Add nearest and bicubic filtering
This commit is contained in:
@@ -14,6 +14,8 @@
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#include <cmath>
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#include <QElapsedTimer>
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int FILTERING = 1;
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struct RawImageType
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{
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QOpenGLTexture::PixelFormat pixelFormat;
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@@ -375,6 +377,8 @@ void ImageWidget::paintGL()
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m_program->setUniformValue("bw", m_bwImg && !m_superpixel);
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m_program->setUniformValue("false_color", m_falseColor && m_bwImg);
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m_program->setUniformValue("invert", m_invert);
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m_program->setUniformValue("filtering", m_scale > 1.0f ? FILTERING : 1);
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qDebug() << 1.0 / m_scale;
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#ifdef COLOR_MANAGMENT
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m_program->setUniformValue("srgb", m_srgb);
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#endif
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@@ -8,6 +8,7 @@
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extern int DEFAULT_WIDTH;
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extern double SATURATION;
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extern int FILTERING;
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class EvenNumber : public QSpinBox
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{
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@@ -59,10 +60,15 @@ SettingsDialog::SettingsDialog(QWidget *parent) : QDialog(parent)
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m_useNativeDialog = new QCheckBox(tr("Don't use native file dialog"), this);
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m_useNativeDialog->setChecked(QApplication::testAttribute(Qt::AA_DontUseNativeDialogs));
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m_filtering = new QComboBox(this);
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m_filtering->addItems({tr("Nearest"), tr("Bilinear"), tr("Bicubic")});
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m_filtering->setCurrentIndex(FILTERING);
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layout->addRow(tr("Image preload count"), m_preloadImages);
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layout->addRow(tr("Thumbnails size"), m_thumSize);
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layout->addRow(tr("Saturation"), m_saturation);
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layout->addRow(m_useNativeDialog);
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layout->addRow(tr("Image filtering"), m_filtering);
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//layout->addRow(new QLabel(tr("Changes in settings will take effect after program restart.")));
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QDialogButtonBox *buttonBox = new QDialogButtonBox(this);
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@@ -82,6 +88,7 @@ void SettingsDialog::loadSettings()
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THUMB_SIZE_BORDER_Y = THUMB_SIZE + 30;
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DEFAULT_WIDTH = settings.value("settings/preloadimagecount", DEFAULT_WIDTH).toInt();
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SATURATION = settings.value("settings/saturation", 95.0).toDouble() / 100.0;
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FILTERING = settings.value("settings/filtering", FILTERING).toInt();
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QApplication::setAttribute(Qt::AA_DontUseNativeDialogs, settings.value("settings/dontusenativedialogs", false).toBool());
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}
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@@ -102,6 +109,8 @@ void SettingsDialog::saveSettings()
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settings.setValue("settings/preloadimagecount", m_preloadImages->value());
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settings.setValue("settings/dontusenativedialogs", m_useNativeDialog->isChecked());
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settings.setValue("settings/saturation", m_saturation->value());
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FILTERING = m_filtering->currentIndex();
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settings.setValue("settings/filtering", FILTERING);
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SATURATION = m_saturation->value() / 100.0;
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QApplication::setAttribute(Qt::AA_DontUseNativeDialogs, m_useNativeDialog->isChecked());
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if(DEFAULT_WIDTH != m_preloadImages->value())
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@@ -4,6 +4,7 @@
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#include <QDialog>
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#include <QSpinBox>
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#include <QCheckBox>
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#include <QComboBox>
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class SettingsDialog : public QDialog
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{
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@@ -21,6 +22,7 @@ private:
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QSpinBox *m_thumSize;
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QDoubleSpinBox *m_saturation;
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QCheckBox *m_useNativeDialog;
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QComboBox *m_filtering;
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};
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#endif // SETTINGSDIALOG_H
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+99
-2
@@ -7,6 +7,7 @@ uniform bool bw;
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uniform bool invert;
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uniform bool srgb;
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uniform bool false_color;
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uniform int filtering;
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in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 color;
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@@ -35,7 +36,8 @@ vec3 falsecolor(float color)
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vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0));//red
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color *= 5.0;
