Beispiel #1
0
int getMaxTextureSize()
{
    int maxSize = 0;

    // Create a temp context - required if this is called from another thread
    QOpenGLContext ctx;
    if ( !ctx.create() )
    {
        // TODO handle the error
        qDebug() << "No OpenGL context could be created, this is clearly bad...";
        exit(-1);
    }

    // rather than using a QWindow - which actually dosen't seem to work in this case either!
    QOffscreenSurface surface;
    surface.setFormat( ctx.format() );
    surface.create();

    ctx.makeCurrent(&surface);

    // Now the call works
    QOpenGLFunctions glFuncs(QOpenGLContext::currentContext());
    glFuncs.glEnable(GL_TEXTURE_2D);
    glFuncs.glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize);

    return maxSize;
}
Beispiel #2
0
    void withCurrentContext(ContextFunctor f)
    {
      auto _currentContext = QOpenGLContext::currentContext();
      if (!_currentContext || !_currentContext->isValid()) return;

      QOpenGLFunctions glFuncs(_currentContext);
      f(glFuncs);
    }
Beispiel #3
0
void RasterImageLayer::draw()
{
    if (newFile)
        makeGL();

    prog->bind();

    prog->setUniformValue("mvp", projection().viewMatrix());
    prog->setUniformValue("tex", 0);

    glEnable(GL_TEXTURE_2D);

    tex.bind(0);

    // Separate block for handling binding/release of VAO
    {
        QOpenGLVertexArrayObject::Binder bind(&vao);
        glFuncs()->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    }
    glDisable(GL_TEXTURE_2D);

    prog->release();
}
Beispiel #4
0
// render model
void COglRenderer::render()
{
//    QCoreApplication::processEvents();
    QOpenGLFunctions glFuncs(QOpenGLContext::currentContext());
    glFuncs.glUseProgram(0);

    // 设置清屏色
    glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    double ratio = (double)m_ViewportWidth/(double)m_ViewportHeight;
    //    glFrustum(-1.0, 1.0, -ratio, ratio, 3, 7);
    gluPerspective(45.0, ratio, 0.1,100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(
        0.0, 0.0, 5.0,
        0.0, 0.0, 0.0,
        0.0, 1.0, 0.0
    );

    // 画三角形
    // 绘制数组
    // 三角形坐标
    float coords[9] = {
        0.0f, 1.0f, 0.0f,
        -1.0f, 0.0f, 0.0f,
        1.0f, 0.0f, 0.0f
    };

    // 启用顶点缓冲区
    glEnableClientState(GL_VERTEX_ARRAY);

    // 指定顶点缓冲区指针
    glVertexPointer(3, GL_FLOAT, 0, coords);

    // 绘制三角形
    glDrawArrays(GL_TRIANGLES, 0, 3);

    // 关闭顶点缓冲区
    glDisableClientState(GL_VERTEX_ARRAY);


    update();

    //    SYSTEMTIME sys_time;
    //    GetLocalTime( &sys_time );
    //    static float time1 = 0;
    //    static float time2 = 0;
    //    static int fps = 0;
    //    qsrand(uint(sys_time.wMilliseconds));
    //    if (time1 == 0)
    //    {
    //        time1 = sys_time.wMinute * 60 + sys_time.wSecond + sys_time.wMilliseconds * 0.001f;
    //        fps = 0;
    //    }
    //    fps ++;
    //    if (fps >= 60)
    //    {
    //        time2 = sys_time.wMinute * 60 + sys_time.wSecond + sys_time.wMilliseconds * 0.001f;
    //        while (time2 < time1)
    //        {
    //            time2 += 3600;
    //        }
    //        float t = time2 - time1;
    //        time1 = 0;
    //        if (t < 0.00001f){t = 0.0001f;}
    //        m_fps = float(int(60.0 / t));
    //        //        qDebug("%f",m_fps);
    //    }
}
Beispiel #5
0
void OcioDisplayFilter::updateProcessor()
{
    if (!config) {
        return;
    }

    if (!displayDevice) {
        displayDevice = config->getDefaultDisplay();
    }

    if (!view) {
        view = config->getDefaultView(displayDevice);
    }

    if (!inputColorSpaceName) {
        inputColorSpaceName = config->getColorSpaceNameByIndex(0);
    }

    OCIO::DisplayTransformRcPtr transform = OCIO::DisplayTransform::Create();
    transform->setInputColorSpaceName(inputColorSpaceName);
    transform->setDisplay(displayDevice);
    transform->setView(view);

    OCIO::GroupTransformRcPtr approximateTransform = OCIO::GroupTransform::Create();

    // fstop exposure control -- not sure how that translates to our exposure
    {
        float exposureGain = powf(2.0f, exposure);

        const qreal minRange = 0.001;
        if (qAbs(blackPoint - whitePoint) < minRange) {
            whitePoint = blackPoint + minRange;
        }

        const float oldMin[] = { blackPoint, blackPoint, blackPoint, 0.0f };
        const float oldMax[] = { whitePoint, whitePoint, whitePoint, 1.0f };

        const float newMin[] = { 0.0f, 0.0f, 0.0f, 0.0f };
        const float newMax[] = { exposureGain, exposureGain, exposureGain, 1.0f };

        float m44[16];
        float offset4[4];
        OCIO::MatrixTransform::Fit(m44, offset4, oldMin, oldMax, newMin, newMax);
        OCIO::MatrixTransformRcPtr mtx =  OCIO::MatrixTransform::Create();
        mtx->setValue(m44, offset4);
        transform->setLinearCC(mtx);

