#include "voronoisplat.h" #include #include #include #include #include #include "colormap.h" #include "scale.h" #include "scatterplot.h" #include "skelft.h" static const float DEFAULT_ALPHA = 5.0f; static const float DEFAULT_BETA = 20.0f; static int nextPow2(int n) { // TODO: check for overflows n--; for (int shift = 1; ((n + 1) & n); shift <<= 1) { n |= n >> shift; } return n + 1; } VoronoiSplat::VoronoiSplat(QQuickItem *parent) : QQuickFramebufferObject(parent) , m_cmap(3*Colormap::SAMPLES) , m_alpha(DEFAULT_ALPHA) , m_beta(DEFAULT_BETA) { setTextureFollowsItemSize(false); } void VoronoiSplat::setSites(const arma::mat &points) { if (points.n_rows < 1 || points.n_cols != 2 || (m_values.size() != 0 && points.n_rows != m_values.size())) { return; } // Copy 'points' to internal data structure(s) double minX = points.col(0).min(); double maxX = points.col(0).max(); double minY = points.col(1).min(); double maxY = points.col(1).max(); // Coords are packed into 'm_sites' as [ x1, y1, x2, y2, ... ] m_sites.resize(2*points.n_rows); LinearScale sx(minX, maxX, Scatterplot::PADDING, width() - Scatterplot::PADDING); const double *col = points.colptr(0); for (unsigned i = 0; i < points.n_rows; i++) { m_sites[2*i] = sx(col[i]); } col = points.colptr(1); LinearScale sy(minY, maxY, height() - Scatterplot::PADDING, Scatterplot::PADDING); for (unsigned i = 0; i < points.n_rows; i++) { m_sites[2*i + 1] = sy(col[i]); } setSitesChanged(true); update(); } void VoronoiSplat::setValues(const arma::vec &values) { if (values.n_elem == 0 || (m_sites.size() != 0 && values.n_elem != m_sites.size() / 2)) { return; } m_values.resize(values.n_elem); LinearScale scale(values.min(), values.max(), 0, 1.0f); std::transform(values.begin(), values.end(), m_values.begin(), scale); emit valuesChanged(values); setValuesChanged(true); update(); } void VoronoiSplat::setColorScale(const ColorScale &scale) { scale.sample(Colormap::SAMPLES, m_cmap.begin()); emit colorScaleChanged(scale); setColorScaleChanged(true); update(); } void VoronoiSplat::setAlpha(float alpha) { m_alpha = alpha; update(); } void VoronoiSplat::setBeta(float beta) { m_beta = beta; update(); } // ---------------------------------------------------------------------------- class VoronoiSplatRenderer : public QQuickFramebufferObject::Renderer { public: // 'size' must be square (and power of 2) VoronoiSplatRenderer(); virtual ~VoronoiSplatRenderer(); protected: QOpenGLFramebufferObject *createFramebufferObject(const QSize &size); void render(); void synchronize(QQuickFramebufferObject *item); private: void setupShaders(); void setupVAOs(); void setupTextures(); void resizeTextures(); void updateSites(); void updateValues(); void updateColorScale(); void computeDT(); QSize m_size; const std::vector *m_sites, *m_values, *m_cmap; float m_alpha, m_beta; QQuickWindow *m_window; // used to reset OpenGL state (as per docs) QOpenGLFunctions gl; QOpenGLShaderProgram *m_program1, *m_program2; GLuint m_FBO; GLuint m_VBOs[3]; GLuint m_textures[2], m_colormapTex; QOpenGLVertexArrayObject m_sitesVAO, m_2ndPassVAO; bool m_sitesChanged, m_valuesChanged, m_colorScaleChanged; }; QQuickFramebufferObject::Renderer *VoronoiSplat::createRenderer() const { return new VoronoiSplatRenderer; } VoronoiSplatRenderer::VoronoiSplatRenderer() : gl(QOpenGLContext::currentContext()) { gl.glGenFramebuffers(1, &m_FBO); setupShaders(); setupVAOs(); setupTextures(); } void VoronoiSplatRenderer::setupShaders() { m_program1 = new QOpenGLShaderProgram; m_program1->addShaderFromSourceCode(QOpenGLShader::Vertex, R"EOF(#version 440 uniform float rad_blur; uniform float rad_max; uniform float fb_size; in vec2 vert; in float scalar; out float value; void main() { gl_PointSize = (rad_max + rad_blur) * 2.0; gl_Position = vec4(2.0 * vert / fb_size - 1.0, 0, 1.0); value = scalar; } )EOF"); m_program1->addShaderFromSourceCode(QOpenGLShader::Fragment, R"EOF(#version 440 uniform float rad_blur; uniform float rad_max; uniform sampler2D siteDT; in float value; layout (location = 0) out vec4 fragColor; void main() { float