Video input fallback
This commit is contained in:
@@ -38,6 +38,98 @@ void main()
|
||||
fragColor = texture(uInputTexture, clamp(vTexCoord, vec2(0.0), vec2(1.0)));
|
||||
}
|
||||
)GLSL";
|
||||
|
||||
const char* kPatternFragmentShader = R"GLSL(
|
||||
#version 430 core
|
||||
uniform vec2 uResolution;
|
||||
uniform float uFrameIndex;
|
||||
in vec2 vTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
vec3 hexColor(float r, float g, float b)
|
||||
{
|
||||
return vec3(r, g, b) / 255.0;
|
||||
}
|
||||
|
||||
vec3 smpteTop(float x)
|
||||
{
|
||||
if (x < 240.0) return hexColor(102.0, 102.0, 102.0);
|
||||
if (x < 445.0) return hexColor(191.0, 191.0, 191.0);
|
||||
if (x < 651.0) return hexColor(191.0, 191.0, 0.0);
|
||||
if (x < 857.0) return hexColor(0.0, 191.0, 191.0);
|
||||
if (x < 1063.0) return hexColor(0.0, 191.0, 0.0);
|
||||
if (x < 1269.0) return hexColor(191.0, 0.0, 191.0);
|
||||
if (x < 1475.0) return hexColor(191.0, 0.0, 0.0);
|
||||
if (x < 1680.0) return hexColor(0.0, 0.0, 191.0);
|
||||
return hexColor(102.0, 102.0, 102.0);
|
||||
}
|
||||
|
||||
vec3 smpteMiddleA(float x)
|
||||
{
|
||||
if (x < 240.0) return hexColor(0.0, 255.0, 255.0);
|
||||
if (x < 445.0) return hexColor(0.0, 63.0, 105.0);
|
||||
if (x < 1680.0) return hexColor(191.0, 191.0, 191.0);
|
||||
return hexColor(0.0, 0.0, 255.0);
|
||||
}
|
||||
|
||||
vec3 smpteMiddleB(float x)
|
||||
{
|
||||
if (x < 240.0) return hexColor(255.0, 255.0, 0.0);
|
||||
if (x < 445.0) return hexColor(65.0, 0.0, 119.0);
|
||||
if (x < 1475.0)
|
||||
{
|
||||
float ramp = clamp((x - 445.0) / (1475.0 - 445.0), 0.0, 1.0);
|
||||
return vec3(ramp);
|
||||
}
|
||||
if (x < 1680.0) return vec3(1.0);
|
||||
return hexColor(255.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
vec3 smpteBottom(float x)
|
||||
{
|
||||
if (x < 240.0) return hexColor(38.0, 38.0, 38.0);
|
||||
if (x < 549.0) return vec3(0.0);
|
||||
if (x < 960.0) return vec3(1.0);
|
||||
if (x < 1268.0) return vec3(0.0);
|
||||
if (x < 1337.0) return hexColor(5.0, 5.0, 5.0);
|
||||
if (x < 1405.0) return vec3(0.0);
|
||||
if (x < 1474.0) return hexColor(10.0, 10.0, 10.0);
|
||||
if (x < 1680.0) return vec3(0.0);
|
||||
return hexColor(38.0, 38.0, 38.0);
|
||||
}
|
||||
|
||||
vec3 smpteColor(vec2 uv)
|
||||
{
|
||||
vec2 pixel = vec2(clamp(uv.x, 0.0, 1.0), 1.0 - clamp(uv.y, 0.0, 1.0)) * vec2(1920.0, 1080.0);
|
||||
if (pixel.y < 630.0) return smpteTop(pixel.x);
|
||||
if (pixel.y < 720.0) return smpteMiddleA(pixel.x);
|
||||
if (pixel.y < 810.0) return smpteMiddleB(pixel.x);
|
||||
return smpteBottom(pixel.x);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = clamp(vTexCoord, vec2(0.0), vec2(1.0));
|
||||
vec3 color = smpteColor(uv);
|
||||
|
||||
float t = uFrameIndex / 60.0;
|
||||
vec2 cubeSize = vec2(0.16, 0.20);
|
||||
vec2 cubeMin = vec2(
|
||||
(0.5 + 0.5 * sin(t * 1.7)) * (1.0 - cubeSize.x),
|
||||
(0.5 + 0.5 * sin(t * 1.1 + 0.8)) * (1.0 - cubeSize.y));
|
||||
vec2 cubeMax = cubeMin + cubeSize;
|
||||
bool insideCube = uv.x >= cubeMin.x && uv.x <= cubeMax.x && uv.y >= cubeMin.y && uv.y <= cubeMax.y;
|
||||
if (insideCube)
|
||||
{
|
||||
vec2 local = (uv - cubeMin) / cubeSize;
|
||||
vec3 cubeColor = vec3(1.0, 0.74 + 0.18 * sin(t * 2.1), 0.08);
|
||||
float edge = step(local.x, 0.04) + step(local.y, 0.04) + step(0.96, local.x) + step(0.96, local.y);
|
||||
color = edge > 0.0 ? vec3(1.0) : cubeColor;
|
||||
}
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
}
|
||||
)GLSL";
|
||||
}
|
||||
|
||||
bool SimpleMotionRenderer::InitializeGl(unsigned width, unsigned height)
|
||||
@@ -49,33 +141,30 @@ bool SimpleMotionRenderer::InitializeGl(unsigned width, unsigned height)
|
||||
|
||||
void SimpleMotionRenderer::RenderFrame(uint64_t frameIndex)
|
||||
{
|
||||
const float t = static_cast<float>(frameIndex) / 60.0f;
|
||||
const float red = 0.1f + 0.4f * (0.5f + 0.5f * std::sin(t));
|
||||
const float green = 0.1f + 0.4f * (0.5f + 0.5f * std::sin(t * 0.73f + 1.0f));
|
||||
const float blue = 0.15f + 0.3f * (0.5f + 0.5f * std::sin(t * 0.41f + 2.0f));
|
||||
if (!EnsurePatternProgram())
|
||||
{
|
||||
