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[casparcg] / accelerator / ogl / image / image_kernel.cpp
1 /*\r
2 * Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>\r
3 *\r
4 * This file is part of CasparCG (www.casparcg.com).\r
5 *\r
6 * CasparCG is free software: you can redistribute it and/or modify\r
7 * it under the terms of the GNU General Public License as published by\r
8 * the Free Software Foundation, either version 3 of the License, or\r
9 * (at your option) any later version.\r
10 *\r
11 * CasparCG is distributed in the hope that it will be useful,\r
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14 * GNU General Public License for more details.\r
15 *\r
16 * You should have received a copy of the GNU General Public License\r
17 * along with CasparCG. If not, see <http://www.gnu.org/licenses/>.\r
18 *\r
19 * Author: Robert Nagy, ronag89@gmail.com\r
20 */\r
21 \r
22 #include "../../stdafx.h"\r
23 \r
24 #include "image_kernel.h"\r
25 \r
26 #include "image_shader.h"\r
27 #include "blending_glsl.h"\r
28 \r
29 #include "../util/shader.h"\r
30 #include "../util/texture.h"\r
31 #include "../util/device.h"\r
32 \r
33 #include <common/except.h>\r
34 #include <common/gl/gl_check.h>\r
35 #include <common/env.h>\r
36 \r
37 #include <core/video_format.h>\r
38 #include <core/frame/pixel_format.h>\r
39 #include <core/frame/frame_transform.h>\r
40 \r
41 #include <boost/lexical_cast.hpp>\r
42 \r
43 namespace caspar { namespace accelerator { namespace ogl {\r
44         \r
45 GLubyte upper_pattern[] = {\r
46         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
47         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
48         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
49         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};\r
50                 \r
51 GLubyte lower_pattern[] = {\r
52         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, \r
53         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,\r
54         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,\r
55         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};\r
56 \r
57 struct image_kernel::impl\r
58 {       \r
59         spl::shared_ptr<device> ogl_;\r
60         spl::shared_ptr<shader> shader_;\r
61         bool                                    blend_modes_;\r
62                                                         \r
63         impl(const spl::shared_ptr<device>& ogl)\r
64                 : ogl_(ogl)\r
65                 , shader_(ogl_->invoke([&]{return get_image_shader(blend_modes_);}))\r
66         {\r
67         }\r
68 \r
69         void draw(draw_params params)\r
70         {\r
71                 static const double epsilon = 0.001;            \r
72                 \r
73                 CASPAR_ASSERT(params.pix_desc.planes.size() == params.textures.size());\r
74 \r
75                 if(params.textures.empty() || !params.background)\r
76                         return;\r
77 \r
78                 if(params.transform.opacity < epsilon)\r
79                         return;\r
80                                 \r
81                 // Bind textures\r
82 \r
83                 for(int n = 0; n < params.textures.size(); ++n)\r
84                         params.textures[n]->bind(n);\r
85 \r
86                 if(params.local_key)\r
87                         params.local_key->bind(texture_id::local_key);\r
88                 \r
89                 if(params.layer_key)\r
90                         params.layer_key->bind(texture_id::layer_key);\r
91                         \r
92                 // Setup shader\r
93                                                                 \r
94                 shader_->use();\r
95 \r
96                 shader_->set("plane[0]",                texture_id::plane0);\r
97                 shader_->set("plane[1]",                texture_id::plane1);\r
98                 shader_->set("plane[2]",                texture_id::plane2);\r
99                 shader_->set("plane[3]",                texture_id::plane3);\r
100                 for(int n = 0; n < params.textures.size(); ++n)\r
101                         shader_->set("plane_size[" + boost::lexical_cast<std::string>(n) + "]", \r
102                                                  static_cast<float>(params.textures[n]->width()), \r
103                                                  static_cast<float>(params.textures[n]->height()));\r
104 \r
105                 shader_->set("local_key",               texture_id::local_key);\r
106                 shader_->set("layer_key",               texture_id::layer_key);\r
107                 shader_->set("is_hd",                   params.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
108                 shader_->set("has_local_key",   params.local_key);\r
109                 shader_->set("has_layer_key",   params.layer_key);\r
110                 shader_->set("pixel_format",    params.pix_desc.format.value());        \r
111                 shader_->set("opacity",                 params.transform.is_key ? 1.0 : params.transform.opacity);      \r
112                                 \r
113 \r
114                 // Setup blend_func\r
115                 \r
116                 if(params.transform.is_key)\r
117                         params.blend_mode = core::blend_mode::normal;\r
118 \r
119                 if(blend_modes_)\r
120                 {\r
121                         params.background->bind(texture_id::background);\r
122 \r
123                         shader_->set("background",      texture_id::background);\r
124                         shader_->set("blend_mode",      params.blend_mode.value());\r
125                         shader_->set("keyer",           params.keyer.value());\r
126                 }\r
127                 else\r
128                 {\r
129                         GL(glEnable(GL_BLEND));\r
130 \r
131                         switch(params.keyer.value())\r
132                         {\r
133                         case keyer::additive:\r
134                                 GL(glBlendFunc(GL_ONE, GL_ONE));        \r
135                                 break;\r
136                         case keyer::linear:\r
