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effects.lisp
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effects.lisp
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(in-package #:org.shirakumo.fraf.trial)
(define-shader-pass render-pass (per-object-pass)
((color :port-type output :attachment :color-attachment0 :reader color)
(depth :port-type output :attachment :depth-stencil-attachment :reader depth)))
(define-shader-pass solid-render-pass (render-pass)
((color :port-type output)
(fill-color :initarg :fill-color :initform (vec 0 0 0 1) :uniform T :accessor fill-color)))
(define-class-shader (solid-render-pass :fragment-shader)
"out vec4 color;
uniform vec4 fill_color;
void main(){
color = fill_color;
}")
(define-shader-pass simple-post-effect-pass (post-effect-pass)
((previous-pass :port-type input :accessor previous-pass)
(color :port-type output :accessor color))
(:shader-file (trial "post/post-processing.glsl")))
(defmethod (setf active-p) :before (value (pass simple-post-effect-pass))
;; KLUDGE: This is terrible. How do we do this cleanly?
(flet ((previous (pass)
(flow:left (first (flow:connections (flow:port pass 'previous-pass)))))
(next (pass)
(flow:right (first (flow:connections (flow:port pass 'color))))))
(let ((pred (loop for prev = (previous pass) then (previous (flow:node prev))
do (when (active-p (flow:node prev)) (return prev))))
(succ (when (flow:connections (flow:port pass 'color))
(loop for next = (next pass) then (next (flow:node next))
do (when (active-p (flow:node next)) (return next))))))
(cond (value
(setf (texture (flow:port pass 'previous-pass)) (texture pred))
(when succ (setf (texture succ) (texture (flow:port pass 'color)))))
(succ
(setf (texture succ) (texture pred)))))))
(define-shader-pass iterative-post-effect-pass (simple-post-effect-pass)
((iterations :initarg :iterations :initform 1 :accessor iterations)))
(defmethod render ((pass iterative-post-effect-pass) (program shader-program))
(call-next-method)
(dotimes (i (1- (iterations pass)))
(rotatef (color pass) (previous-pass pass))
(bind-textures pass)
(call-next-method)))
(define-shader-pass temporal-post-effect-pass (post-effect-pass)
((previous :port-type static-input :accessor previous)
(color :port-type output :accessor color)))
(defmethod render :after ((pass temporal-post-effect-pass) (program shader-program))
(rotatef (previous pass) (color pass)))
(define-shader-pass copy-pass (simple-post-effect-pass)
())
(define-class-shader (copy-pass :fragment-shader)
"vec4 post_process(sampler2D previous_pass, vec2 uv){
return texture(previous_pass, uv);
}")
(define-shader-pass negative-pass (simple-post-effect-pass)
()
(:shader-file (trial "post/negative.glsl")))
(define-shader-pass pixellate-pass (simple-post-effect-pass)
((intensity :initarg :intensity :initform 8.0 :uniform T :accessor intensity))
(:shader-file (trial "post/pixellate.glsl")))
(define-shader-pass color-band-pass (simple-post-effect-pass)
((bands :initarg :bands :initform 8.0 :uniform T :accessor bands)
(dither-level :initarg :dither-level :initform 4 :constant T :accessor dither-level)
(pixel-size :initarg :pixel-size :initform 4.0 :uniform T :accessor pixel-size))
(:shader-file (trial "post/color-band.glsl")))
(define-shader-pass color-adjustment-pass (simple-post-effect-pass)
((midpoint :initarg :midpoint :initform (vec3 0.5) :uniform T :accessor midpoint)
(color-filter :initarg :color-filter :initform (vec3 1) :uniform T :accessor color-filter)
(exposure :initarg :exposure :initform (vec3 1) :uniform T :accessor exposure)
(contrast :initarg :contrast :initform (vec3 1) :uniform T :accessor contrast)
(brightness :initarg :brightness :initform (vec3 0) :uniform T :accessor brightness)
