2 * Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>
4 * This file is part of CasparCG (www.casparcg.com).
6 * CasparCG is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * CasparCG is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with CasparCG. If not, see <http://www.gnu.org/licenses/>.
19 * Author: Robert Nagy, ronag89@gmail.com
22 #include "../../stdafx.h"
24 #include "image_shader.h"
26 #include "../util/shader.h"
27 #include "../util/device.h"
29 #include "blending_glsl.h"
31 #include <common/gl/gl_check.h>
32 #include <common/env.h>
34 #include <tbb/mutex.h>
36 namespace caspar { namespace accelerator { namespace ogl {
38 std::shared_ptr<shader> g_shader;
39 tbb::mutex g_shader_mutex;
40 bool g_blend_modes = false;
42 std::string get_blend_color_func()
46 get_adjustement_glsl()
54 "vec3 get_blend_color(vec3 back, vec3 fore) \n"
56 " switch(blend_mode) \n"
58 " case 0: return BlendNormal(back, fore); \n"
59 " case 1: return BlendLighten(back, fore); \n"
60 " case 2: return BlendDarken(back, fore); \n"
61 " case 3: return BlendMultiply(back, fore); \n"
62 " case 4: return BlendAverage(back, fore); \n"
63 " case 5: return BlendAdd(back, fore); \n"
64 " case 6: return BlendSubstract(back, fore); \n"
65 " case 7: return BlendDifference(back, fore); \n"
66 " case 8: return BlendNegation(back, fore); \n"
67 " case 9: return BlendExclusion(back, fore); \n"
68 " case 10: return BlendScreen(back, fore); \n"
69 " case 11: return BlendOverlay(back, fore); \n"
70 //" case 12: return BlendSoftLight(back, fore); \n"
71 " case 13: return BlendHardLight(back, fore); \n"
72 " case 14: return BlendColorDodge(back, fore); \n"
73 " case 15: return BlendColorBurn(back, fore); \n"
74 " case 16: return BlendLinearDodge(back, fore); \n"
75 " case 17: return BlendLinearBurn(back, fore); \n"
76 " case 18: return BlendLinearLight(back, fore); \n"
77 " case 19: return BlendVividLight(back, fore); \n"
78 " case 20: return BlendPinLight(back, fore); \n"
79 " case 21: return BlendHardMix(back, fore); \n"
80 " case 22: return BlendReflect(back, fore); \n"
81 " case 23: return BlendGlow(back, fore); \n"
82 " case 24: return BlendPhoenix(back, fore); \n"
83 " case 25: return BlendHue(back, fore); \n"
84 " case 26: return BlendSaturation(back, fore); \n"
85 " case 27: return BlendColor(back, fore); \n"
86 " case 28: return BlendLuminosity(back, fore); \n"
88 " return BlendNormal(back, fore); \n"
91 "vec4 blend(vec4 fore) \n"
93 " vec4 back = texture2D(background, gl_TexCoord[1].st).bgra; \n"
94 " if(blend_mode != 0) \n"
95 " fore.rgb = get_blend_color(back.rgb/(back.a+0.0000001), fore.rgb/(fore.a+0.0000001))*fore.a;\n"
98 " case 1: return fore + back; // additive \n"
99 " default: return fore + (1.0-fore.a)*back; // linear \n"
104 std::string get_simple_blend_color_func()
108 get_adjustement_glsl()
112 "vec4 blend(vec4 fore) \n"
118 std::string get_vertex()
124 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
125 // " gl_TexCoord[1] = gl_MultiTexCoord1; \n"
126 " vec4 pos = ftransform(); \n"
127 " gl_TexCoord[1] = vec4(pos.xy, 0.0, 0.0); \n"
128 " pos.x = pos.x*2.0 - 1.0; \n"
129 " pos.y = pos.y*2.0 - 1.0; \n"
130 " gl_Position = pos; \n"
134 std::string get_fragment(bool blend_modes)
139 "uniform sampler2D background; \n"
140 "uniform sampler2D plane[4]; \n"
141 "uniform vec2 plane_size[4]; \n"
142 "uniform sampler2D local_key; \n"
143 "uniform sampler2D layer_key; \n"
145 "uniform bool is_hd; \n"
146 "uniform bool has_local_key; \n"
147 "uniform bool has_layer_key; \n"
148 "uniform int blend_mode; \n"
149 "uniform int keyer; \n"
150 "uniform int pixel_format; \n"
151 "uniform int deinterlace; \n"
153 "uniform float opacity; \n"
154 "uniform bool levels; \n"
155 "uniform float min_input; \n"
156 "uniform float max_input; \n"
157 "uniform float gamma; \n"
158 "uniform float min_output; \n"
159 "uniform float max_output; \n"
161 "uniform bool csb; \n"
162 "uniform float brt; \n"
163 "uniform float sat; \n"
