2 * copyright (c) 2010 Sveriges Television AB <info@casparcg.com>
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4 * This file is part of CasparCG.
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6 * CasparCG is free software: you can redistribute it and/or modify
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7 * it under the terms of the GNU General Public License as published by
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8 * the Free Software Foundation, either version 3 of the License, or
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9 * (at your option) any later version.
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11 * CasparCG is distributed in the hope that it will be useful,
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 * GNU General Public License for more details.
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16 * You should have received a copy of the GNU General Public License
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17 * along with CasparCG. If not, see <http://www.gnu.org/licenses/>.
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20 #include "../../stdafx.h"
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22 #include "image_kernel.h"
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24 #include "blending_glsl.h"
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25 #include "../gpu/shader.h"
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26 #include "../gpu/device_buffer.h"
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28 #include <common/exception/exceptions.h>
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29 #include <common/gl/gl_check.h>
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31 #include <core/video_format.h>
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32 #include <core/producer/frame/pixel_format.h>
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33 #include <core/producer/frame/image_transform.h>
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35 #include <GL/glew.h>
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37 #include <boost/noncopyable.hpp>
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39 #include <unordered_map>
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41 namespace caspar { namespace core {
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43 GLubyte upper_pattern[] = {
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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,
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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,
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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,
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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};
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49 GLubyte lower_pattern[] = {
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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,
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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,
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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,
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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};
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55 struct image_kernel::implementation : boost::noncopyable
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57 std::unique_ptr<shader> shader_;
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59 core::video_mode::type last_mode_;
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61 size_t last_height_;
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63 //std::string get_blend_color_func()
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71 // "vec3 get_blend_color(vec3 back, vec3 fore) \n"
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73 // " switch(blend_mode) \n"
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75 // " case 0: return BlendNormal(back, fore); \n"
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76 // " case 1: return BlendLighten(back, fore); \n"
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77 // " case 2: return BlendDarken(back, fore); \n"
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78 // " case 3: return BlendMultiply(back, fore); \n"
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79 // " case 4: return BlendAverage(back, fore); \n"
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80 // " case 5: return BlendAdd(back, fore); \n"
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81 // " case 6: return BlendSubstract(back, fore); \n"
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82 // " case 7: return BlendDifference(back, fore); \n"
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83 // " case 8: return BlendNegation(back, fore); \n"
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84 // " case 9: return BlendExclusion(back, fore); \n"
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85 // " case 10: return BlendScreen(back, fore); \n"
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86 // " case 11: return BlendOverlay(back, fore); \n"
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87 // //" case 12: return BlendSoftLight(back, fore); \n"
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88 // " case 13: return BlendHardLight(back, fore); \n"
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89 // " case 14: return BlendColorDodge(back, fore); \n"
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90 // " case 15: return BlendColorBurn(back, fore); \n"
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91 // " case 16: return BlendLinearDodge(back, fore); \n"
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92 // " case 17: return BlendLinearBurn(back, fore); \n"
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93 // " case 18: return BlendLinearLight(back, fore); \n"
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94 // " case 19: return BlendVividLight(back, fore); \n"
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95 // " case 20: return BlendPinLight(back, fore); \n"
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96 // " case 21: return BlendHardMix(back, fore); \n"
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97 // " case 22: return BlendReflect(back, fore); \n"
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98 // " case 23: return BlendGlow(back, fore); \n"
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99 // " case 24: return BlendPhoenix(back, fore); \n"
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100 // " case 25: return BlendHue(back, fore); \n"
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101 // " case 26: return BlendSaturation(back, fore); \n"
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102 // " case 27: return BlendColor(back, fore); \n"
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103 // " case 28: return BlendLuminosity(back, fore); \n"
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105 // " return BlendNormal(back, fore); \n"
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108 // "vec4 blend_color(vec4 fore) \n"
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110 // " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"
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111 // " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"
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113 // " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"
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117 //std::string get_simple_blend_color_func()
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121 // "vec4 blend_color(vec4 fore) \n"
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123 // " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"
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124 // " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"
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128 std::string get_vertex()
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134 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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135 " gl_TexCoord[1] = gl_MultiTexCoord1; \n"
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136 " gl_FrontColor = gl_Color; \n"
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137 " gl_Position = ftransform(); \n"
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141 std::string get_fragment(bool compability_mode)