(saturation :initarg :saturation :initform (vec3 1) :uniform T :accessor saturation)
(temperature :initarg :temperature :initform 0.0 :uniform T :accessor temperature)
(tint :initarg :tint :initform 0.0 :uniform T :accessor tint)
(hue :initarg :hue :initform 0.0 :uniform T :accessor hue))
(:shader-file (trial "post/color-adjustment.glsl")))
(define-shader-pass fisheye-pass (simple-post-effect-pass)
((intensity :initarg :intensity :initform 0.75 :uniform T :accessor intensity)
(origin :initarg :origin :initform (vec 0.5 0.5) :uniform T :accessor origin))
(:shader-file (trial "post/fisheye.glsl")))
(define-shader-pass halftone-pass (simple-post-effect-pass)
((dotsize :initarg :dotsize :initform 4.0 :uniform T :accessor dotsize))
(:shader-file (trial "post/halftone.glsl")))
(define-shader-pass bokeh-blur-pass (simple-post-effect-pass)
((intensity :initarg :intensity :initform 1.0 :uniform T :accessor intensity))
(:shader-file (trial "post/bokeh.glsl")))
(define-shader-pass box-blur-pass (iterative-post-effect-pass)
((intensity :initarg :intensity :initform 1.0 :uniform T :accessor intensity)
(kernel-size :initarg :kernel-size :initform 9 :uniform T :accessor kernel-size))
(:shader-file (trial "post/box-blur.glsl")))
(define-shader-pass sobel-pass (simple-post-effect-pass)
((intensity :initarg :intensity :initform 1.0 :uniform T :accessor intensity))
(:shader-file (trial "post/sobel.glsl")))
(define-shader-pass sharpen-pass (simple-post-effect-pass)
((intensity :initarg :intensity :initform 1.0 :uniform T :accessor intensity))
(:shader-file (trial "post/sharpen.glsl")))
(define-shader-pass gaussian-blur-pass (iterative-post-effect-pass)
((intensity :initarg :intensity :initform 1.0 :uniform T :accessor intensity)
(direction :initarg :direction :initform (vec 1 0) :uniform T :accessor direction))
(:shader-file (trial "post/gaussian.glsl")))
(define-shader-pass kawase-blur-pass (simple-post-effect-pass)
((intensity :initarg :intensity :initform 3.0 :uniform T :accessor intensity))
(:shader-file (trial "post/kawase.glsl")))
(defmethod render ((pass kawase-blur-pass) (program shader-program))
(let ((resolution (vec (width pass) (height pass)))
(vao (vertex-array pass)))
(declare (dynamic-extent resolution))
(flet ((swap-buffers ()
(rotatef (color pass) (previous-pass pass))
(bind-textures pass))
(update-res (factor)
(let ((res (v* resolution factor)))
(declare (dynamic-extent res))
(setf (uniform program "resolution") res)
(gl:viewport 0 0 (ceiling (vx resolution)) (ceiling (vy resolution)))
(render vao program))))
(setf (uniform program "down") 1)
(update-res 0.5)
(swap-buffers)
(update-res 0.25)
(swap-buffers)
(setf (uniform program "down") 0)
(update-res 2.0)
(swap-buffers)
(update-res 4.0))))
(define-shader-pass radial-blur-pass (iterative-post-effect-pass)
((intensity :initarg :intensity :initform 0.2 :uniform T :accessor intensity)
(exposure :initarg :exposure :initform 0.8 :uniform T :accessor exposure)
(samples :initarg :samples :initform 12 :uniform T :accessor samples)
(origin :initarg :origin :initform (vec 0.5 0.5) :uniform T :accessor origin))
(:shader-file (trial "post/radial-blur.glsl")))
(define-shader-pass swirl-pass (simple-post-effect-pass)
((radius :initarg :radius :initform 1000.0 :uniform T :accessor radius)
(angle :initarg :angle :initform 0.8 :uniform T :accessor angle))
(:shader-file (trial "post/swirl.glsl")))
(define-shader-pass fxaa-pass (simple-post-effect-pass)
()
(:shader-file (trial "post/fxaa.glsl")))
(define-shader-pass blend-pass (post-effect-pass)
((a-pass :port-type input)
(b-pass :port-type input)
(color :port-type output :reader color)
(blend-type :initarg :blend-type :initform 0 :constant T :accessor blend-type))
(:shader-file (trial "post/blend.glsl")))
