cube to equirect conversion using shader, save latlong to file

This commit is contained in:
2017-04-30 02:20:54 +01:00
parent 78a87f9cd3
commit f64e9e746c
9 changed files with 94 additions and 10 deletions

View File

@@ -370,7 +370,7 @@
<icon width="100%" height="100%" icon="disk"/>
</button-custom>-->
<button id="btn-switch" width="50" height="50" margin="0 0 5 0" text="Switch"/>
<button id="btn-switch" width="50" height="50" margin="0 0 5 0" text="Save"/>
<button id="btn-undo" width="50" height="50" margin="0 0 5 0" text="Undo"/>
<button id="btn-close" width="50" height="50" margin="0 0 5 0" text="Clear"/>
<button-custom id="btn-bucket" width="50" height="50" margin="0 0 5 0" thickness="1" border-color=".1" pad="2">

View File

@@ -262,6 +262,35 @@ void App::initShaders()
" frag = mix(c1, c2, alpha);\n"
"}";
static const char* shader_equirect_v =
SHADER_VERSION
"#define PI 3.1415926535897932384626433832795\n"
"#define TWO_PI 6.283185307179586476925286766559\n"
"uniform mat4 mvp;\n"
"in vec4 pos;\n"
"in vec2 uvs;\n"
"out vec2 uv;\n"
"void main(){\n"
" uv = (vec2(1.0) - uvs + vec2(0.25,0.0)) * vec2(TWO_PI, PI);\n"
" gl_Position = mvp * vec4(pos.xyz, 1.0);\n"
"}";
static const char* shader_equirect_f =
SHADER_VERSION
"uniform samplerCube tex;\n"
"in mediump vec2 uv;\n"
"out mediump vec4 frag;\n"
"void main(){\n"
" float anglex = uv.x;\n"
" float angley = uv.y;\n"
" float sx = sin(anglex);\n"
" float cx = cos(anglex);\n"
" vec3 dir = vec3(0.0, 0.0, 0.0);\n"
" dir.x = sin(angley) * cx;\n"
" dir.y = cos(angley);\n"
" dir.z = sin(angley) * sx;\n"
" frag = texture(tex, dir);\n"
"}";
LOG("initializing shaders");
if (!ShaderManager::create(kShader::Texture, shader_v, shader_f))
LOG("Failed to create shader Texture");
@@ -287,6 +316,8 @@ void App::initShaders()
LOG("Failed to create shader StrokeLayer");
if (!ShaderManager::create(kShader::Checkerboard, shader_checkerboard_v, shader_checkerboard_f))
LOG("Failed to create shader Checkerboard");
if (!ShaderManager::create(kShader::Equirect, shader_equirect_v, shader_equirect_f))
LOG("Failed to create shader Equirect");
LOG("shaders initialized");
}
@@ -444,7 +475,7 @@ void App::initLayout()
//button->m_text->set_text(canvas->m_canvas->m_use_instanced ? "INST" : "NORM");
}
};
button->m_text->set_text("NORM");
//button->m_text->set_text("NORM");
}
if (auto* button = layout[main_id]->find<NodeButton>("btn-undo"))
{

View File

@@ -11,7 +11,7 @@ class App
{
public:
static App I;
std::string data_path;
std::string data_path{ "." };
Sampler sampler;
Texture2D tex;
LayoutManager layout;