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146 //"uniform sampler2D background; \n"
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147 "uniform sampler2D plane[4]; \n"
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148 "uniform sampler2D local_key; \n"
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149 "uniform sampler2D layer_key; \n"
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151 "uniform bool is_hd; \n"
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152 "uniform bool has_local_key; \n"
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153 "uniform bool has_layer_key; \n"
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154 //"uniform int blend_mode; \n"
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155 //"uniform int alpha_mode; \n"
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156 "uniform int pixel_format; \n"
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158 "uniform bool levels; \n"
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159 "uniform float min_input; \n"
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160 "uniform float max_input; \n"
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161 "uniform float gamma; \n"
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162 "uniform float min_output; \n"
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163 "uniform float max_output; \n"
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165 "uniform bool csb; \n"
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166 "uniform float brt; \n"
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167 "uniform float sat; \n"
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168 "uniform float con; \n"
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177 "//http://slouken.blogspot.com/2011/02/mpeg-acceleration-with-glsl.html \n"
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178 "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a) \n"
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180 " // YUV offset \n"
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181 " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"
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183 " // RGB coefficients \n"
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184 " const vec3 Rcoeff = vec3(1.164, 0.000, 1.596); \n"
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185 " const vec3 Gcoeff = vec3(1.164, -0.391, -0.813); \n"
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186 " const vec3 Bcoeff = vec3(1.164, 2.018, 0.000); \n"
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188 " vec3 yuv = vec3(y, cr, cb); \n"
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191 " yuv += offset; \n"
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192 " rgba.r = dot(yuv, Rcoeff); \n"
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193 " rgba.g = dot(yuv, Gcoeff); \n"
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194 " rgba.b = dot(yuv, Bcoeff); \n"
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200 "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a) \n"
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202 " // YUV offset \n"
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203 " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"
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205 " // RGB coefficients \n"
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206 " const vec3 Rcoeff = vec3(1.164, 0.000, 1.793); \n"
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207 " const vec3 Gcoeff = vec3(1.164, -0.213, -0.534); \n"
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208 " const vec3 Bcoeff = vec3(1.164, 2.115, 0.000); \n"
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210 " vec3 yuv = vec3(y, cr, cb); \n"
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213 " yuv += offset; \n"
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214 " rgba.r = dot(yuv, Rcoeff); \n"
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215 " rgba.g = dot(yuv, Gcoeff); \n"
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216 " rgba.b = dot(yuv, Bcoeff); \n"
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222 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"
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225 " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"
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227 " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"
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230 "vec4 get_rgba_color() \n"
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232 " switch(pixel_format) \n"
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234 " case 0: //gray \n"
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235 " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"
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236 " case 1: //bgra, \n"
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237 " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"
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238 " case 2: //rgba, \n"
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239 " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"
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240 " case 3: //argb, \n"
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241 " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"
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242 " case 4: //abgr, \n"
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243 " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \n"
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244 " case 5: //ycbcr, \n"
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246 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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247 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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248 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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249 " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"
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251 " case 6: //ycbcra \n"
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253 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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254 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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255 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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256 " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"
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257 " return ycbcra_to_rgba(y, cb, cr, a); \n"
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259 " case 7: //luma \n"
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261 " vec3 y3 = texture2D(plane[0], gl_TexCoord[0].st).rrr; \n"
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262 " return vec4((y3-0.065)/0.859, 1.0); \n"
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265 " return vec4(0.0, 0.0, 0.0, 0.0); \n"
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270 " vec4 color = get_rgba_color(); \n"
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272 " color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"
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274 " color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con); \n"
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275 " if(has_local_key) \n"
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276 " color.a *= texture2D(local_key, gl_TexCoord[1].st).r; \n"
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277 " if(has_layer_key) \n"
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278 " color.a *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"
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279 " gl_FragColor = color.bgra * gl_Color; \n"
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285 : last_mode_(core::video_mode::progressive)
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292 void draw(const render_item& item,
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293 const safe_ptr<device_buffer>& background,
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294 const std::shared_ptr<device_buffer>& local_key,
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295 const std::shared_ptr<device_buffer>& layer_key)
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297 static const double epsilon = 0.001;
