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2.0. image_mixer: Re-enabled image adjustements.
[casparcg] / core / mixer / image / image_kernel.cpp
1 /*\r
2 * copyright (c) 2010 Sveriges Television AB <info@casparcg.com>\r
3 *\r
4 *  This file is part of CasparCG.\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 */\r
20 #include "../../stdafx.h"\r
21 \r
22 #include "image_kernel.h"\r
23 \r
24 #include "blending_glsl.h"\r
25 #include "../gpu/shader.h"\r
26 #include "../gpu/device_buffer.h"\r
27 \r
28 #include <common/exception/exceptions.h>\r
29 #include <common/gl/gl_check.h>\r
30 \r
31 #include <core/video_format.h>\r
32 #include <core/producer/frame/pixel_format.h>\r
33 #include <core/producer/frame/image_transform.h>\r
34 \r
35 #include <GL/glew.h>\r
36 \r
37 #include <boost/noncopyable.hpp>\r
38 \r
39 #include <unordered_map>\r
40 \r
41 namespace caspar { namespace core {\r
42         \r
43 GLubyte upper_pattern[] = {\r
44         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
45         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
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                 \r
49 GLubyte lower_pattern[] = {\r
50         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
51         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
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 \r
55 struct image_kernel::implementation : boost::noncopyable\r
56 {       \r
57         std::unique_ptr<shader> shader_;\r
58         \r
59         core::video_mode::type  last_mode_;\r
60         size_t                                  last_width_;\r
61         size_t                                  last_height_;\r
62         \r
63         //std::string get_blend_color_func()\r
64         //{\r
65         //      return \r
66         //              \r
67         //      get_blend_glsl()\r
68         //      \r
69         //      +\r
70         //              \r
71         //      "vec3 get_blend_color(vec3 back, vec3 fore)                                                                                     \n"\r
72         //      "{                                                                                                                                                                      \n"\r
73         //      "       switch(blend_mode)                                                                                                                              \n"\r
74         //      "       {                                                                                                                                                               \n"\r
75         //      "       case  0: return BlendNormal(back, fore);                                                                                \n"\r
76         //      "       case  1: return BlendLighten(back, fore);                                                                               \n"\r
77         //      "       case  2: return BlendDarken(back, fore);                                                                                \n"\r
78         //      "       case  3: return BlendMultiply(back, fore);                                                                              \n"\r
79         //      "       case  4: return BlendAverage(back, fore);                                                                               \n"\r
80         //      "       case  5: return BlendAdd(back, fore);                                                                                   \n"\r
81         //      "       case  6: return BlendSubstract(back, fore);                                                                             \n"\r
82         //      "       case  7: return BlendDifference(back, fore);                                                                    \n"\r
83         //      "       case  8: return BlendNegation(back, fore);                                                                              \n"\r
84         //      "       case  9: return BlendExclusion(back, fore);                                                                             \n"\r
85         //      "       case 10: return BlendScreen(back, fore);                                                                                \n"\r
86         //      "       case 11: return BlendOverlay(back, fore);                                                                               \n"\r
87         //      //"     case 12: return BlendSoftLight(back, fore);                                                                             \n"\r
88         //      "       case 13: return BlendHardLight(back, fore);                                                                             \n"\r
89         //      "       case 14: return BlendColorDodge(back, fore);                                                                    \n"\r
90         //      "       case 15: return BlendColorBurn(back, fore);                                                                             \n"\r
91         //      "       case 16: return BlendLinearDodge(back, fore);                                                                   \n"\r
92         //      "       case 17: return BlendLinearBurn(back, fore);                                                                    \n"\r
93         //      "       case 18: return BlendLinearLight(back, fore);                                                                   \n"\r
94         //      "       case 19: return BlendVividLight(back, fore);                                                                    \n"\r
95         //      "       case 20: return BlendPinLight(back, fore);                                                                              \n"\r
96         //      "       case 21: return BlendHardMix(back, fore);                                                                               \n"\r
97         //      "       case 22: return BlendReflect(back, fore);                                                                               \n"\r
98         //      "       case 23: return BlendGlow(back, fore);                                                                                  \n"\r
99         //      "       case 24: return BlendPhoenix(back, fore);                                                                               \n"\r
100         //      "       case 25: return BlendHue(back, fore);                                                                                   \n"\r
101         //      "       case 26: return BlendSaturation(back, fore);                                                                    \n"\r
102         //      "       case 27: return BlendColor(back, fore);                                                                                 \n"\r
103         //      "       case 28: return BlendLuminosity(back, fore);                                                                    \n"\r
104         //      "       }                                                                                                                                                               \n"\r
105         //      "       return BlendNormal(back, fore);                                                                                                 \n"\r
106         //      "}                                                                                                                                                                      \n"\r
107         //      "                                                                                                                                                                       \n"                                                                                                                                                       \r
108         //      "vec4 blend_color(vec4 fore)                                                                                                            \n"\r
109         //      "{                                                                                                                                                                      \n"\r
110         //      "   vec4 back = texture2D(background, gl_TexCoord[1].st);                                                       \n"\r
111         //      "   fore.rgb = get_blend_color(back.bgr, fore.rgb);                                                                     \n"\r
