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n" |
178 | "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n" |
179 | "uniform int radius;\n" |
180 | "const float cutoff = 2.2;\n" |
181 | |
182 | "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n" |
183 | " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" |
184 | " return 1.0 / (2.0 * sigma * sigma);\n" |
185 | "}\n" |
186 | |
187 | "float gaussian(float distance, float expfactor) {\n" |
188 | " return exp( -(distance * distance) * expfactor);\n" |
189 | "}\n" |
190 | |
191 | "void main() {\n" |
192 | " ivec2 imgSize = imageSize(resultImage);\n" |
193 | " int x = int(gl_GlobalInvocationID.x);\n" |
194 | " int y = int(gl_GlobalInvocationID.y);\n" |
195 | " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n" |
196 | " vec4 sumPixels = vec4(0.0);\n" |
197 | " float sumWeights = 0.0;\n" |
198 | " int left = clamp(x - radius, 0, imgSize.x - 1);\n" |
199 | " int right = clamp(x + radius, 0, imgSize.x - 1);\n" |
200 | " int top = clamp(y - radius, 0, imgSize.y - 1);\n" |
201 | " int bottom = clamp(y + radius, 0, imgSize.y - 1);\n" |
202 | " float expfactor = expFactor();\n" |
203 | " for (int iY = top; iY <= bottom; iY++) {\n" |
204 | " float dy = float(abs(iY - y));\n" |
205 | " vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n" |
206 | " float weight = gaussian(dy, expfactor);\n" |
207 | " sumWeights += weight;\n" |
208 | " sumPixels += (imgValue * weight);\n" |
209 | " }\n" |
210 | " sumPixels /= sumWeights;\n" |
211 | " imageStore(resultImage, ivec2(x,y), sumPixels);\n" |
212 | "}\n" ; |
213 | |
214 | static const char *csComputeSourceH = |
215 | "#define COMPUTEPATCHSIZE 10 \n" |
216 | "#define IMGFMT rgba8 \n" |
217 | "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n" |
218 | "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n" |
219 | "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n" |
220 | "uniform int radius;\n" |
221 | "const float cutoff = 2.2;\n" |
222 | |
223 | "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n" |
224 | " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" |
225 | " return 1.0 / (2.0 * sigma * sigma);\n" |
226 | "}\n" |
227 | |
228 | "float gaussian(float distance, float expfactor) {\n" |
229 | " return exp( -(distance * distance) * expfactor);\n" |
230 | "}\n" |
231 | |
232 | "void main() {\n" |
233 | " ivec2 imgSize = imageSize(resultImage);\n" |
234 | " int x = int(gl_GlobalInvocationID.x);\n" |
235 | " int y = int(gl_GlobalInvocationID.y);\n" |
236 | " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n" |
237 | " vec4 sumPixels = vec4(0.0);\n" |
238 | " float sumWeights = 0.0;\n" |
239 | " int left = clamp(x - radius, 0, imgSize.x - 1);\n" |
240 | " int right = clamp(x + radius, 0, imgSize.x - 1);\n" |
241 | " int top = clamp(y - radius, 0, imgSize.y - 1);\n" |
242 | " int bottom = clamp(y + radius, 0, imgSize.y - 1);\n" |
243 | " float expfactor = expFactor();\n" |
244 | " for (int iX = left; iX <= right; iX++) {\n" |
245 | " float dx = float(abs(iX - x));\n" |
246 | " vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n" |
247 | " float weight = gaussian(dx, expfactor);\n" |
248 | " sumWeights += weight;\n" |
249 | " sumPixels += (imgValue * weight);\n" |
250 | " }\n" |
251 | " sumPixels /= sumWeights;\n" |
252 | " imageStore(resultImage, ivec2(x,y), sumPixels);\n" |
253 | "}\n" ; |
254 | |
255 | |
256 | |
257 | QByteArray versionedShaderCode(const char *src) |
258 | { |
259 | QByteArray versionedSrc; |
260 | |
261 | if (QOpenGLContext::currentContext()->isOpenGLES()) |
262 | versionedSrc.append(QByteArrayLiteral("#version 310 es\n" )); |
263 | else |
264 | versionedSrc.append(QByteArrayLiteral("#version 430 core\n" )); |
265 | |
266 | versionedSrc.append(src); |
267 | return versionedSrc; |
268 | } |
269 | |
270 | void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize) |
271 | { |
272 | float ratioImg = float(imgWidth) / float(imgHeight); |
273 | float ratioCanvas = float(winWidth) / float(winHeight); |
274 | |
275 | float correction = ratioImg / ratioCanvas; |
276 | float rescaleFactor = 1.0f; |
277 | float quadWidth = 1.0f; |
278 | float quadHeight = 1.0f; |
279 | |
280 | if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands |
281 | { |
282 | quadHeight = 1.0f; |
283 | quadWidth = 1.0f * ratioImg; |
284 | rescaleFactor = ratioCanvas; |
285 | correction = 1.0f / rescaleFactor; |
286 | } |
287 | else // image larger than canvas -- width = 1.0, horizontal black bands |
288 | { |
289 | quadWidth = 1.0f; |
290 | quadHeight = 1.0f / ratioImg; |
291 | correction = 1.0f / ratioCanvas; |
292 | } |
293 | |
294 | const float frustumWidth = 1.0f * rescaleFactor; |
295 | const float frustumHeight = 1.0f * rescaleFactor * correction; |
296 | |
297 | outProjection = QMatrix4x4(); |
298 | outProjection.ortho( |
299 | -frustumWidth, |
300 | frustumWidth, |
301 | -frustumHeight, |
302 | frustumHeight, |
303 | -1.0f, |
304 | 1.0f); |
305 | outQuadSize = QSizeF(quadWidth,quadHeight); |
306 | } |
307 | |
308 | void GLWindow::initializeGL() |
309 | { |