(defmethod (setf blend-type) ((value symbol) (pass blend-pass))
(setf (blend-type pass) (ecase value
(:b-over 0)
(:a-over 1)
(:add 2)
(:subtract 3)
(:multiply 4)
(:screen 5)
(:overlay 6)
(:hard-light 7)
(:soft-light 8)
(:color-dodge 9)
(:color-burn 10)
(:darken-only 11)
(:lighten-only 12)
(:divide 13)
(:difference 14)
(:linear-burn 15)
(:erase 16))))
(define-shader-pass high-pass-filter (simple-post-effect-pass)
((threshold :initarg :threshold :initform 0.5 :uniform T :accessor threshold))
(:shader-file (trial "post/high-pass-filter.glsl")))
(define-shader-pass low-pass-filter (simple-post-effect-pass)
((threshold :initarg :threshold :initform 0.5 :uniform T :accessor threshold))
(:shader-file (trial "post/low-pass-filter.glsl")))
(define-shader-pass bloom-cutoff-pass (simple-post-effect-pass)
((threshold :initarg :threshold :initform 5.0 :uniform T :accessor threshold)
(color :port-type output :texspec (:internal-format :rgb
:mag-filter :linear
:min-filter :linear
:width (ceiling width 2)
:height (ceiling height 2))))
(:shader-file (trial "post/bloom-cutoff.glsl")))
(define-shader-pass bloom-merge-pass (simple-post-effect-pass)
((bloom-cutoff :port-type input)
(intensity :uniform T :initarg :intensity :initform 2.0 :accessor intensity))
(:shader-file (trial "post/bloom-merge.glsl")))
(define-shader-pass chromatic-aberration-pass (simple-post-effect-pass)
((offset :initarg :offset :initform 50.0 :uniform T :accessor offset))
(:shader-file (trial "post/aberration.glsl")))
(define-shader-pass luminance-pass (simple-post-effect-pass)
((color :texspec (:internal-format :r16f)))
(:shader-file (trial "post/luminance.glsl")))
(define-shader-pass displacement-pass (simple-post-effect-pass)
((displacement-map :initarg :displacement-map :port-type static-input :accessor displacement-map)
(intensity :uniform T :initform 1.0 :accessor intensity))
(:shader-file (trial "post/displacement.glsl")))
(defmethod initialize-instance :after ((pass displacement-pass) &key)
(unless (slot-boundp pass 'displacement-map)
(setf (displacement-map pass) (make-instance 'texture :target :texture-2d :internal-format :rg16f :width 1 :height 1))))
(defmethod resize :after ((pass displacement-pass) width height)
(resize (displacement-map pass) width height))
(define-shader-pass light-scatter-pass (post-effect-pass)
((color-map :port-type input :accessor color-map)
(depth-map :port-type input :accessor depth-map)
(color :port-type output)
(density :initarg :density :initform 1.0 :uniform T :accessor density)
(weight :initarg :weight :initform 0.01 :uniform T :accessor weight)
(decay :initarg :decay :initform 1.0 :uniform T :accessor decay)
(exposure :initarg :exposure :initform 1.2 :uniform T :accessor exposure)
(samples :initarg :samples :initform 100 :uniform T :accessor samples)
(origin :initarg :origin :initform (vec 0.5 0.5) :uniform T :accessor origin))
(:shader-file (trial "post/light-scatter.glsl")))
(define-shader-pass visualizer-pass (post-effect-pass)
((t[0] :port-type input)
(t[1] :port-type input)
(t[2] :port-type input)
(t[3] :port-type input)
(color :port-type output :texspec (:internal-format :rgba))
(textures-per-line :initarg :textures-per-line :initform 1 :uniform T :accessor textures-per-line))
(:shader-file (trial "post/visualizer.glsl")))
(defmethod check-consistent ((pass visualizer-pass))
;; Skip consistency checks to allow optional inputs
T)
(defun generate-gaussian-kernel (&optional (size 5) (sigma 1.0))
(let ((array (make-array (list size size) :element-type 'single-float))
(d2 (expt sigma 2))
(s/2 (truncate size 2)))
(flet ((gauss (x y)
(/ (exp (- (/ (+ (expt x 2) (expt y 2)) (* 2 d2)))) F-2PI d2)))
(dotimes (y size array)
(dotimes (x size)
(setf (aref array y x) (gauss (- x s/2) (- y s/2))))))))