H3D API  2.4.1
Public Types | Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | List of all members
H3D::ConvolutionFilterShader Class Reference

The ConvolutionFilterShader node generates a shader that applies a convolution filter kernel to the input texture. More...

#include <H3D/ConvolutionFilterShader.h>

Inheritance diagram for H3D::ConvolutionFilterShader:
Inheritance graph

Public Types

typedef DependentSFNode< H3DSingleTextureNode, FieldRef< H3DDisplayListObject, H3DDisplayListObject::DisplayList, &H3DDisplayListObject::displayList >, true > SFTexture2DNode
 The SFTexture2DNode field is dependent on the displayList field of the containing X3DTexture2DNode node.
 
- Public Types inherited from H3D::ComposedShader
typedef DependentSFNode< ShaderConstants, FieldRef< H3DDisplayListObject, H3DDisplayListObject::DisplayList, &H3DDisplayListObject::displayList >, true > SFShaderConstantsBase
 The SFShaderConstants field is dependent on the displayList field of the containing ShaderConstants node.
 
typedef DependentMFNode< ShaderPart, FieldRef< ShaderPart, ShaderPart::SFShaderString, &ShaderPart::shaderString >, true > MFShaderPartBase
 The MFShaderPartBase is dependent on the url field of the containing ShaderPart node.
 
- Public Types inherited from H3D::Node
typedef std::map< Node *, Node * > DeepCopyMap
 A map type used during a deep copy clone() to map from original nodes to cloned nodes.
 

Public Member Functions

 ConvolutionFilterShader (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0, Inst< MFShaderPart > _parts=0, Inst< SFBool > _suppressUniformWarnings=0, Inst< MFString > _fragmentShaderString=0, Inst< MFString > _vertexShaderString=0, Inst< SFTexture2DNode > _texture=0, Inst< SFString > _type=0, Inst< MFFloat > _weights=0, Inst< SFInt32 > _kernelSize=0, Inst< SFFloat > _pixelStepOffset=0, Inst< SFInt32 > _width=0, Inst< SFInt32 > _height=0, Inst< TextureMonitor > _widthInUse=0, Inst< TextureMonitor > _heightInUse=0)
 Constructor.
 
virtual void traverseSG (TraverseInfo &ti)
 Traverse the scene graph.
 
- Public Member Functions inherited from H3D::H3DGeneratedFragmentShaderNode
 H3DGeneratedFragmentShaderNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0, Inst< MFShaderPart > _parts=0, Inst< SFBool > _suppressUniformWarnings=0, Inst< MFString > _fragmentShaderString=0, Inst< MFString > _vertexShaderString=0)
 Constructor.
 
- Public Member Functions inherited from H3D::H3DGeneratedShaderNode
 H3DGeneratedShaderNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0, Inst< MFShaderPart > _parts=0, Inst< SFBool > _suppressUniformWarnings=0, Inst< MFString > _fragmentShaderString=0, Inst< MFString > _vertexShaderString=0)
 Constructor.
 
virtual void preRender ()
 The preRender method is extended to make sure that the shader is up to date before rendering.
 
virtual string getFunctionShaderString ()
 Get a string with GLSL function definitions to be used by the generated shader.
 
virtual void getVaryingVariables (vector< VaryingVariable > &)
 Get the varying variables used by the shader generator. More...
 
virtual void getAttributes (vector< Attribute > &)
 Get the attribues used by the shader generator. More...
 
virtual string getFinalFragmentShaderOutputString ()
 Returns the string that is the last thing that is done in the fragment shader. More...
 
virtual string getVertexShaderString ()
 Returns the shader code for the vertex shader. More...
 
virtual string uniqueShaderName (const string &base_name)
 The uniqueShaderName function is used to generate a name unique for this instance of the shader generator node class. More...
 