112         //      "                                                                                                                                                                       \n"\r
113         //      "       return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a);                                  \n"\r
114         //      "}                                                                                                                                                                      \n";\r
115         //}\r
116         //      \r
117         //std::string get_simple_blend_color_func()\r
118         //{\r
119         //      return  \r
120 \r
121         //      "vec4 blend_color(vec4 fore)                                                                                                            \n"\r
122         //      "{                                                                                                                                                                      \n"\r
123         //      "   vec4 back = texture2D(background, gl_TexCoord[1].st);                                                       \n"\r
124         //      "       return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a);                                  \n"\r
125         //      "}                                                                                                                                                                      \n";\r
126         //}\r
127 \r
128         std::string get_vertex()\r
129         {\r
130                 return \r
131 \r
132                 "void main()                                                                                                                                            \n"\r
133                 "{                                                                                                                                                                      \n"\r
134                 "       gl_TexCoord[0] = gl_MultiTexCoord0;                                                                                             \n"\r
135                 "       gl_TexCoord[1] = gl_MultiTexCoord1;                                                                                             \n"\r
136                 "       gl_FrontColor  = gl_Color;                                                                                                              \n"\r
137                 "       gl_Position    = ftransform();                                                                                                  \n"\r
138                 "}                                                                                                                                                                      \n";\r
139         }\r
140 \r
141         std::string get_fragment(bool compability_mode)\r
142         {\r
143                 return\r
144 \r
145                 "#version 120                                                                                                                                           \n"\r
146                 //"uniform sampler2D    background;                                                                                                     \n"\r
147                 "uniform sampler2D      plane[4];                                                                                                               \n"\r
148                 "uniform sampler2D      local_key;                                                                                                              \n"\r
149                 "uniform sampler2D      layer_key;                                                                                                              \n"\r
150                 "                                                                                                                                                                       \n"\r
151                 "uniform bool           is_hd;                                                                                                                  \n"\r
152                 "uniform bool           has_local_key;                                                                                                  \n"\r
153                 "uniform bool           has_layer_key;                                                                                                  \n"\r
154                 //"uniform int          blend_mode;                                                                                                             \n"\r
155                 //"uniform int          alpha_mode;                                                                                                             \n"\r
156                 "uniform int            pixel_format;                                                                                                   \n"\r
157                 "                                                                                                                                                                       \n"\r
158                 "uniform bool           levels;                                                                                                                 \n"\r
159                 "uniform float          min_input;                                                                                                              \n"\r
160                 "uniform float          max_input;                                                                                                              \n"\r
161                 "uniform float          gamma;                                                                                                                  \n"\r
162                 "uniform float          min_output;                                                                                                             \n"\r
163                 "uniform float          max_output;                                                                                                             \n"\r
164                 "                                                                                                                                                                       \n"\r
165                 "uniform bool           csb;                                                                                                                    \n"\r
166                 "uniform float          brt;                                                                                                                    \n"\r
167                 "uniform float          sat;                                                                                                                    \n"\r
168                 "uniform float          con;                                                                                                                    \n"\r
169                 "                                                                                                                                                                       \n"     \r
170 \r
171                 +\r
172                 \r
173                 get_blend_glsl()\r
174 \r
175                 +\r
176 \r
177                 "//http://slouken.blogspot.com/2011/02/mpeg-acceleration-with-glsl.html                         \n"\r
178                 "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a)                                           \n"\r
179                 "{                                                                                                                                                                      \n"\r
180                 "       // YUV offset                                                                                                                                   \n"\r
181                 "       const vec3 offset = vec3(-0.0625, -0.5, -0.5);                                                                  \n"\r
182                 "                                                                                                                                                                       \n"\r