dt = texelFetch(siteDT, ivec2(gl_FragCoord.xy), 0).r; if (dt > rad_max) discard; else { float r = distance(gl_PointCoord, vec2(0.5, 0.5)) * (rad_max + rad_blur) * 2.0; float r2 = r * r; float rad = dt + rad_blur; float rad2 = rad * rad; if (r2 > rad2) discard; else { float w = exp(-5.0 * r2 / rad2); fragColor = vec4(w * value, w, 0.0, 0.0); } } } )EOF"); m_program1->link(); m_program2 = new QOpenGLShaderProgram; m_program2->addShaderFromSourceCode(QOpenGLShader::Vertex, R"EOF(#version 440 in vec2 vert; void main() { gl_Position = vec4(vert, 0, 1); } )EOF"); m_program2->addShaderFromSourceCode(QOpenGLShader::Fragment, R"EOF( #version 440 uniform sampler2D siteDT; uniform sampler2D accumTex; uniform sampler2D colorScale; uniform float rad_max; layout (location = 0) out vec4 fragColor; vec3 getRGB(float value) { return texture(colorScale, vec2(value, 0)).rgb; } void main() { float dt = texelFetch(siteDT, ivec2(gl_FragCoord.xy), 0).r; if (dt > rad_max) discard; else { vec4 accum = texelFetch(accumTex, ivec2(gl_FragCoord.xy), 0); float value = (accum.g == 0.0) ? 0.0 : accum.r / accum.g; fragColor = vec4(getRGB(value), 1.0 - dt / rad_max); } } )EOF"); m_program2->link(); } void VoronoiSplatRenderer::setupVAOs() { gl.glGenBuffers(3, m_VBOs); // sitesVAO: VBOs 0 & 1 are for sites & their values (init'd later) m_sitesVAO.create(); m_sitesVAO.bind(); gl.glBindBuffer(GL_ARRAY_BUFFER, m_VBOs[0]); int vertAttrib = m_program1->attributeLocation("vert"); gl.glVertexAttribPointer(vertAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); gl.glEnableVertexAttribArray(vertAttrib); gl.glBindBuffer(GL_ARRAY_BUFFER, m_VBOs[1]); int valueAttrib = m_program1->attributeLocation("scalar"); gl.glVertexAttribPointer(valueAttrib, 1, GL_FLOAT, GL_FALSE, 0, 0); gl.glEnableVertexAttribArray(valueAttrib); m_sitesVAO.release(); // 2ndPassVAO: VBO 2 is a quad mapping the final texture to the framebuffer m_2ndPassVAO.create(); m_2ndPassVAO.bind(); GLfloat verts[] = {-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f}; gl.glBindBuffer(GL_ARRAY_BUFFER, m_VBOs[2]); gl.glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); vertAttrib = m_program2->attributeLocation("vert"); gl.glVertexAttribPointer(vertAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0); gl.glEnableVertexAttribArray(vertAttrib); m_2ndPassVAO.release(); } void VoronoiSplatRenderer::setupTextures() { gl.glGenTextures(2, m_textures); // Used for colorScale lookup in the frag shader // (2D texture for compatibility; used to be a 1D texture) gl.glGenTextures(1, &m_colormapTex); gl.glBindTexture(GL_TEXTURE_2D, m_colormapTex); gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Colormap::SAMPLES, 1, 0, GL_RGB, GL_FLOAT, 0); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } VoronoiSplatRenderer::~VoronoiSplatRenderer() { gl.glDeleteBuffers(3, m_VBOs); gl.glDeleteTextures(2, m_textures); gl.glDeleteTextures(1, &m_colormapTex); gl.glDeleteFramebuffers(1, &m_FBO); delete m_program1; delete m_program2; } void VoronoiSplatRenderer::resizeTextures() { // textures[0] stores the DT values for each pixel gl.glBindTexture(GL_TEXTURE_2D, m_textures[0]); gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_size.width(), m_size.height(), 0, GL_RED, GL_FLOAT, 0); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // textures[1] is the result of the first pass gl.glBindTexture(GL_TEXTURE_2D, m_textures[1]); gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_size.width(), m_size.height(), 0, GL_RGBA, GL_FLOAT, 0); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } QOpenGLFramebufferObject *VoronoiSplatRenderer::createFramebufferObject(const QSize &size) { int baseSize = nextPow2(std::min(size.width(), size.height())); m_size.setWidth(baseSize); m_size.setHeight(baseSize); resizeTextures(); return QQuickFramebufferObject::Renderer::createFramebufferObject(m_size); } void VoronoiSplatRenderer::render() { // Update OpenGL buffers and textures as needed if (m_sitesChanged) { updateSites(); } if (m_valuesChanged) { updateValues(); } if (m_colorScaleChanged) { updateColorScale(); } int