gl_engine: Introduce gaussian blur effect

issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
Sergii Liebodkin 2025-04-07 12:12:55 +00:00 committed by Hermet Park
parent d3afebfdec
commit 595769257e
7 changed files with 268 additions and 12 deletions

View file

@ -200,4 +200,12 @@ struct GlCompositor : RenderCompositor
GlCompositor(const RenderRegion& box) : bbox(box) {} GlCompositor(const RenderRegion& box) : bbox(box) {}
}; };
#define GL_GAUSSIAN_MAX_LEVEL 3
struct GlGaussianBlur {
int level{};
float sigma{};
float scale{};
float extend{};
};
#endif /* _TVG_GL_COMMON_H_ */ #endif /* _TVG_GL_COMMON_H_ */

View file

@ -173,12 +173,12 @@ GlComposeTask::~GlComposeTask()
void GlComposeTask::run() void GlComposeTask::run()
{ {
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getSelfFbo())); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getSelfFbo()));
GL_CHECK(glViewport(0, 0, mRenderWidth, mRenderHeight));
GL_CHECK(glScissor(0, 0, mRenderWidth, mRenderHeight));
// clear this fbo // clear this fbo
if (mClearBuffer) { if (mClearBuffer) {
// we must clear all area of fbo
GL_CHECK(glViewport(0, 0, mFbo->getWidth(), mFbo->getHeight()));
GL_CHECK(glScissor(0, 0, mFbo->getWidth(), mFbo->getHeight()));
GL_CHECK(glClearColor(0, 0, 0, 0)); GL_CHECK(glClearColor(0, 0, 0, 0));
GL_CHECK(glClearStencil(0)); GL_CHECK(glClearStencil(0));
GL_CHECK(glClearDepthf(0.0)); GL_CHECK(glClearDepthf(0.0));
@ -188,6 +188,9 @@ void GlComposeTask::run()
GL_CHECK(glDepthMask(0)); GL_CHECK(glDepthMask(0));
} }
GL_CHECK(glViewport(0, 0, mRenderWidth, mRenderHeight));
GL_CHECK(glScissor(0, 0, mRenderWidth, mRenderHeight));
ARRAY_FOREACH(p, mTasks) { ARRAY_FOREACH(p, mTasks) {
(*p)->run(); (*p)->run();
} }
@ -379,3 +382,55 @@ void GlComplexBlendTask::normalizeDrawDepth(int32_t maxDepth)
mStencilTask->normalizeDrawDepth(maxDepth); mStencilTask->normalizeDrawDepth(maxDepth);
GlRenderTask::normalizeDrawDepth(maxDepth); GlRenderTask::normalizeDrawDepth(maxDepth);
} }
void GlGaussianBlurTask::run()
{
const auto vp = getViewport();
const auto width = mDstFbo->getWidth();
const auto height = mDstFbo->getHeight();
// get targets handles
GLuint dstCopyTexId0 = mDstCopyFbo0->getColorTexture();
GLuint dstCopyTexId1 = mDstCopyFbo1->getColorTexture();
// get programs properties
GlProgram* programHorz = horzTask->getProgram();
GlProgram* programVert = vertTask->getProgram();
GLint horzSrcTextureLoc = programHorz->getUniformLocation("uSrcTexture");
GLint vertSrcTextureLoc = programVert->getUniformLocation("uSrcTexture");
GL_CHECK(glViewport(0, 0, width, height));
GL_CHECK(glScissor(0, 0, width, height));
// we need to make a full copy of dst to intermediate buffers to be sure that they dont contain prev data.
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
GL_CHECK(glDisable(GL_BLEND));
if (effect->direction == 0) {
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
// horizontal blur
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
horzTask->setViewport(vp);
horzTask->addBindResource({ 0, dstCopyTexId0, horzSrcTextureLoc });
horzTask->run();
// vertical blur
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
vertTask->setViewport(vp);
vertTask->addBindResource({ 0, dstCopyTexId1, vertSrcTextureLoc });
vertTask->run();
} // horizontal
else if (effect->direction == 1) {
horzTask->setViewport(vp);
horzTask->addBindResource({ 0, dstCopyTexId0, horzSrcTextureLoc });
horzTask->run();
} // vertical
else if (effect->direction == 2) {
vertTask->setViewport(vp);
vertTask->addBindResource({ 0, dstCopyTexId0, vertSrcTextureLoc });
vertTask->run();
}
GL_CHECK(glEnable(GL_BLEND));
}

View file

@ -219,4 +219,22 @@ private:
GlComposeTask* mComposeTask; GlComposeTask* mComposeTask;
}; };
class GlGaussianBlurTask: public GlRenderTask
{
public:
GlGaussianBlurTask(GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo0, GlRenderTarget* dstCopyFbo1):
GlRenderTask(nullptr), mDstFbo(dstFbo), mDstCopyFbo0(dstCopyFbo0), mDstCopyFbo1(dstCopyFbo1) {};
~GlGaussianBlurTask(){ delete horzTask; delete vertTask; };
void run() override;
GlRenderTask* horzTask;
GlRenderTask* vertTask;
RenderEffectGaussianBlur* effect;
private:
GlRenderTarget* mDstFbo;
GlRenderTarget* mDstCopyFbo0;
GlRenderTarget* mDstCopyFbo1;
};
#endif /* _TVG_GL_RENDER_TASK_H_ */ #endif /* _TVG_GL_RENDER_TASK_H_ */