183                 "       // RGB coefficients                                                                                                                     \n"\r
184                 "       const vec3 Rcoeff = vec3(1.164,  0.000,  1.596);                                                                \n"\r
185                 "       const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);                                                                \n"\r
186                 "       const vec3 Bcoeff = vec3(1.164,  2.018,  0.000);                                                                \n"\r
187                 "                                                                                                                                                                       \n"\r
188                 "       vec3 yuv = vec3(y, cr, cb);                                                                                                             \n"\r
189                 "   vec4 rgba;                                                                                                                                          \n"\r
190                 "                                                                                                                                                                       \n"\r
191                 "       yuv += offset;                                                                                                                                  \n"\r
192                 "       rgba.r = dot(yuv, Rcoeff);                                                                                                              \n"\r
193                 "       rgba.g = dot(yuv, Gcoeff);                                                                                                              \n"\r
194                 "       rgba.b = dot(yuv, Bcoeff);                                                                                                              \n"\r
195                 "       rgba.a = a;                                                                                                                                             \n"\r
196                 "                                                                                                                                                                       \n"\r
197                 "       return rgba;                                                                                                                                    \n"\r
198                 "}                                                                                                                                                                      \n"                     \r
199                 "                                                                                                                                                                       \n"\r
200                 "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a)                                           \n"\r
201                 "{                                                                                                                                                                      \n"\r
202                 "       // YUV offset                                                                                                                                   \n"\r
203                 "       const vec3 offset = vec3(-0.0625, -0.5, -0.5);                                                                  \n"\r
204                 "                                                                                                                                                                       \n"\r
205                 "       // RGB coefficients                                                                                                                     \n"\r
206                 "       const vec3 Rcoeff = vec3(1.164,  0.000,  1.793);                                                                \n"\r
207                 "       const vec3 Gcoeff = vec3(1.164, -0.213, -0.534);                                                                \n"\r
208                 "       const vec3 Bcoeff = vec3(1.164,  2.115,  0.000);                                                                \n"\r
209                 "                                                                                                                                                                       \n"\r
210                 "       vec3 yuv = vec3(y, cr, cb);                                                                                                             \n"\r
211                 "   vec4 rgba;                                                                                                                                          \n"\r
212                 "                                                                                                                                                                       \n"\r
213                 "       yuv += offset;                                                                                                                                  \n"\r
214                 "       rgba.r = dot(yuv, Rcoeff);                                                                                                              \n"\r
215                 "       rgba.g = dot(yuv, Gcoeff);                                                                                                              \n"\r
216                 "       rgba.b = dot(yuv, Bcoeff);                                                                                                              \n"\r
217                 "       rgba.a = a;                                                                                                                                             \n"\r
218                 "                                                                                                                                                                       \n"\r
219                 "       return rgba;                                                                                                                                    \n"\r
220                 "}                                                                                                                                                                      \n"                     \r
221                 "                                                                                                                                                                       \n"             \r
222                 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a)                                                      \n"\r
223                 "{                                                                                                                                                                      \n"\r
224                 "       if(is_hd)                                                                                                                                               \n"\r
225                 "               return ycbcra_to_rgba_hd(y, cb, cr, a);                                                                         \n"\r
226                 "       else                                                                                                                                                    \n"\r
227                 "               return ycbcra_to_rgba_sd(y, cb, cr, a);                                                                         \n"\r
228                 "}                                                                                                                                                                      \n"\r
229                 "                                                                                                                                                                       \n"\r
230                 "vec4 get_rgba_color()                                                                                                                          \n"\r
231                 "{                                                                                                                                                                      \n"\r
