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video-shader-toys/apps/RenderCadenceCompositor/render/SimpleMotionRenderer.cpp
Aiden 2c5e925b97
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Video input fallback
2026-05-12 18:53:46 +10:00

314 lines
8.3 KiB
C++

#include "SimpleMotionRenderer.h"
#include "GLExtensions.h"
#include <algorithm>
#include <array>
#include <cmath>
namespace
{
constexpr GLuint kInputTextureUnit = 0;
const char* kTextureVertexShader = R"GLSL(
#version 430 core
out vec2 vTexCoord;
void main()
{
vec2 positions[3] = vec2[3](
vec2(-1.0, -1.0),
vec2( 3.0, -1.0),
vec2(-1.0, 3.0));
vec2 texCoords[3] = vec2[3](
vec2(0.0, 0.0),
vec2(2.0, 0.0),
vec2(0.0, 2.0));
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
vTexCoord = texCoords[gl_VertexID];
}
)GLSL";
const char* kTextureFragmentShader = R"GLSL(
#version 430 core
layout(binding = 0) uniform sampler2D uInputTexture;
in vec2 vTexCoord;
out vec4 fragColor;
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)
{
mWidth = width;
mHeight = height;
return mWidth > 0 && mHeight > 0;
}
void SimpleMotionRenderer::RenderFrame(uint64_t frameIndex)
{
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);
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)
{
if (texture == 0 || !EnsureTextureProgram())
{
RenderFrame(0);
return;
}
glViewport(0, 0, static_cast<GLsizei>(mWidth), static_cast<GLsizei>(mHeight));
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0 + kInputTextureUnit);
glBindTexture(GL_TEXTURE_2D, texture);
glUseProgram(mTextureProgram);
glBindVertexArray(mTextureVertexArray);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
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)
return true;
if (!CompileShader(GL_VERTEX_SHADER, kTextureVertexShader, mTextureVertexShader))
return false;
if (!CompileShader(GL_FRAGMENT_SHADER, kTextureFragmentShader, mTextureFragmentShader))
{
DestroyTextureProgram();
return false;
}
mTextureProgram = glCreateProgram();
glAttachShader(mTextureProgram, mTextureVertexShader);
glAttachShader(mTextureProgram, mTextureFragmentShader);
glLinkProgram(mTextureProgram);
GLint linkResult = GL_FALSE;
glGetProgramiv(mTextureProgram, GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
DestroyTextureProgram();
return false;
}
glUseProgram(mTextureProgram);
const GLint inputLocation = glGetUniformLocation(mTextureProgram, "uInputTexture");
if (inputLocation >= 0)
glUniform1i(inputLocation, static_cast<GLint>(kInputTextureUnit));
glUseProgram(0);
glGenVertexArrays(1, &mTextureVertexArray);
return mTextureVertexArray != 0;
}
void SimpleMotionRenderer::DestroyTextureProgram()
{
if (mTextureProgram != 0)
glDeleteProgram(mTextureProgram);
if (mTextureVertexShader != 0)
glDeleteShader(mTextureVertexShader);
if (mTextureFragmentShader != 0)
glDeleteShader(mTextureFragmentShader);
if (mTextureVertexArray != 0)
glDeleteVertexArrays(1, &mTextureVertexArray);
mTextureProgram = 0;
mTextureVertexShader = 0;
mTextureFragmentShader = 0;
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);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compileResult = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
if (compileResult != GL_FALSE)
return true;
glDeleteShader(shader);
shader = 0;
return false;
}