View File

@@ -346,6 +346,7 @@ void ui::Canvas::resize(int width, int height)
{
l.create(width, height, "");
}
m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
}
bool ui::Canvas::create(int width, int height)
{
@@ -366,6 +367,7 @@ bool ui::Canvas::create(int width, int height)
{
l.create(width, height, "");
}
m_latlong.create(width * 4, height * 2); // NOTE: w and h must be equal to make sense
return true;
}
@@ -398,6 +400,7 @@ void ui::Canvas::clear_context()
m_tex[i].destroy();
m_tex2[i].destroy();
}
m_latlong.destroy();
};
void ui::Canvas::save(std::string data_path)
@@ -413,6 +416,18 @@ void ui::Canvas::save(std::string data_path)
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
glGenTextures(1, &cube_id);
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
for (GLuint i = 0; i < 6; i++)
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
int faces[]{
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, // front
GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // right
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // back
GL_TEXTURE_CUBE_MAP_POSITIVE_X, // left
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
};
for (int i = 0; i < 6; i++)
{
m_tmp[i].bindFramebuffer();
@@ -421,7 +436,7 @@ void ui::Canvas::save(std::string data_path)
for (auto layer_index : m_order)
{
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
m_tex2[i].unbind();
@@ -443,17 +458,42 @@ void ui::Canvas::save(std::string data_path)
m_layers[layer_index].m_rtt[i].unbindTexture();
}
// copy result to cubemap
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
glCopyTexImage2D(faces[i], 0, GL_RGBA8, 0, 0, m_width, m_height, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
m_tmp[i].unbindFramebuffer();
}
auto data = std::make_unique<uint8_t[]>(m_tmp[0].bytes());
for (int i = 0; i < 6; i++)
// auto data = std::make_unique<uint8_t[]>(m_tmp[0].bytes());
// for (int i = 0; i < 6; i++)
// {
// m_tmp[i].readTextureData(data.get());
// static char name[128];
// sprintf(name, "%s/Face%d.png", data_path.c_str(), i);
// LOG("writing %s", name);
// //int ret = stbi_write_png(name, m_tmp[i].getWidth(), m_tmp[i].getHeight(), 4, data.get(), m_tmp[i].stride());
// }
glViewport(0, 0, m_latlong.getWidth(), m_latlong.getHeight());
m_latlong.bindFramebuffer();
ui::ShaderManager::use(kShader::Equirect);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
m_sampler.bind(0);
m_plane.draw_fill();
m_sampler.unbind();
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
m_latlong.unbindFramebuffer();
{
m_tmp[i].readTextureData(data.get());
auto latlong_data = std::make_unique<uint8_t[]>(m_latlong.bytes());
m_latlong.readTextureData(latlong_data.get());
static char name[128];
sprintf(name, "%s/Face%d.png", data_path.c_str(), i);
sprintf(name, "%s/latlong.png", data_path.c_str());
LOG("writing %s", name);
int ret = stbi_write_png(name, m_tmp[i].getWidth(), m_tmp[i].getHeight(), 4, data.get(), m_tmp[i].stride());
int ret = stbi_write_png(name, m_latlong.getWidth(), m_latlong.getHeight(), 4, latlong_data.get(), m_latlong.stride());
}
// restore viewport and clear color states

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@@ -59,7 +59,10 @@ public:
Sampler m_sampler_bg;
glm::vec2 m_cam_rot;
float m_cam_fov = 85;
GLuint cube_id;
RTT m_latlong;
std::vector<Layer::Snapshot> m_layers_snapshot;
bool create(int width, int height);

View File

@@ -1968,6 +1968,13 @@ public:
}
}
}
//ui::ShaderManager::use(kShader::Equirect);
//ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(.5, .5, 1)));
//ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
//glBindTexture(GL_TEXTURE_CUBE_MAP, m_canvas->cube_id);
//m_face_plane.draw_fill();
//glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
m_sampler.unbind();

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@@ -16,6 +16,7 @@ public:
void destroy();
bool create(int width, int height, int tex = -1);
bool recreate() { return create(w, h); }
void clear(glm::vec4 color = glm::vec4(0));
void readTextureData(uint8_t* buffer);
uint8_t* createBuffer();

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@@ -30,6 +30,7 @@ enum class kShader : uint16_t
StrokeErase = const_hash("stroke-erase"),
StrokeLayer = const_hash("stroke-layer"),
Checkerboard= const_hash("checkerboard"),
Equirect = const_hash("equirect"),
};
class Shader

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@@ -97,6 +97,7 @@ void Sampler::set(GLint filter /*= GL_LINEAR*/, GLint wrap /*= GL_CLAMP_TO_EDGE*
#if USE_SAMPLER
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, wrap);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, wrap);
glSamplerParameteri(id, GL_TEXTURE_WRAP_R, wrap);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, filter);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, filter);
#endif // USE_SAMPLER