originalFBO; gl.glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO); gl.glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); // First pass m_program1->bind(); m_program1->setUniformValue("rad_max", m_beta); m_program1->setUniformValue("rad_blur", m_alpha); m_program1->setUniformValue("fb_size", float(m_size.width())); gl.glActiveTexture(GL_TEXTURE0); gl.glBindTexture(GL_TEXTURE_2D, m_textures[0]); m_program1->setUniformValue("siteDT", 0); gl.glEnable(GL_POINT_SPRITE); gl.glEnable(GL_PROGRAM_POINT_SIZE); gl.glEnable(GL_BLEND); gl.glBlendFunc(GL_ONE, GL_ZERO); // First, we draw to an intermediate texture, which is used as input for the // second pass gl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_textures[1], 0); gl.glClearColor(0, 0, 0, 1); gl.glClear(GL_COLOR_BUFFER_BIT); m_sitesVAO.bind(); gl.glDrawArrays(GL_POINTS, 0, m_values->size()); m_sitesVAO.release(); m_program1->release(); // For some reason this call makes the splat circle of the correct size //m_window->resetOpenGLState(); // Second pass m_program2->bind(); m_program2->setUniformValue("rad_max", m_beta); gl.glActiveTexture(GL_TEXTURE0); gl.glBindTexture(GL_TEXTURE_2D, m_textures[0]); m_program2->setUniformValue("siteDT", 0); gl.glActiveTexture(GL_TEXTURE1); gl.glBindTexture(GL_TEXTURE_2D, m_textures[1]); m_program2->setUniformValue("accumTex", 1); gl.glActiveTexture(GL_TEXTURE2); gl.glBindTexture(GL_TEXTURE_2D, m_colormapTex); m_program2->setUniformValue("colorScale", 2); gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // We now render to the QQuickFramebufferObject's FBO gl.glBindFramebuffer(GL_FRAMEBUFFER, originalFBO); gl.glClearColor(0, 0, 0, 0); gl.glClear(GL_COLOR_BUFFER_BIT); m_2ndPassVAO.bind(); gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); m_2ndPassVAO.release(); m_program2->release(); m_window->resetOpenGLState(); } void VoronoiSplatRenderer::synchronize(QQuickFramebufferObject *item) { VoronoiSplat *splat = static_cast(item); m_sitesChanged = splat->sitesChanged(); m_valuesChanged = splat->valuesChanged(); m_colorScaleChanged = splat->colorScaleChanged(); // Reset these so that by the next synchronize() we have the correct values splat->setSitesChanged(false); splat->setValuesChanged(false); splat->setColorScaleChanged(false); m_alpha = splat->alpha(); m_beta = splat->beta(); m_sites = &(splat->sites()); m_values = &(splat->values()); m_cmap = &(splat->colorScale()); m_window = splat->window(); } void VoronoiSplatRenderer::updateSites() { gl.glBindBuffer(GL_ARRAY_BUFFER, m_VBOs[0]); gl.glBufferData(GL_ARRAY_BUFFER, m_sites->size() * sizeof(float), m_sites->data(), GL_DYNAMIC_DRAW); // Compute DT values for the new positions computeDT(); m_sitesChanged = false; } void VoronoiSplatRenderer::updateValues() { gl.glBindBuffer(GL_ARRAY_BUFFER, m_VBOs[1]); gl.glBufferData(GL_ARRAY_BUFFER, m_values->size() * sizeof(float), m_values->data(), GL_DYNAMIC_DRAW); m_valuesChanged = false; } void VoronoiSplatRenderer::updateColorScale() { gl.glActiveTexture(GL_TEXTURE0); gl.glBindTexture(GL_TEXTURE_2D, m_colormapTex); //gl.glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Colormap::SAMPLES, 1, GL_RGB, // GL_FLOAT, m_cmap->data()); gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Colormap::SAMPLES, 1, 0, GL_RGB, GL_FLOAT, m_cmap->data()); m_colorScaleChanged = false; } void VoronoiSplatRenderer::computeDT() { int w = m_size.width(), h = m_size.height(); // Compute FT of the sites std::vector buf(w*h); const std::vector &sites = *m_sites; for (unsigned i = 0; i < sites.size(); i += 2) { buf[int(sites[i + 1])*h + int(sites[i])] = i/2.0f + 1.0f; } skelft2DFT(0, buf.data(), 0, 0, w, h, w); // Compute DT of the sites (from the resident FT) skelft2DDT(buf.data(), 0, 0, w, h); // Upload result to lookup texture gl.glActiveTexture(GL_TEXTURE0); gl.glBindTexture(GL_TEXTURE_2D, m_textures[0]); //gl.glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RED, GL_FLOAT, // buf.data()); gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, w, h, 0, GL_RED, GL_FLOAT, buf.data()); }