310 | QOpenGLContext *ctx = QOpenGLContext::currentContext(); |
311 | qDebug() << "Got a " |
312 | << ctx->format().majorVersion() |
313 | << "." |
314 | << ctx->format().minorVersion() |
315 | << ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES" ) : (" GL" )) |
316 | << " context" ; |
317 | |
318 | QImage img(":/Qt-logo-medium.png" ); |
319 | Q_ASSERT(!img.isNull()); |
320 | delete m_texImageInput; |
321 | m_texImageInput = new QOpenGLTexture(img.convertToFormat(QImage::Format_RGBA8888).mirrored()); |
322 | |
323 | delete m_texImageTmp; |
324 | m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D); |
325 | m_texImageTmp->setFormat(m_texImageInput->format()); |
326 | m_texImageTmp->setSize(m_texImageInput->width(),m_texImageInput->height()); |
327 | m_texImageTmp->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); // WTF? |
328 | |
329 | delete m_texImageProcessed; |
330 | m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D); |
331 | m_texImageProcessed->setFormat(m_texImageInput->format()); |
332 | m_texImageProcessed->setSize(m_texImageInput->width(),m_texImageInput->height()); |
333 | m_texImageProcessed->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); |
334 | |
335 | m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear); |
336 | m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear); |
337 | m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge); |
338 | |
339 | delete m_shaderDisplay; |
340 | m_shaderDisplay = new QOpenGLShaderProgram; |
341 | // Prepend the correct version directive to the sources. The rest is the |
342 | // same, thanks to the common GLSL syntax. |
343 | m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vsDisplaySource)); |
344 | m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fsDisplaySource)); |
345 | m_shaderDisplay->link(); |
346 | |
347 | delete m_shaderComputeV; |
348 | m_shaderComputeV = new QOpenGLShaderProgram; |
349 | m_shaderComputeV->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceV)); |
350 | m_shaderComputeV->link(); |
351 | |
352 | delete m_shaderComputeH; |
353 | m_shaderComputeH = new QOpenGLShaderProgram; |
354 | m_shaderComputeH->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceH)); |
355 | m_shaderComputeH->link(); |
356 | |
357 | // Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL core context. |
358 | m_vao = new QOpenGLVertexArrayObject; |
359 | m_vao->create(); |
360 | } |
361 | |
362 | void GLWindow::resizeGL(int w, int h) |
363 | { |
364 | computeProjection(w,h,m_texImageInput->width(),m_texImageInput->height(),m_proj,m_quadSize); |
365 | } |
366 | |
367 | QSize getWorkGroups(int workGroupSize, const QSize &imageSize) |
368 | { |
369 | int x = imageSize.width(); |
370 | x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize); |
371 | int y = imageSize.height(); |
372 | y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize); |
373 | return QSize(x,y); |
374 | } |
375 | |
376 | void GLWindow::paintGL() |
377 | { |
378 | // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to |
379 | // do more than what GL(ES) 2.0 offers. |
380 | QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions(); |
381 | |
382 | |
383 | // Process input image |
384 | QSize workGroups = getWorkGroups(10, QSize(m_texImageInput->width(), m_texImageInput->height())); |
385 | // Pass 1 |
386 | f->glBindImageTexture(0, m_texImageInput->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); |
387 | f->glBindImageTexture(1, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); |
388 | m_shaderComputeV->bind(); |
389 | m_shaderComputeV->setUniformValue("radius" ,m_blurRadius); |
390 | f->glDispatchCompute(workGroups.width(),workGroups.height(),1); |
391 | f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); |
392 | m_shaderComputeV->release(); |
393 | // Pass 2 |
394 | f->glBindImageTexture(0, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); |
395 | f->glBindImageTexture(1, m_texImageProcessed->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8); |
396 | m_shaderComputeH->bind(); |
397 | m_shaderComputeH->setUniformValue("radius" ,m_blurRadius); |
398 | f->glDispatchCompute(workGroups.width(),workGroups.height(),1); |
399 | f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); |
400 | m_shaderComputeH->release(); |
401 | // Compute cleanup |
402 | f->glBindImageTexture(0, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8); |
403 | f->glBindImageTexture(1, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8); |
404 | |
405 | // Display processed image |
406 | f->glClearColor(0, 0, 0, 1); |
407 | f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
408 | m_texImageProcessed->bind(0); |
409 | m_shaderDisplay->bind(); |
410 | m_shaderDisplay->setUniformValue("matProjection" ,m_proj); |
411 | m_shaderDisplay->setUniformValue("imageRatio" ,m_quadSize); |
412 | m_shaderDisplay->setUniformValue("samImage" ,0); |
413 | m_vao->bind(); |
414 | f->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
415 | m_vao->release(); |
416 | m_shaderDisplay->release(); |
417 | m_texImageProcessed->release(0); |
418 | } |
419 | |
420 | |