View file

@ -140,6 +140,10 @@ void GlRenderer::initShaders()
mPrograms.push(new GlProgram(MASK_VERT_SHADER, SOFT_LIGHT_BLEND_FRAG)); mPrograms.push(new GlProgram(MASK_VERT_SHADER, SOFT_LIGHT_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, DIFFERENCE_BLEND_FRAG)); mPrograms.push(new GlProgram(MASK_VERT_SHADER, DIFFERENCE_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, EXCLUSION_BLEND_FRAG)); mPrograms.push(new GlProgram(MASK_VERT_SHADER, EXCLUSION_BLEND_FRAG));
// effects
mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_VERTICAL));
mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_HORIZONTAL));
} }
@ -944,29 +948,108 @@ bool GlRenderer::endComposite(RenderCompositor* cmp)
} }
void GlRenderer::prepare(TVG_UNUSED RenderEffect* effect, TVG_UNUSED const Matrix& transform) void GlRenderer::effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform)
{ {
//TODO: prepare the effect GlGaussianBlur* blur = (GlGaussianBlur*)effect->rd;
if (!blur) blur = tvg::malloc<GlGaussianBlur*>(sizeof(GlGaussianBlur));
blur->sigma = effect->sigma;
blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
blur->extend = 2 * blur->sigma * blur->scale;
blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
effect->rd = blur;
effect->valid = true;
} }
bool GlRenderer::region(TVG_UNUSED RenderEffect* effect) bool GlRenderer::effectGaussianBlurRegion(RenderEffectGaussianBlur* effect)
{ {
//TODO: Return if the current post effect requires the region expansion auto gaussianBlur = (GlGaussianBlur*)effect->rd;
if (effect->direction != 2) {
effect->extend.x = -gaussianBlur->extend;
effect->extend.w = +gaussianBlur->extend * 2;
}
if (effect->direction != 1) {
effect->extend.y = -gaussianBlur->extend;
effect->extend.h = +gaussianBlur->extend * 2;
}
return true;
};
void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform)
{
// we must be sure, that we have intermidiate FBOs
if (mBlendPool.count < 1) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h));
if (mBlendPool.count < 2) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h));
switch (effect->type) {
case SceneEffect::GaussianBlur: effectGaussianBlurUpdate(static_cast<RenderEffectGaussianBlur*>(effect), transform); break;
default: break;
}
effect->valid = true;
}
bool GlRenderer::region(RenderEffect* effect)
{
switch (effect->type) {
case SceneEffect::GaussianBlur: return effectGaussianBlurRegion(static_cast<RenderEffectGaussianBlur*>(effect));
default: return false;
}
return false; return false;
} }
bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, TVG_UNUSED const RenderEffect* effect, TVG_UNUSED bool direct) bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* effect, bool direct)
{ {
TVGLOG("GL_ENGINE", "SceneEffect(%d) is not supported", (int)effect->type); // get current pass and properties
auto pass = currentPass();
if (pass->isEmpty()) return false;
auto vp = pass->getViewport();
// add render geometry
const float vdata[] = {-1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, -1.0f, -1.0f};
const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
auto voffset = mGpuBuffer.push((void*)vdata, sizeof(vdata));
auto ioffset = mGpuBuffer.pushIndex((void*)idata, sizeof(idata));
if (effect->type == SceneEffect::GaussianBlur) {
// get gaussian programs
GlProgram* programHorz = mPrograms[RT_GaussianHorz];
GlProgram* programVert = mPrograms[RT_GaussianVert];
// get current and intermidiate framebuffers
auto dstFbo = pass->getFbo();
auto dstCopyFbo0 = mBlendPool[0]->getRenderTarget(vp);
auto dstCopyFbo1 = mBlendPool[1]->getRenderTarget(vp);
// add uniform data
GlGaussianBlur* blur = (GlGaussianBlur*)(effect->rd);
auto blurOffset = mGpuBuffer.push(blur, sizeof(GlGaussianBlur), true);
// create gaussian blur tasks
auto gaussianTask = new GlGaussianBlurTask(dstFbo, dstCopyFbo0, dstCopyFbo1);
gaussianTask->effect = (RenderEffectGaussianBlur*)effect;
gaussianTask->setViewport({0, 0, vp.w, vp.h});
// horizontal blur task and geometry
gaussianTask->horzTask = new GlRenderTask(programHorz);
gaussianTask->horzTask->addBindResource(GlBindingResource{0, programHorz->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
gaussianTask->horzTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
gaussianTask->horzTask->setDrawRange(ioffset, 6);
// vertical blur task and geometry
gaussianTask->vertTask = new GlRenderTask(programVert);
gaussianTask->vertTask->addBindResource(GlBindingResource{0, programVert->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
gaussianTask->vertTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
gaussianTask->vertTask->setDrawRange(ioffset, 6);
// add task to render pipeline
pass->addRenderTask(gaussianTask);
}
return false; return false;
} }
void GlRenderer::dispose(TVG_UNUSED RenderEffect* effect) void GlRenderer::dispose(RenderEffect* effect)
{ {
//TODO: dispose the effect tvg::free(effect->rd);
effect->rd = nullptr;
} }