232                 "       switch(pixel_format)                                                                                                                    \n"\r
233                 "       {                                                                                                                                                               \n"\r
234                 "       case 0:         //gray                                                                                                                          \n"\r
235                 "               return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0);                           \n"\r
236                 "       case 1:         //bgra,                                                                                                                         \n"\r
237                 "               return texture2D(plane[0], gl_TexCoord[0].st).bgra;                                                     \n"\r
238                 "       case 2:         //rgba,                                                                                                                         \n"\r
239                 "               return texture2D(plane[0], gl_TexCoord[0].st).rgba;                                                     \n"\r
240                 "       case 3:         //argb,                                                                                                                         \n"\r
241                 "               return texture2D(plane[0], gl_TexCoord[0].st).argb;                                                     \n"\r
242                 "       case 4:         //abgr,                                                                                                                         \n"\r
243                 "               return texture2D(plane[0], gl_TexCoord[0].st).gbar;                                                     \n"\r
244                 "       case 5:         //ycbcr,                                                                                                                        \n"\r
245                 "               {                                                                                                                                                       \n"\r
246                 "                       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                                    \n"\r
247                 "                       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                                    \n"\r
248                 "                       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                                    \n"\r
249                 "                       return ycbcra_to_rgba(y, cb, cr, 1.0);                                                                  \n"\r
250                 "               }                                                                                                                                                       \n"\r
251                 "       case 6:         //ycbcra                                                                                                                        \n"\r
252                 "               {                                                                                                                                                       \n"\r
253                 "                       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                                    \n"\r
254                 "                       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                                    \n"\r
255                 "                       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                                    \n"\r
256                 "                       float a  = texture2D(plane[3], gl_TexCoord[0].st).r;                                    \n"\r
257                 "                       return ycbcra_to_rgba(y, cb, cr, a);                                                                    \n"\r
258                 "               }                                                                                                                                                       \n"\r
259                 "       case 7:         //luma                                                                                                                          \n"\r
260                 "               {                                                                                                                                                       \n"\r
261                 "                       vec3 y3 = texture2D(plane[0], gl_TexCoord[0].st).rrr;                                   \n"\r
262                 "                       return vec4((y3-0.065)/0.859, 1.0);                                                                             \n"\r
263                 "               }                                                                                                                                                       \n"\r
264                 "       }                                                                                                                                                               \n"\r
265                 "       return vec4(0.0, 0.0, 0.0, 0.0);                                                                                                \n"\r
266                 "}                                                                                                                                                                      \n"\r
267                 "                                                                                                                                                                       \n"\r
268                 "void main()                                                                                                                                            \n"\r
269                 "{                                                                                                                                                                      \n"\r
270                 "       vec4 color = get_rgba_color();                                                                                                  \n"\r
271                 "   if(levels)                                                                                                                                          \n"\r
272                 "               color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
273                 "       if(csb)                                                                                                                                                 \n"\r
274                 "               color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con);                     \n"\r
275                 "       if(has_local_key)                                                                                                                               \n"\r
276                 "               color.a *= texture2D(local_key, gl_TexCoord[1].st).r;                                           \n"\r
277                 "       if(has_layer_key)                                                                                                                               \n"\r
278                 "               color.a *= texture2D(layer_key, gl_TexCoord[1].st).r;                                           \n"\r
279                 "       gl_FragColor = color.bgra * gl_Color;                                                                                   \n"\r
280                 "}                                                                                                                                                                      \n";\r
281         }\r
282 \r
283 \r
284         implementation() \r
285                 : last_mode_(core::video_mode::progressive)\r
286                 , last_width_(0)\r
287                 , last_height_(0)\r
288         {                       \r
289         }\r
290 \r
291         \r
292         void draw(const render_item&                                                    item,\r