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299 CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());
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301 if(item.textures.empty())
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304 if(item.transform.get_opacity() < epsilon)
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311 shader_.reset(new shader(get_vertex(), get_fragment(false)));
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315 CASPAR_LOG_CURRENT_EXCEPTION();
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316 CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";
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317 shader_.reset(new shader(get_vertex(), get_fragment(true)));
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320 GL(glEnable(GL_TEXTURE_2D));
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321 GL(glEnable(GL_BLEND));
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322 GL(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE));
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325 if(last_mode_ != item.mode)
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327 last_mode_ = item.mode;
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329 if(item.mode == core::video_mode::progressive)
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330 GL(glDisable(GL_POLYGON_STIPPLE));
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333 GL(glEnable(GL_POLYGON_STIPPLE));
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335 if(item.mode == core::video_mode::upper)
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336 glPolygonStipple(upper_pattern);
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337 else if(item.mode == core::video_mode::lower)
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338 glPolygonStipple(lower_pattern);
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342 if(last_width_ != background->width() || last_height_ != background->height())
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344 last_width_ = background->width();
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345 last_height_ = background->height();
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346 GL(glViewport(0, 0, background->width(), background->height()));
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351 for(size_t n = 0; n < item.textures.size(); ++n)
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352 item.textures[n]->bind(n);
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355 local_key->bind(4);
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358 layer_key->bind(5);
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360 //background->bind(6);
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366 shader_->set("plane[0]", 0);
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367 shader_->set("plane[1]", 1);
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368 shader_->set("plane[2]", 2);
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369 shader_->set("plane[3]", 3);
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370 shader_->set("local_key", 4);
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371 shader_->set("layer_key", 5);
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372 //shader_->set("background", 6);
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373 shader_->set("is_hd", item.pix_desc.planes.at(0).height > 700 ? 1 : 0);
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374 shader_->set("has_local_key", local_key ? 1 : 0);
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375 shader_->set("has_layer_key", layer_key ? 1 : 0);
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376 //shader_->set("blend_mode", item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());
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377 //shader_->set("alpha_mode", item.transform.get_alpha_mode());
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378 shader_->set("pixel_format", item.pix_desc.pix_fmt);
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380 auto levels = item.transform.get_levels();
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382 if(levels.min_input > epsilon ||
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383 levels.max_input < 1.0-epsilon ||
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384 levels.min_output > epsilon ||
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385 levels.max_output < 1.0-epsilon ||
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386 std::abs(levels.gamma - 1.0) > epsilon)
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388 shader_->set("levels", true);
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389 shader_->set("min_input", levels.min_input);
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390 shader_->set("max_input", levels.max_input);
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391 shader_->set("min_output", levels.min_output);
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392 shader_->set("max_output", levels.max_output);
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393 shader_->set("gamma", levels.gamma);
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396 shader_->set("levels", false);
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398 if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||
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399 std::abs(item.transform.get_saturation() - 1.0) > epsilon ||
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400 std::abs(item.transform.get_contrast() - 1.0) > epsilon)
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402 shader_->set("csb", true);
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404 shader_->set("brt", item.transform.get_brightness());
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405 shader_->set("sat", item.transform.get_saturation());
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406 shader_->set("con", item.transform.get_contrast());
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409 shader_->set("csb", false);
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411 // Setup drawing area
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413 GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));
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415 auto m_p = item.transform.get_clip_translation();
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416 auto m_s = item.transform.get_clip_scale();
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418 bool scissor = m_p[0] > std::numeric_limits<double>::epsilon() || m_p[1] > std::numeric_limits<double>::epsilon() &&
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419 m_s[0] < 1.0 - std::numeric_limits<double>::epsilon() || m_s[1] < 1.0 - std::numeric_limits<double>::epsilon();
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423 double w = static_cast<double>(background->width());
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424 double h = static_cast<double>(background->height());
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426 GL(glEnable(GL_SCISSOR_TEST));
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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)));
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430 auto f_p = item.transform.get_fill_translation();
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431 auto f_s = item.transform.get_fill_scale();
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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);
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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);
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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);
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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);
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443 GL(glDisable(GL_SCISSOR_TEST));
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447 image_kernel::image_kernel() : impl_(new implementation()){}
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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)
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450 impl_->draw(item, background, local_key, layer_key);
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453 bool operator==(const render_item& lhs, const render_item& rhs)
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455 return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;
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