137                         default:                        \r
138                                 GL(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA));\r
139                         }               \r
140                 }\r
141 \r
142                 // Setup image-adjustements\r
143                 \r
144                 if(params.transform.levels.min_input  > epsilon         ||\r
145                    params.transform.levels.max_input  < 1.0-epsilon     ||\r
146                    params.transform.levels.min_output > epsilon         ||\r
147                    params.transform.levels.max_output < 1.0-epsilon     ||\r
148                    std::abs(params.transform.levels.gamma - 1.0) > epsilon)\r
149                 {\r
150                         shader_->set("levels", true);   \r
151                         shader_->set("min_input",       params.transform.levels.min_input);     \r
152                         shader_->set("max_input",       params.transform.levels.max_input);\r
153                         shader_->set("min_output",      params.transform.levels.min_output);\r
154                         shader_->set("max_output",      params.transform.levels.max_output);\r
155                         shader_->set("gamma",           params.transform.levels.gamma);\r
156                 }\r
157                 else\r
158                         shader_->set("levels", false);  \r
159 \r
160                 if(std::abs(params.transform.brightness - 1.0) > epsilon ||\r
161                    std::abs(params.transform.saturation - 1.0) > epsilon ||\r
162                    std::abs(params.transform.contrast - 1.0)   > epsilon)\r
163                 {\r
164                         shader_->set("csb",     true);  \r
165                         \r
166                         shader_->set("brt", params.transform.brightness);       \r
167                         shader_->set("sat", params.transform.saturation);\r
168                         shader_->set("con", params.transform.contrast);\r
169                 }\r
170                 else\r
171                         shader_->set("csb",     false); \r
172                 \r
173                 // Setup interlacing\r
174                 \r
175                 if(params.transform.field_mode != core::field_mode::progressive)        \r
176                 {\r
177                         GL(glEnable(GL_POLYGON_STIPPLE));\r
178 \r
179                         if(params.transform.field_mode == core::field_mode::upper)\r
180                                 glPolygonStipple(upper_pattern);\r
181                         else if(params.transform.field_mode == core::field_mode::lower)\r
182                                 glPolygonStipple(lower_pattern);\r
183                 }\r
184 \r
185                 // Setup drawing area\r
186                 \r
187                 GL(glViewport(0, 0, params.background->width(), params.background->height()));\r
188                                                                                 \r
189                 auto m_p = params.transform.clip_translation;\r
190                 auto m_s = params.transform.clip_scale;\r
191 \r
192                 bool scissor = m_p[0] > std::numeric_limits<double>::epsilon()                  || m_p[1] > std::numeric_limits<double>::epsilon() ||\r
193                                            m_s[0] < (1.0 - std::numeric_limits<double>::epsilon())      || m_s[1] < (1.0 - std::numeric_limits<double>::epsilon());\r
194 \r
195                 if(scissor)\r
196                 {\r
197                         double w = static_cast<double>(params.background->width());\r
198                         double h = static_cast<double>(params.background->height());\r
199                 \r
200                         GL(glEnable(GL_SCISSOR_TEST));\r
201                         glScissor(static_cast<int>(m_p[0]*w), static_cast<int>(m_p[1]*h), static_cast<int>(m_s[0]*w), static_cast<int>(m_s[1]*h));\r
202                 }\r
203 \r
204                 auto f_p = params.transform.fill_translation;\r
205                 auto f_s = params.transform.fill_scale;\r
206                 \r
207                 // Synchronize and set render target\r
208                                                                 \r
209                 if(blend_modes_)\r
210                 {\r
211                         // http://www.opengl.org/registry/specs/NV/texture_barrier.txt\r
212                         // This allows us to use framebuffer (background) both as source and target while blending.\r
213                         glTextureBarrierNV(); \r
214                 }\r
215 \r
216                 params.background->attach();\r
217                 \r
218                 // Draw\r
219                                 \r
220                 glBegin(GL_QUADS);\r
221                         glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        ,  f_p[1]        );             glVertex2d( f_p[0]        *2.0-1.0,  f_p[1]        *2.0-1.0);\r
222                         glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]),  f_p[1]        );             glVertex2d((f_p[0]+f_s[0])*2.0-1.0,  f_p[1]        *2.0-1.0);\r
223                         glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1]));             glVertex2d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
224                         glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        , (f_p[1]+f_s[1]));             glVertex2d( f_p[0]        *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
225                 glEnd();\r
226                 \r
227                 // Cleanup\r
228                 \r
229                 GL(glDisable(GL_SCISSOR_TEST));\r
230                 GL(glDisable(GL_POLYGON_STIPPLE));\r
231                 GL(glDisable(GL_BLEND));\r
232         }\r
233 };\r
234 \r
235 image_kernel::image_kernel(const spl::shared_ptr<device>& ogl) : impl_(new impl(ogl)){}\r
236 image_kernel::~image_kernel(){}\r
237 void image_kernel::draw(const draw_params& params){impl_->draw(params);}\r
238 bool image_kernel::has_blend_modes() const{return impl_->blend_modes_;}\r
239 \r
240 }}}