164 "uniform float con; \n"
169 (blend_modes ? get_blend_color_func() : get_simple_blend_color_func())
174 "vec4 ycbcra_to_rgba_sd(float Y, float Cb, float Cr, float A) \n"
177 " rgba.b = (1.164*(Y*255 - 16) + 1.596*(Cr*255 - 128))/255; \n"
178 " rgba.g = (1.164*(Y*255 - 16) - 0.813*(Cr*255 - 128) - 0.391*(Cb*255 - 128))/255;\n"
179 " rgba.r = (1.164*(Y*255 - 16) + 2.018*(Cb*255 - 128))/255; \n"
184 "vec4 ycbcra_to_rgba_hd(float Y, float Cb, float Cr, float A) \n"
187 " rgba.b = (1.164*(Y*255 - 16) + 1.793*(Cr*255 - 128))/255; \n"
188 " rgba.g = (1.164*(Y*255 - 16) - 0.534*(Cr*255 - 128) - 0.213*(Cb*255 - 128))/255;\n"
189 " rgba.r = (1.164*(Y*255 - 16) + 2.115*(Cb*255 - 128))/255; \n"
194 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"
197 " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"
199 " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"
202 "vec4 get_sample(sampler2D sampler, vec2 coords, vec2 size) \n"
204 " switch(deinterlace) \n"
206 " case 1: // upper \n"
207 " return texture2D(sampler, coords); \n"
208 " case 2: // lower \n"
209 " return texture2D(sampler, coords); \n"
211 " return texture2D(sampler, coords); \n"
215 "vec4 get_rgba_color() \n"
217 " switch(pixel_format) \n"
220 " return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rrr, 1.0);\n"
221 " case 1: //bgra, \n"
222 " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).bgra; \n"
223 " case 2: //rgba, \n"
224 " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rgba; \n"
225 " case 3: //argb, \n"
226 " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).argb; \n"
227 " case 4: //abgr, \n"
228 " return get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).gbar; \n"
229 " case 5: //ycbcr, \n"
231 " float y = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).r; \n"
232 " float cb = get_sample(plane[1], gl_TexCoord[0].st, plane_size[0]).r; \n"
233 " float cr = get_sample(plane[2], gl_TexCoord[0].st, plane_size[0]).r; \n"
234 " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"
236 " case 6: //ycbcra \n"
238 " float y = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).r; \n"
239 " float cb = get_sample(plane[1], gl_TexCoord[0].st, plane_size[0]).r; \n"
240 " float cr = get_sample(plane[2], gl_TexCoord[0].st, plane_size[0]).r; \n"
241 " float a = get_sample(plane[3], gl_TexCoord[0].st, plane_size[0]).r; \n"
242 " return ycbcra_to_rgba(y, cb, cr, a); \n"
246 " vec3 y3 = get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rrr; \n"
247 " return vec4((y3-0.065)/0.859, 1.0); \n"
250 " return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).bgr, 1.0);\n"
252 " return vec4(get_sample(plane[0], gl_TexCoord[0].st, plane_size[0]).rgb, 1.0);\n"
254 " return vec4(0.0, 0.0, 0.0, 0.0); \n"
259 " vec4 color = get_rgba_color(); \n"
261 " color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"
263 " color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con); \n"
264 " if(has_local_key) \n"
265 " color *= texture2D(local_key, gl_TexCoord[1].st).r; \n"
266 " if(has_layer_key) \n"
267 " color *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"
268 " color *= opacity; \n"
269 " color = blend(color); \n"
270 " gl_FragColor = color.bgra; \n"
274 spl::shared_ptr<shader> get_image_shader(bool& blend_modes)
276 tbb::mutex::scoped_lock lock(g_shader_mutex);
280 blend_modes = g_blend_modes;
281 return spl::make_shared_ptr(g_shader);
286 g_blend_modes = glTextureBarrierNV ? env::properties().get(L"configuration.blend-modes", true) : false;
287 g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));
291 CASPAR_LOG_CURRENT_EXCEPTION();
292 CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";
294 g_blend_modes = false;
295 g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));
300 // ogl.blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
301 // CASPAR_LOG(info) << L"[shader] Blend-modes are disabled.";
304 blend_modes = g_blend_modes;
305 return spl::make_shared_ptr(g_shader);