- Public Member Functions inherited from H3D::ComposedShader
 ComposedShader (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0, Inst< MFShaderPart > _parts=0, Inst< SFBool > _suppressUniformWarnings=0, Inst< SFString > _geometryInputType=0, Inst< SFString > _geometryOutputType=0, Inst< SFInt32 > _geometryVerticesOut=0, Inst< SFString > _transparencyDetectMode=0, Inst< MFString > _transformFeedbackVaryings=0, Inst< SFBool > _printShaderWarnings=0, Inst< SFShaderConstants > _shaderConstants=0)
 Constructor.
 
virtual ~ComposedShader ()
 Destructor.
 
virtual bool addField (const string &_name, const Field::AccessType &access, Field *field)
 The addField method is specialized to add a route from the field added to the displayList field.
 
virtual bool removeField (const string &_name)
 The removeField method is specialized to remove the route from the field to the displayList field.
 
virtual void render ()
 Sets up the shader program and sets uniform variable values.
 
virtual void postRender ()
 Disables the shader program.
 
virtual GLbitfield getAffectedGLAttribs ()
 Returns a bitmask of the OpenGL attrib bits that will be affected by this node. More...
 
virtual bool isTransparent (X3DMaterialNode *material)
 Returns a hint if the X3DShaderNode produces an alpha channel that is < 1, i.e. More...
 
GLhandleARB getProgramHandle ()
 Returns the OpenGL shader program handle used by the ComposedShader.
 
- Public Member Functions inherited from H3D::X3DShaderNode
 X3DShaderNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _isSelected=0, Inst< SFBool > _isValid=0, Inst< SFBool > _activate=0, Inst< SFString > _language=0)
 Constructor.
 
virtual bool isSupported ()
 Returns true if the shader node type is supported by the browser. More...
 
void setSelected (bool selected)
 Set the isSelected field.
 
virtual string defaultXMLContainerField ()
 Returns the default xml containerField attribute value. More...
 
- Public Member Functions inherited from H3D::X3DAppearanceChildNode
 X3DAppearanceChildNode (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0)
 Constructor.
 
- Public Member Functions inherited from H3D::X3DNode
 X3DNode (Inst< SFNode > _metadata=0)
 Constructor.
 
X3DMetadataObjectgetMetadataByName (const string &_name)
 Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More...
 
- Public Member Functions inherited from H3D::Node
 Node ()
 Constructor.
 
virtual Nodeclone (bool deepCopy=true, DeepCopyMap *deepCopyMap=NULL)
 Returns a new instance of this node type with the same state as this one. More...
 
virtual ~Node ()
 Destructor.
 
X3DPrototypeInstancegetProtoInstanceParent ()
 If this node is the root node in the proto body of a X3DPrototypeInstance then this will return that node. More...
 
void setProtoInstanceParent (X3DPrototypeInstance *p)
 Set the X3DPrototypeInstance this node is the the root node if applicaple.
 
virtual bool lineIntersect (const Vec3f &from, const Vec3f &to, LineIntersectResult &result)
 Detect intersection between a line segment and the Node. More...
 
virtual void closestPoint (const Vec3f &p, NodeIntersectResult &result)
 Find closest point on Node to p. More...
 
virtual bool movingSphereIntersect (H3DFloat radius, const Vec3f &from, const Vec3f &to, NodeIntersectResult &result)
 Detect collision between a moving sphere and the Node. More...
 
virtual FieldgetField (const string &_name) const
 return a pointer to the field specified by name within this instance
 
int addDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 
int removeDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 
- Public Member Functions inherited from H3D::H3DDisplayListObject
 H3DDisplayListObject (Inst< DisplayList > _displayList=0)
 Constructor.
 
- Public Member Functions inherited from H3D::X3DProgrammableShaderObject
 X3DProgrammableShaderObject (H3DNodeDatabase *_database)
 Constructor.
 
virtual void clearFields ()
 Remove all dynamic fields that have been previously added.
 
virtual ~X3DProgrammableShaderObject ()
 Destructor.
 
- Public Member Functions inherited from H3D::H3DDynamicFieldsObject
field_iterator firstField ()
 Get an iterator to the first of the dynamic fields.
 
field_iterator endField ()
 Get an iterator pointing to the end of the dynamic fields.
 
 H3DDynamicFieldsObject ()
 Constructor.
 