        // approximation (no color correction);
        approximateTransform->push_back(mtx);
    }

    // channel swizzle
    {
        int channelHot[4];
        switch (swizzle) {
        case LUMINANCE:
            channelHot[0] = 1;
            channelHot[1] = 1;
            channelHot[2] = 1;
            channelHot[3] = 0;
            break;
        case RGBA:
            channelHot[0] = 1;
            channelHot[1] = 1;
            channelHot[2] = 1;
            channelHot[3] = 1;
            break;
        case R:
            channelHot[0] = 1;
            channelHot[1] = 0;
            channelHot[2] = 0;
            channelHot[3] = 0;
            break;
        case G:
            channelHot[0] = 0;
            channelHot[1] = 1;
            channelHot[2] = 0;
            channelHot[3] = 0;
            break;
        case B:
            channelHot[0] = 0;
            channelHot[1] = 0;
            channelHot[2] = 1;
            channelHot[3] = 0;
            break;
        case A:
            channelHot[0] = 0;
            channelHot[1] = 0;
            channelHot[2] = 0;
            channelHot[3] = 1;
        default:
            ;
        }
        float lumacoef[3];
        config->getDefaultLumaCoefs(lumacoef);
        float m44[16];
        float offset[4];
        OCIO::MatrixTransform::View(m44, offset, channelHot, lumacoef);
        OCIO::MatrixTransformRcPtr swizzle = OCIO::MatrixTransform::Create();
        swizzle->setValue(m44, offset);
        transform->setChannelView(swizzle);
    }

    // Post-display transform gamma
    {
        float exponent = 1.0f/std::max(1e-6f, static_cast<float>(gamma));
        const float exponent4f[] = { exponent, exponent, exponent, exponent };
        OCIO::ExponentTransformRcPtr expTransform =  OCIO::ExponentTransform::Create();
        expTransform->setValue(exponent4f);
        transform->setDisplayCC(expTransform);

        // approximation (no color correction);
        approximateTransform->push_back(expTransform);
    }

    m_processor = config->getProcessor(transform);

    m_forwardApproximationProcessor = config->getProcessor(approximateTransform, OCIO::TRANSFORM_DIR_FORWARD);

    try {
        m_revereseApproximationProcessor = config->getProcessor(approximateTransform, OCIO::TRANSFORM_DIR_INVERSE);
    } catch (...) {
        warnKrita << "OCIO inverted matrix does not exist!";
        //m_revereseApproximationProcessor;
    }

#ifdef HAVE_OPENGL

    // check whether we are allowed to use shaders -- though that should
    // work for everyone these days
    KisConfig cfg;
    if (!cfg.useOpenGL()) return;

    QOpenGLFunctions glFuncs(QOpenGLContext::currentContext());
    QOpenGLFunctions_3_2_Core *glFuncs3 = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_2_Core>();
    const int lut3DEdgeSize = cfg.ocioLutEdgeSize();

    if (m_lut3d.size() == 0) {
        //dbgKrita << "generating lut";
        glFuncs.glGenTextures(1, &m_lut3dTexID);

        int num3Dentries = 3 * lut3DEdgeSize * lut3DEdgeSize * lut3DEdgeSize;
        m_lut3d.fill(0.0, num3Dentries);

        glFuncs.glActiveTexture(GL_TEXTURE1);
        glFuncs.glBindTexture(GL_TEXTURE_3D, m_lut3dTexID);

        glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glFuncs.glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        glFuncs3->glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
                              lut3DEdgeSize, lut3DEdgeSize, lut3DEdgeSize,
                              0, GL_RGB, GL_FLOAT, &m_lut3d.constData()[0]);
    }

    // Step 1: Create a GPU Shader Description
    OCIO::GpuShaderDesc shaderDesc;

    shaderDesc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_3);

    shaderDesc.setFunctionName("OCIODisplay");
    shaderDesc.setLut3DEdgeLen(lut3DEdgeSize);


    // Step 2: Compute the 3D LUT
    QString lut3dCacheID = QString::fromLatin1(m_processor->getGpuLut3DCacheID(shaderDesc));
    if(lut3dCacheID != m_lut3dcacheid)
    {
        //dbgKrita << "Computing 3DLut " << m_lut3dcacheid;
        m_lut3dcacheid = lut3dCacheID;
        m_processor->getGpuLut3D(&m_lut3d[0], shaderDesc);

        glFuncs.glBindTexture(GL_TEXTURE_3D, m_lut3dTexID);
        glFuncs3->glTexSubImage3D(GL_TEXTURE_3D, 0,
                                 0, 0, 0,
                                 lut3DEdgeSize, lut3DEdgeSize, lut3DEdgeSize,
                                 GL_RGB, GL_FLOAT, &m_lut3d[0]);
    }


    // Step 3: Generate the shader text
    QString shaderCacheID = QString::fromLatin1(m_processor->getGpuShaderTextCacheID(shaderDesc));
    if (m_program.isEmpty() || shaderCacheID != m_shadercacheid) {
        //dbgKrita << "Computing Shader " << m_shadercacheid;

        m_shadercacheid = shaderCacheID;

        std::ostringstream os;
        os << m_processor->getGpuShaderText(shaderDesc) << "\n";

        m_program = QString::fromLatin1(os.str().c_str());
    }


#endif

}