glViewport(0, 0, static_cast<GLsizei>(mWidth), static_cast<GLsizei>(mHeight));
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
return;
|
||||
}
|
||||
|
||||
glViewport(0, 0, static_cast<GLsizei>(mWidth), static_cast<GLsizei>(mHeight));
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClearColor(red, green, blue, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
const int boxWidth = (std::max)(1, static_cast<int>(mWidth / 6));
|
||||
const int boxHeight = (std::max)(1, static_cast<int>(mHeight / 5));
|
||||
const float phase = 0.5f + 0.5f * std::sin(t * 1.7f);
|
||||
const int x = static_cast<int>(phase * static_cast<float>(mWidth - static_cast<unsigned>(boxWidth)));
|
||||
const int y = static_cast<int>((0.5f + 0.5f * std::sin(t * 1.1f + 0.8f)) * static_cast<float>(mHeight - static_cast<unsigned>(boxHeight)));
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glScissor(x, y, boxWidth, boxHeight);
|
||||
glClearColor(1.0f - red, 0.85f, 0.15f + blue, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
const int stripeWidth = (std::max)(1, static_cast<int>(mWidth / 80));
|
||||
const int stripeX = static_cast<int>((frameIndex % 120) * (mWidth - static_cast<unsigned>(stripeWidth)) / 119);
|
||||
glScissor(stripeX, 0, stripeWidth, static_cast<GLsizei>(mHeight));
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glUseProgram(mPatternProgram);
|
||||
const GLint resolutionLocation = glGetUniformLocation(mPatternProgram, "uResolution");
|
||||
if (resolutionLocation >= 0)
|
||||
glUniform2f(resolutionLocation, static_cast<float>(mWidth), static_cast<float>(mHeight));
|
||||
const GLint frameIndexLocation = glGetUniformLocation(mPatternProgram, "uFrameIndex");
|
||||
if (frameIndexLocation >= 0)
|
||||
glUniform1f(frameIndexLocation, static_cast<float>(frameIndex));
|
||||
glBindVertexArray(mPatternVertexArray);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void SimpleMotionRenderer::RenderTexture(GLuint texture)
|
||||
@@ -103,11 +192,42 @@ void SimpleMotionRenderer::RenderTexture(GLuint texture)
|
||||
|
||||
void SimpleMotionRenderer::ShutdownGl()
|
||||
{
|
||||
DestroyPatternProgram();
|
||||
DestroyTextureProgram();
|
||||
mWidth = 0;
|
||||
mHeight = 0;
|
||||
}
|
||||
|
||||
bool SimpleMotionRenderer::EnsurePatternProgram()
|
||||
{
|
||||
if (mPatternProgram != 0)
|
||||
return true;
|
||||
|
||||
if (!CompileShader(GL_VERTEX_SHADER, kTextureVertexShader, mPatternVertexShader))
|
||||
return false;
|
||||
if (!CompileShader(GL_FRAGMENT_SHADER, kPatternFragmentShader, mPatternFragmentShader))
|
||||
{
|
||||
DestroyPatternProgram();
|
||||
return false;
|
||||
}
|
||||
|
||||
mPatternProgram = glCreateProgram();
|
||||
glAttachShader(mPatternProgram, mPatternVertexShader);
|
||||
glAttachShader(mPatternProgram, mPatternFragmentShader);
|
||||
glLinkProgram(mPatternProgram);
|
||||
|
||||
GLint linkResult = GL_FALSE;
|
||||
glGetProgramiv(mPatternProgram, GL_LINK_STATUS, &linkResult);
|
||||
if (linkResult == GL_FALSE)
|
||||
{
|
||||
DestroyPatternProgram();
|
||||
return false;
|
||||
}
|
||||
|
||||
glGenVertexArrays(1, &mPatternVertexArray);
|
||||
return mPatternVertexArray != 0;
|
||||
}
|
||||
|
||||
bool SimpleMotionRenderer::EnsureTextureProgram()
|
||||
{
|
||||
if (mTextureProgram != 0)
|
||||
@@ -160,6 +280,22 @@ void SimpleMotionRenderer::DestroyTextureProgram()
|
||||
mTextureVertexArray = 0;
|
||||
}
|
||||
|
||||
void SimpleMotionRenderer::DestroyPatternProgram()
|
||||
{
|
||||
if (mPatternProgram != 0)
|
||||
glDeleteProgram(mPatternProgram);
|
||||
if (mPatternVertexShader != 0)
|
||||
glDeleteShader(mPatternVertexShader);
|
||||
if (mPatternFragmentShader != 0)
|
||||
glDeleteShader(mPatternFragmentShader);
|
||||
if (mPatternVertexArray != 0)
|
||||
glDeleteVertexArrays(1, &mPatternVertexArray);
|
||||
mPatternProgram = 0;
|
||||
mPatternVertexShader = 0;
|
||||
mPatternFragmentShader = 0;
|
||||
mPatternVertexArray = 0;
|
||||
}
|
||||
|
||||
bool SimpleMotionRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader)
|
||||
{
|
||||
shader = glCreateShader(shaderType);
|
||||
|
||||
Reference in New Issue
Block a user