Public Attributes

H3DUniquePtr< SFTexture2DNodetexture
 The texture field contains the texture on which to apply the filter kernel. More...
 
H3DUniquePtr< SFStringtype
 Some kernels(e.g. More...
 
H3DUniquePtr< MFFloatweights
 The weight field specifies the values in the convolution kernel. More...
 
H3DUniquePtr< SFInt32kernelSize
 The kernelSize field specifies the size convolution kernel. More...
 
H3DUniquePtr< SFFloatpixelStepOffset
 The pixelStepOffset is used to add customized offset to the pixel step using in convolving, the metric of this value is pixel, so please keep this value relatively small as too many pixel offset will make result strange. More...
 
H3DUniquePtr< SFInt32width
 The height of the window size this shader is going to apply to. More...
 
H3DUniquePtr< SFInt32height
 The width of the window size this shader is going to apply to. More...
 
H3DUniquePtr< TextureMonitor > widthInUse
 Actual width used in convolution filter shader.
 
H3DUniquePtr< TextureMonitor > heightInUse
 Actual height used in convolution filter shader.
 
- Public Attributes inherited from H3D::H3DGeneratedShaderNode
H3DUniquePtr< MFStringfragmentShaderString
 Contains the generated fragment shader code. More...
 
H3DUniquePtr< MFStringvertexShaderString
 Contains the generated vertex shader code. More...
 
H3DUniquePtr< RebuildShaderrebuildShader
 Field used to update the shader code when an event is received. More...
 
- Public Attributes inherited from H3D::ComposedShader
H3DUniquePtr< SFShaderConstants > shaderConstants
 The shaderConstants field can contain a ShaderConstants node defining constants that can be used by all ShaderPart instances in the ComposedShader node. More...
 
H3DUniquePtr< MFShaderPartparts
 The shader parts to use in the ComposedShader. More...
 
H3DUniquePtr< SFBoolsuppressUniformWarnings
 Suppress the warnings printed to the console about setting uniform fields that do not exist in the shader. More...
 
H3DUniquePtr< SFStringgeometryInputType
 The input geometry type of the geometry being rendered with a geometry shader. More...
 
H3DUniquePtr< SFStringgeometryOutputType
 The output geometry type of the geometry being rendered with a geometry shader. More...
 
H3DUniquePtr< SFInt32geometryVerticesOut
 The number of vertices the geometry shader generates. More...
 
H3DUniquePtr< SFStringtransparencyDetectMode
 Determines how the render system will determine if the shader used generates any fragment that has an alpha channel that is < 1, i.e. More...
 
H3DUniquePtr< MFStringtransformFeedbackVaryings
 List of varying names to capture during transform feedback. More...
 
H3DUniquePtr< SFBoolprintShaderWarnings
 Always print shader warnings to console. More...
 
- Public Attributes inherited from H3D::X3DShaderNode
H3DUniquePtr< SFBoolisSelected
 The isSelected output field is used to indicate that this shader instance is the one selected for use by the browser. More...
 
H3DUniquePtr< SFBoolisValid
 The isValid field is used to indicate whether the current shader objects can be run as a shader program. More...
 
H3DUniquePtr< SFBoolactivate
 The activate field forces the shader to activate the contained objects. More...
 
H3DUniquePtr< EventCollectingField< Field > > activateMonitor
 field used to monitor if activate field is modified
 
H3DUniquePtr< SFStringlanguage
 The language field is used to indicate to the browser which shading language is used for the source file(s). More...
 
- Public Attributes inherited from H3D::X3DNode
H3DUniquePtr< SFNodemetadata
 Meta data about the node. More...
 
- Public Attributes inherited from H3D::H3DDisplayListObject
H3DUniquePtr< DisplayListdisplayList
 The DisplayList instance handling the OpenGL caching of this object.
 

Static Public Attributes

static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::H3DGeneratedFragmentShaderNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::H3DGeneratedShaderNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::ComposedShader
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DShaderNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DProgrammableShaderObject
static bool use_bindless_textures = false
 True if we should use bindless textures.
 