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int i = int(color);
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return mix(pallete[i], pallete[i+1], fract(color));
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float f = fract(color);
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return mix(pallete[i], pallete[i+1], f);// * (f * 0.5 + 0.5);
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}
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vec3 checker()
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@@ -44,9 +46,104 @@ vec3 checker()
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return vec3(step(pattern.x * pattern.y, 0.0) * 0.25 + 0.25);
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}
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vec4 cubic(float v)
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{
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) * (1.0/6.0);
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}
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords)
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{
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vec2 texSize = textureSize(sampler, 0);
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vec2 invTexSize = 1.0 / texSize;
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texCoords = texCoords * texSize - 0.5;
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vec2 fxy = fract(texCoords);
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texCoords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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vec4 sample0 = texture(sampler, offset.xz);
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vec4 sample1 = texture(sampler, offset.yz);
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vec4 sample2 = texture(sampler, offset.xw);
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vec4 sample3 = texture(sampler, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
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}
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vec4 textureCatmul(sampler2D sampler, vec2 texCoords)
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{
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ivec2 texSize = textureSize(sampler, 0);
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texCoords = texCoords * vec2(texSize) - 0.5;
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ivec2 texel = ivec2(floor(texCoords));
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vec2 fra = fract(texCoords);
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texSize -= 1;
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const mat4 CatMul = mat4(0, 1, 0, 0, -0.5, 0, 0.5, 0, 1, -2.5, 2, -0.5, -0.5, 1.5, -1.5, 0.5);
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vec4 xx = CatMul * vec4(1.0, fra.x, fra.x*fra.x, fra.x*fra.x*fra.x);
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vec4 yy = CatMul * vec4(1.0, fra.y, fra.y*fra.y, fra.y*fra.y*fra.y);
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vec4 a00 = texelFetch(sampler, clamp(texel + ivec2(-1, -1), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a01 = texelFetch(sampler, clamp(texel + ivec2( 0, -1), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a02 = texelFetch(sampler, clamp(texel + ivec2( 1, -1), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a03 = texelFetch(sampler, clamp(texel + ivec2( 2, -1), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 a10 = texelFetch(sampler, clamp(texel + ivec2(-1, 0), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a11 = texelFetch(sampler, clamp(texel + ivec2( 0, 0), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a12 = texelFetch(sampler, clamp(texel + ivec2( 1, 0), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a13 = texelFetch(sampler, clamp(texel + ivec2( 2, 0), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 a20 = texelFetch(sampler, clamp(texel + ivec2(-1, 1), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a21 = texelFetch(sampler, clamp(texel + ivec2( 0, 1), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a22 = texelFetch(sampler, clamp(texel + ivec2( 1, 1), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a23 = texelFetch(sampler, clamp(texel + ivec2( 2, 1), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 a30 = texelFetch(sampler, clamp(texel + ivec2(-1, 2), ivec2(0, 0), texSize), 0) * xx.x;
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vec4 a31 = texelFetch(sampler, clamp(texel + ivec2( 0, 2), ivec2(0, 0), texSize), 0) * xx.y;
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vec4 a32 = texelFetch(sampler, clamp(texel + ivec2( 1, 2), ivec2(0, 0), texSize), 0) * xx.z;
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vec4 a33 = texelFetch(sampler, clamp(texel + ivec2( 2, 2), ivec2(0, 0), texSize), 0) * xx.w;
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vec4 c = vec4(0.0);
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c += (a00 + a01 + a02 + a03) * yy.x;
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c += (a10 + a11 + a12 + a13) * yy.y;
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c += (a20 + a21 + a22 + a23) * yy.z;
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c += (a30 + a31 + a32 + a33) * yy.w;
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return c;
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}
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void main(void)
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{
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color = texture(qt_Texture0, qt_TexCoord0);
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switch(filtering)
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{
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case 0://nearest
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color = texelFetch(qt_Texture0, ivec2(qt_TexCoord0 * textureSize(qt_Texture0, 0)), 0);
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break;
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default:
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case 1://bilinear
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color = texture(qt_Texture0, qt_TexCoord0);
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break;
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case 2://catmul bicubic
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color = textureCatmul(qt_Texture0, qt_TexCoord0);
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break;
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}
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color.rgb = color.rgb * unit_scale.x + unit_scale.y;
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if(bw)color = color.rrra;
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color = MTF(color, vec4(mtf_param[0], 0.0), vec4(mtf_param[1], 0.5), vec4(mtf_param[2], 1.0));
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