293                           const safe_ptr<device_buffer>&                                background,\r
294                           const std::shared_ptr<device_buffer>&                 local_key,                        \r
295                           const std::shared_ptr<device_buffer>&                 layer_key)\r
296         {\r
297                 static const double epsilon = 0.001;\r
298 \r
299                 CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());\r
300 \r
301                 if(item.textures.empty())\r
302                         return;\r
303 \r
304                 if(item.transform.get_opacity() < epsilon)\r
305                         return;\r
306 \r
307                 if(!shader_)\r
308                 {\r
309                         try\r
310                         {\r
311                                 shader_.reset(new shader(get_vertex(), get_fragment(false)));\r
312                         }\r
313                         catch(...)\r
314                         {\r
315                                 CASPAR_LOG_CURRENT_EXCEPTION();\r
316                                 CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";\r
317                                 shader_.reset(new shader(get_vertex(), get_fragment(true)));\r
318                         }\r
319                         \r
320                         GL(glEnable(GL_TEXTURE_2D));\r
321                         GL(glEnable(GL_BLEND));\r
322                         GL(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE));\r
323                 }\r
324 \r
325                 if(last_mode_ != item.mode)\r
326                 {\r
327                         last_mode_ = item.mode;\r
328                         \r
329                         if(item.mode == core::video_mode::progressive)                  \r
330                                 GL(glDisable(GL_POLYGON_STIPPLE));                      \r
331                         else                    \r
332                         {\r
333                                 GL(glEnable(GL_POLYGON_STIPPLE));                       \r
334 \r
335                                 if(item.mode == core::video_mode::upper)\r
336                                         glPolygonStipple(upper_pattern);\r
337                                 else if(item.mode == core::video_mode::lower)\r
338                                         glPolygonStipple(lower_pattern);\r
339                         }\r
340                 }\r
341 \r
342                 if(last_width_ != background->width() || last_height_ != background->height())\r
343                 {\r
344                         last_width_ = background->width();\r
345                         last_height_ = background->height();\r
346                         GL(glViewport(0, 0, background->width(), background->height()));\r
347                 }\r
348 \r
349                 // Bind textures\r
350 \r
351                 for(size_t n = 0; n < item.textures.size(); ++n)\r
352                         item.textures[n]->bind(n);\r
353 \r
354                 if(local_key)\r
355                         local_key->bind(4);\r
356                 \r
357                 if(layer_key)\r
358                         layer_key->bind(5);\r
359 \r
360                 //background->bind(6);\r
361 \r
362                 // Setup shader\r
363 \r
364                 shader_->use(); \r
365 \r
366                 shader_->set("plane[0]",                0);\r
367                 shader_->set("plane[1]",                1);\r
368                 shader_->set("plane[2]",                2);\r
369                 shader_->set("plane[3]",                3);\r
370                 shader_->set("local_key",               4);\r
371                 shader_->set("layer_key",               5);\r
372                 //shader_->set("background",            6);\r
373                 shader_->set("is_hd",                   item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
374                 shader_->set("has_local_key",   local_key ? 1 : 0);\r
375                 shader_->set("has_layer_key",   layer_key ? 1 : 0);\r
376                 //shader_->set("blend_mode",            item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
377                 //shader_->set("alpha_mode",            item.transform.get_alpha_mode());\r
378                 shader_->set("pixel_format",    item.pix_desc.pix_fmt); \r
379 \r
380                 auto levels = item.transform.get_levels();\r
381 \r
382                 if(levels.min_input  > epsilon          ||\r
383                    levels.max_input  < 1.0-epsilon      ||\r
384                    levels.min_output > epsilon          ||\r
385                    levels.max_output < 1.0-epsilon      ||\r
386                    std::abs(levels.gamma - 1.0) > epsilon)\r
387                 {\r
388                         shader_->set("levels", true);   \r
389                         shader_->set("min_input", levels.min_input);    \r
390                         shader_->set("max_input", levels.max_input);\r
391                         shader_->set("min_output", levels.min_output);\r
392                         shader_->set("max_output", levels.max_output);\r
393                         shader_->set("gamma", levels.gamma);\r
394                 }\r
395                 else\r
396                         shader_->set("levels", false);  \r
397 \r
398                 if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||\r
399                    std::abs(item.transform.get_saturation() - 1.0) > epsilon ||\r
400                    std::abs(item.transform.get_contrast() - 1.0) > epsilon)\r
401                 {\r
402                         shader_->set("csb",     true);  \r
403                         \r
404                         shader_->set("brt", item.transform.get_brightness());   \r
405                         shader_->set("sat", item.transform.get_saturation());\r
406                         shader_->set("con", item.transform.get_contrast());\r
407                 }\r
408                 else\r
409                         shader_->set("csb",     false); \r
410                 \r
411                 // Setup drawing area\r
412 \r
413                 GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));\r
414                                                 \r
415                 auto m_p = item.transform.get_clip_translation();\r
416                 auto m_s = item.transform.get_clip_scale();\r
417 \r
418                 bool scissor = m_p[0] > std::numeric_limits<double>::epsilon()           || m_p[1] > std::numeric_limits<double>::epsilon() &&\r
419                                            m_s[0] < 1.0 - std::numeric_limits<double>::epsilon() || m_s[1] < 1.0 - std::numeric_limits<double>::epsilon();\r
420 \r
421                 if(scissor)\r
422                 {\r
423                         double w = static_cast<double>(background->width());\r
424                         double h = static_cast<double>(background->height());\r
425                 \r
426                         GL(glEnable(GL_SCISSOR_TEST));\r
427                         GL(glScissor(static_cast<size_t>(m_p[0]*w), static_cast<size_t>(m_p[1]*h), static_cast<size_t>(m_s[0]*w), static_cast<size_t>(m_s[1]*h)));\r
428                 }\r
429 \r
430                 auto f_p = item.transform.get_fill_translation();\r
431                 auto f_s = item.transform.get_fill_scale();\r
432                 \r
433                 // Draw\r
434 \r
435                 glBegin(GL_QUADS);\r
436                         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
437                         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
438                         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
439                         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
440                 glEnd();\r
441 \r
442                 if(scissor)\r
443                         GL(glDisable(GL_SCISSOR_TEST)); \r
444         }\r
445 };\r
446 \r
447 image_kernel::image_kernel() : impl_(new implementation()){}\r
448 void image_kernel::draw(const render_item& item, const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)\r
449 {\r
450         impl_->draw(item, background, local_key, layer_key);\r
451 }\r
452 \r
453 bool operator==(const render_item& lhs, const render_item& rhs)\r
454 {\r
455         return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;\r
456 }\r
457 \r
458 }}