Protected Member Functions

virtual bool canBuildShader ()
 Returns true if all conditions to be able to use the values to build a proper shader are fulfilled.
 
virtual void buildShader ()
 Overriding buildShader to only build the shader if canBuildShader is true.
 
string addUniformFields (ComposedShader *shader)
 Adds uniform fields to the shader. More...
 
virtual string getFragmentShaderString ()
 Returns the shader code for the fragment shader.
 
virtual string getFragmentShaderHeader ()
 Return a string that is placed at the beginning of a fragment shader to specify minimum required version of the shader as well as enabled extensions.
 
virtual string getVertexShaderHeader ()
 Use version 150 compatibility for ConvolutionFilterShader.
 
- Protected Member Functions inherited from H3D::ComposedShader
void setGeometryShaderParameters (GLenum _program_handle)
 Sets geometry shader paramters based on fields.
 
- Protected Member Functions inherited from H3D::Node
void cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for the clone() method. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from H3D::H3DGeneratedShaderNode
static string addUniformToFragmentShader (ComposedShader *shader, const string &name, const string &glsl_type, const Field::AccessType &access, Field *field, int array_size=-1, bool delete_unadded_field=true)
 Convenience function to add field in addUniformFields function to add uniform to fragment shader. More...
 
- Static Public Member Functions inherited from H3D::X3DShaderNode
static X3DShaderNodegetActiveShader ()
 Gets the currently active shader, i.e. More...
 
- Static Public Member Functions inherited from H3D::Node
static unsigned int nrNodesAlive ()
 Returns the nr of nodes currently alive, i.e. nodes created but not destructed.
 
static int nrNodesCreated ()
 Returns the number of nodes created in total since the start of the program.
 
- Static Protected Member Functions inherited from H3D::Node
static NodegetClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for nodes that implement clone() More...
 
- Protected Attributes inherited from H3D::ComposedShader
GLhandleARB program_handle
 The handle to the program object used for the shader in OpenGL.
 
vector< GLhandleARB > current_shaders
 A vector of the handles to all shader objects that are currently linked into the program object.
 
H3DUniquePtr< SetupDynamicRoutessetupDynamicRoutes
 C++ fields only. Contains instance of SetupDynamicRoutes.
 
list< H3DSingleTextureNode * > shader_textures
 list of textures to be used by the composedshader
 
H3DUniquePtr< UpdateUniformsupdateUniforms
 A field used to update any uniforms from their corresponding fields.
 
- Static Protected Attributes inherited from H3D::ComposedShader
static bool tessellation_support_checked = false
 True if a warning has already been output about missing tessellation shader support.
 
- Static Protected Attributes inherited from H3D::X3DProgrammableShaderObject
static bool use_bindless_textures_set = false
 True if use_bindless_textures has already be set once.
 

Detailed Description

The ConvolutionFilterShader node generates a shader that applies a convolution filter kernel to the input texture.

This can be used for many image processing effects.

The texture field contains the texture on which to apply the filter kernel.

Some kernels(e.g. Gaussian) are separable meaning that they can be performed as separate vertical and horizontal pass. This would mean an extra write operation for each pixel (from the first pass), but the number of texture reads is reduced from kernelSize * kernelSize to kernelSize + kernelSize which can be a significant speed improvement.

The type field determines if the shader should act as part of a separate pass or do all in one pass. The valid values are:

The weight field specifies the values in the convolution kernel. The number of values must equal kernelSize if type is "HORIZONTAL" or "VERTICAL" and kernelSize*kernelSize if type is "FULL".

The kernelSize field specifies the size convolution kernel. This referes to how many pixels should be sampled in each direction.

E.g. a kernel size of 3 and weights

[ 0 0 0 0 1 0 0 0 0 ]

will just return the original image.

A simple blur filter could have a weight of

[0.0 0.2 0.0 0.2 0.2 0.2, 0.0 0.2 0.0 ]

Examples:

Internal routes:

Member Function Documentation

◆ addUniformFields()

string ConvolutionFilterShader::addUniformFields ( ComposedShader shader)
protectedvirtual

Adds uniform fields to the shader.

A ComposedShader uses its dynamic fields to define uniform variables. Hence we need to add dynamic fields for each field that we want to be accessible in the shader.