View file

@ -60,6 +60,9 @@ public:
RT_DifferenceBlend, RT_DifferenceBlend,
RT_ExclusionBlend, RT_ExclusionBlend,
RT_GaussianVert,
RT_GaussianHorz,
RT_None, RT_None,
}; };
@ -90,7 +93,7 @@ public:
void prepare(RenderEffect* effect, const Matrix& transform) override; void prepare(RenderEffect* effect, const Matrix& transform) override;
bool region(RenderEffect* effect) override; bool region(RenderEffect* effect) override;
bool render(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override; bool render(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override;
void dispose(TVG_UNUSED RenderEffect* effect) override; void dispose(RenderEffect* effect) override;
static GlRenderer* gen(); static GlRenderer* gen();
static bool init(TVG_UNUSED uint32_t threads); static bool init(TVG_UNUSED uint32_t threads);
@ -116,6 +119,9 @@ private:
void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight); void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
void endRenderPass(RenderCompositor* cmp); void endRenderPass(RenderCompositor* cmp);
void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform);
bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect);
void flush(); void flush();
void clearDisposes(); void clearDisposes();
void currentContext(); void currentContext();

View file

@ -737,3 +737,86 @@ const char* EXCLUSION_BLEND_FRAG = COMPLEX_BLEND_HEADER R"(
FragColor = dstColor + srcColor - (2.0 * dstColor * srcColor); FragColor = dstColor + srcColor - (2.0 * dstColor * srcColor);
} }
)"; )";
const char* EFFECT_VERTEX = R"(
layout(location = 0) in vec2 aLocation;
out vec2 vUV;
void main()
{
vUV = aLocation * 0.5 + 0.5;
gl_Position = vec4(aLocation, 0.0, 1.0);
}
)";
const char* GAUSSIAN_VERTICAL = R"(
uniform sampler2D uSrcTexture;
layout(std140) uniform Gaussian {
int level;
float sigma;
float scale;
float extend;
} uGaussian;
in vec2 vUV;
out vec4 FragColor;
float gaussian(float x, float sigma) {
float exponent = -x * x / (2.0 * sigma * sigma);
return exp(exponent) / (sqrt(2.0 * 3.141592) * sigma);
}
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(uSrcTexture, 0));
vec4 colorSum = vec4(0.0);
float sigma = uGaussian.sigma * uGaussian.scale;
float weightSum = 0.0;
int radius = int(uGaussian.extend);
for (int y = -radius; y <= radius; ++y) {
float weight = gaussian(float(y), sigma);
vec2 offset = vec2(0.0, float(y) * texelSize.y);
colorSum += texture(uSrcTexture, vUV + offset) * weight;
weightSum += weight;
}
FragColor = colorSum / weightSum;
}
)";
const char* GAUSSIAN_HORIZONTAL = R"(
uniform sampler2D uSrcTexture;
layout(std140) uniform Gaussian {
int level;
float sigma;
float scale;
float extend;
} uGaussian;
in vec2 vUV;
out vec4 FragColor;
float gaussian(float x, float sigma) {
float exponent = -x * x / (2.0 * sigma * sigma);
return exp(exponent) / (sqrt(2.0 * 3.141592) * sigma);
}
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(uSrcTexture, 0));
vec4 colorSum = vec4(0.0);
float sigma = uGaussian.sigma * uGaussian.scale;
float weightSum = 0.0;
int radius = int(uGaussian.extend);
for (int y = -radius; y <= radius; ++y) {
float weight = gaussian(float(y), sigma);
vec2 offset = vec2(float(y) * texelSize.x, 0.0);
colorSum += texture(uSrcTexture, vUV + offset) * weight;
weightSum += weight;
}
FragColor = colorSum / weightSum;
}
)";

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@ -54,5 +54,8 @@ extern const char* HARD_LIGHT_BLEND_FRAG;
extern const char* SOFT_LIGHT_BLEND_FRAG; extern const char* SOFT_LIGHT_BLEND_FRAG;
extern const char* DIFFERENCE_BLEND_FRAG; extern const char* DIFFERENCE_BLEND_FRAG;
extern const char* EXCLUSION_BLEND_FRAG; extern const char* EXCLUSION_BLEND_FRAG;
extern const char* EFFECT_VERTEX;
extern const char* GAUSSIAN_VERTICAL;
extern const char* GAUSSIAN_HORIZONTAL;
#endif /* _TVG_GL_SHADERSRC_H_ */ #endif /* _TVG_GL_SHADERSRC_H_ */