1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
use super::{ProgramSettings, GLSL_VERSION, default_settings, fbo};
use rin_gl::{self as gl, uniforms, Renderer3d};
use rin_util::{Result, Error, LogErr};
use std::{io::Read, path::{Path, PathBuf}, rc::Rc};
use rin_graphics::Vertex2DTex;
use std::cell::{Cell, RefCell};
use rin_events::{Property, ParamsDefault};
#[cfg(gui)]
use rin_gui::ParameterGroup;
#[cfg(glsl_debug)]
use rin_util::AutoLoader;

pub struct Lut {
    lut_path: RefCell<PathBuf>,
    size: Cell<f32>,
    texture_lut: RefCell<Option<gl::Texture>>,
    program: gl::Program,
    fbo: Rc<gl::Fbo>,
    #[cfg(glsl_debug)]
    loader: AutoLoader<gl::Program>,
    fullscreen_quad: Rc<gl::SimpleVao<Vertex2DTex>>
}

fn program_settings() -> ProgramSettings {
    ProgramSettings{
        version: GLSL_VERSION,
        precision: gl::program::ShaderPrecision::High,
        extensions: vec![],
        defines: vec![],
        shaders: vec![
            (gl::VERTEX_SHADER, shader!("shaders/full_quad.vs.glsl")),
            (gl::FRAGMENT_SHADER, shader!("shaders/lut.frag")),
        ],
        .. default_settings()
    }
}

#[derive(ParamsDefault, Clone, Debug)]
#[cfg_attr(gui, derive(ParameterGroup))]
pub struct LutParameters {
    #[cfg_attr(gui, gui(style{
        extension: "cube"
    }))]
    path: Property<'static, PathBuf>,
}

impl Lut {
    pub fn new(gl: &gl::Renderer, w: u32, h: u32, format: gl::fbo::ColorFormat, fullscreen_quad: Rc<gl::SimpleVao<Vertex2DTex>>) -> Result<Lut> {
        #[cfg(glsl_debug)]
        let mut loader = gl.new_auto_program(program_settings());

        let program;


        #[cfg(glsl_debug)]
        {
            program = loader.load().map_err(|err| Error::with_cause("Loading lut program", err))?;
        }

        #[cfg(not(glsl_debug))]
        {
            program = gl.new_program().from_settings(program_settings())
                .log_err("")
                .map_err(|err| Error::with_cause("Loading Lut program", err))?;
        }

        let fbo = fbo(gl, w, h, format)?;

        Ok(Lut{
            size: Cell::new(0.),
            texture_lut: RefCell::new(None),
            lut_path: RefCell::new(PathBuf::new()),
            fbo: Rc::new(fbo),
            #[cfg(glsl_debug)]
            loader,
            program,
            fullscreen_quad,
        })
    }

    fn load_lut<P: AsRef<Path>>(&self, path: P, gl: &gl::Renderer) -> Result<()> {
        if path.as_ref().to_str().unwrap() == "" {
            *self.texture_lut.borrow_mut() = None;
            self.size.set(0.);
            Ok(())
        }else{
            if !path.as_ref().exists() || !path.as_ref().is_file() {
                return Err(Error::new("Path is not a file"))
            }
            let file = std::fs::File::open(&path)
                .map_err(|err| Error::with_cause("Loading Lut from .cube", err))?;
            let mut file = std::io::BufReader::new(file);
            let mut lutdata = String::new();
            file.read_to_string(&mut lutdata)
                .map_err(|err| Error::with_cause("Reading Lut from .cube", err))?;
            let lut: lut_parser::CubeLut<f32> = lut_parser::CubeLut::from_str(&lutdata).unwrap();
            if lut.kind == lut_parser::LutKind::Three {
                let mut texture_lut = gl.new_texture().from_format(gl::texture::Format::new_3d(
                    gl::RGB32F,
                    lut.size as u32,
                    lut.size as u32,
                    lut.size as u32,
                )).map_err(|err| Error::with_cause("Creating lut texture", err))?;
                texture_lut
                    .load_data(lut.flatten_data(), Default::default())
                    .map_err(|err| Error::with_cause("Loading lut texture data", err))?;
                self.size.set(lut.size as f32);
                *self.texture_lut.borrow_mut() = Some(texture_lut);
                println!("Loaded {} size {}", path.as_ref().display(), lut.size);
                Ok(())
            }else{
                Err(Error::new("Can't parse One lut files yet"))
            }
        }
    }

    #[cfg(glsl_debug)]
    pub fn update(&mut self) {
        match self.loader.update(){
            Ok(Some(program)) => {
                self.program = program;
                println!("lut shader reloaded correctly");
            }
            Err(err) => {
                println!("{}", err);
            }
            _ => {}
        }
    }

    pub fn process<'a>(&'a self, gl: &gl::Renderer, source: &'a gl::Texture, parameters: &LutParameters) -> &gl::Texture {
        #[cfg(gl_debug_groups)]
        let _debug_group = gl.new_debug_group(0, "Look up table");

        let path = parameters.path.get();

        if path != &*self.lut_path.borrow() {
            let _ = self.load_lut(path, gl).log_err("");
            *self.lut_path.borrow_mut() = path.clone();
        }

        if let Some(lut) = self.texture_lut.borrow().as_ref() {
            let uniforms = uniforms! {
                source: (source, 1),
                lut: (lut, 2),
                lut_size: self.size.get(),
            };
            gl.with_fbo(&*self.fbo)
                .draw_vao(&*self.fullscreen_quad, &self.program, &uniforms);
            self.fbo.color_tex(0).unwrap()
        }else{
            source
        }
    }

    pub fn fbo(&self) -> &Rc<gl::Fbo> {
        &self.fbo
    }

    pub fn is_loaded(&self) -> bool {
        self.texture_lut.borrow().is_some()
    }
}