Reimplemented from H3D::H3DGeneratedShaderNode.

References H3D::H3DGeneratedShaderNode::addUniformToFragmentShader(), H3D::Field::INPUT_OUTPUT, texture, and H3D::H3DGeneratedShaderNode::uniqueShaderName().

Member Data Documentation

◆ height

H3DUniquePtr< SFInt32 > H3D::ConvolutionFilterShader::height

The width of the window size this shader is going to apply to.

When the value goes to negative, the actual height in use will be the height of input texture divided by the absolute value of this user specified height. by default the value is -1 which means it will be the same as the height of the input texture height. Once this value changed rebuild shader Access type: inputOutput Default value: -1

Referenced by ConvolutionFilterShader(), and traverseSG().

◆ kernelSize

H3DUniquePtr< SFInt32 > H3D::ConvolutionFilterShader::kernelSize

The kernelSize field specifies the size convolution kernel.

This refers to how many pixels should be sampled in each direction.

Access type: inputOutput Default value: 1

Referenced by canBuildShader(), ConvolutionFilterShader(), H3D::GaussianFilterShader::GaussianFilterShader(), getFragmentShaderString(), and H3D::GaussianFilterShader::MFWeights::update().

◆ pixelStepOffset

H3DUniquePtr< SFFloat > H3D::ConvolutionFilterShader::pixelStepOffset

The pixelStepOffset is used to add customized offset to the pixel step using in convolving, the metric of this value is pixel, so please keep this value relatively small as too many pixel offset will make result strange.

By using this value, you can enhance or weaken the convolving effect with slight artifact while no extra texture read. When this value is negative, it will reduce the convolving effect. Keep in mind that if this value is -1, it will completely cancel the convolving effect. This value can not be smaller than -1, as that will make the texture sampling impossible. So value smaller than -1 will be clipped to -1 Access type: inputOutput Default value: 0.0

Referenced by ConvolutionFilterShader(), and getFragmentShaderString().

◆ texture

H3DUniquePtr< SFTexture2DNode > H3D::ConvolutionFilterShader::texture

The texture field contains the texture on which to apply the filter kernel.

Access type: inputOutput

Referenced by addUniformFields(), and traverseSG().

◆ type

H3DUniquePtr< SFString > H3D::ConvolutionFilterShader::type

Some kernels(e.g.

Gaussian) are separable meaning that they can be performed as separate vertical and horizontal pass. This would mean an extra write operation for each pixel (from the first pass), but the number of texture reads is reduced from kernelSize * kernelSize to kernelSize + kernelSize which can be a significant speed improvement.

The type field determines if the shader should act as part of a separate pass or do all in one pass. The valid values are:

  • "HORIZONTAL" - horizontal pass.
  • "VERTICAL" - vertical pass.
  • "FULL" - both horizontal and vertical in the same pass

Access type: inputOutput Default value: "FULL" Valid values: "HORIZONTAL", "VERTICAL", "FULL"

Referenced by ConvolutionFilterShader(), H3D::GaussianFilterShader::GaussianFilterShader(), getFragmentShaderString(), and H3D::GaussianFilterShader::MFWeights::update().

◆ weights

H3DUniquePtr< MFFloat > H3D::ConvolutionFilterShader::weights

The weight field specifies the values in the convolution kernel.

The number of values must equal kernelSize if type is "HORIZONTAL" or "VERTICAL" and kernelSize*kernelSize if type is "FULL".

Access type: inputOutput Default value: [1.0]

Referenced by ConvolutionFilterShader(), H3D::GaussianFilterShader::GaussianFilterShader(), and getFragmentShaderString().

◆ width

H3DUniquePtr< SFInt32 > H3D::ConvolutionFilterShader::width

The height of the window size this shader is going to apply to.

When the value goes to negative, the actual width in use will be the width of input texture divided by the absolute value of this user specified width. by default the value is -1 which means it will be the same as the width of the input texture width. Once this value changed, rebuild shader

Referenced by ConvolutionFilterShader(), and traverseSG().


The documentation for this class was generated from the following files: