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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23 #include "blending_glsl.h"
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24 #include "../gpu/shader.h"
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25 #include "../gpu/device_buffer.h"
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27 #include <common/exception/exceptions.h>
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28 #include <common/gl/gl_check.h>
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30 #include <core/video_format.h>
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31 #include <core/producer/frame/pixel_format.h>
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32 #include <core/producer/frame/image_transform.h>
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34 #include <boost/noncopyable.hpp>
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36 #include <unordered_map>
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38 namespace caspar { namespace core {
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40 GLubyte upper_pattern[] = {
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41 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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42 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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43 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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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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46 GLubyte lower_pattern[] = {
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47 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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48 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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49 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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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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52 struct image_kernel::implementation : boost::noncopyable
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54 std::unique_ptr<shader> shader_;
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56 std::string vertex_;
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57 std::string fragment_;
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64 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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65 " gl_TexCoord[1] = gl_MultiTexCoord1; \n"
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66 " gl_FrontColor = gl_Color; \n"
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67 " gl_Position = ftransform(); \n"
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72 "uniform sampler2D background; \n"
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73 "uniform sampler2D plane[4]; \n"
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74 "uniform sampler2D local_key; \n"
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75 "uniform sampler2D layer_key; \n"
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77 "uniform bool is_hd; \n"
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78 "uniform bool has_local_key; \n"
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79 "uniform bool has_layer_key; \n"
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80 "uniform int blend_mode; \n"
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81 "uniform int alpha_mode; \n"
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82 "uniform int pixel_format; \n"
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84 "uniform bool levels; \n"
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85 "uniform float min_input; \n"
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86 "uniform float max_input; \n"
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87 "uniform float gamma; \n"
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88 "uniform float min_output; \n"
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89 "uniform float max_output; \n"
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91 "uniform bool csb; \n"
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92 "uniform float brt; \n"
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93 "uniform float sat; \n"
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94 "uniform float con; \n"
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103 "vec3 get_blend_color(vec3 back, vec3 fore) \n"
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105 " switch(blend_mode) \n"
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107 " case 0: return BlendNormal(back, fore); \n"
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108 " case 1: return BlendLighten(back, fore); \n"
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109 " case 2: return BlendDarken(back, fore); \n"
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110 " case 3: return BlendMultiply(back, fore); \n"
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111 " case 4: return BlendAverage(back, fore); \n"
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112 " case 5: return BlendAdd(back, fore); \n"
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113 " case 6: return BlendSubstract(back, fore); \n"
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114 " case 7: return BlendDifference(back, fore); \n"
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115 " case 8: return BlendNegation(back, fore); \n"
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116 " case 9: return BlendExclusion(back, fore); \n"
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117 " case 10: return BlendScreen(back, fore); \n"
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118 " case 11: return BlendOverlay(back, fore); \n"
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119 //" case 12: return BlendSoftLight(back, fore); \n"
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120 " case 13: return BlendHardLight(back, fore); \n"
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121 " case 14: return BlendColorDodge(back, fore); \n"
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122 " case 15: return BlendColorBurn(back, fore); \n"
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123 " case 16: return BlendLinearDodge(back, fore); \n"
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124 " case 17: return BlendLinearBurn(back, fore); \n"
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125 " case 18: return BlendLinearLight(back, fore); \n"
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126 " case 19: return BlendVividLight(back, fore); \n"
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127 " case 20: return BlendPinLight(back, fore); \n"
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128 " case 21: return BlendHardMix(back, fore); \n"
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129 " case 22: return BlendReflect(back, fore); \n"
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130 " case 23: return BlendGlow(back, fore); \n"
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131 " case 24: return BlendPhoenix(back, fore); \n"
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132 " case 25: return BlendHue(back, fore); \n"
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133 " case 26: return BlendSaturation(back, fore); \n"
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134 " case 27: return BlendColor(back, fore); \n"
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135 " case 28: return BlendLuminosity(back, fore); \n"
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138 " return BlendNormal(back, fore); \n"
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141 "vec4 blend_color(vec4 fore) \n"
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143 " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"
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145 " fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"
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147 " fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con); \n"
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148 " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"
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150 " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"
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153 "// NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf \n"
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154 "// TODO: Support for more yuv formats might be needed. \n"
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155 "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a) \n"
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159 " y = 1.164*(y-0.0625); \n"
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162 " color.r = y + 2.018 * cb; \n"
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163 " color.b = y + 1.596 * cr; \n"
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164 " color.g = y - 0.813 * cr - 0.391 * cb; \n"
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167 " return color; \n"
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170 "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a) \n"
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174 " y = 1.164*(y-0.0625); \n"
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177 " color.r = y + 2.115 * cb; \n"
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178 " color.b = y + 1.793 * cr; \n"
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179 " color.g = y - 0.534 * cr - 0.213 * cb; \n"
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182 " return color; \n"
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185 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"
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188 " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"
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190 " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"
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193 "vec4 get_rgba_color() \n"
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195 " switch(pixel_format) \n"
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197 " case 0: //gray \n"
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198 " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"
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199 " case 1: //bgra, \n"
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200 " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"
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201 " case 2: //rgba, \n"
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202 " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"
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203 " case 3: //argb, \n"
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204 " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"
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205 " case 4: //abgr, \n"
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206 " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \n"
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207 " case 5: //ycbcr, \n"
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209 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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210 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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211 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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212 " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"
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214 " case 6: //ycbcra \n"
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216 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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217 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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218 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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219 " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"
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220 " return ycbcra_to_rgba(y, cb, cr, a); \n"
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223 " return vec4(0.0, 0.0, 0.0, 0.0); \n"
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228 " vec4 color = get_rgba_color(); \n"
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229 " if(has_local_key) \n"
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230 " color.a *= texture2D(local_key, gl_TexCoord[1].st).r; \n"
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231 " if(has_layer_key) \n"
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232 " color.a *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"
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233 " gl_FragColor = blend_color(color.bgra * gl_Color); \n"
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238 void draw(const render_item& item,
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239 const safe_ptr<device_buffer>& background,
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240 const std::shared_ptr<device_buffer>& local_key,
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241 const std::shared_ptr<device_buffer>& layer_key)
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243 static const double epsilon = 0.001;
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245 CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());
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247 if(item.textures.empty())
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250 if(item.transform.get_opacity() < epsilon)
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255 shader_.reset(new shader(vertex_, fragment_));
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256 GL(glEnable(GL_TEXTURE_2D));
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257 GL(glEnable(GL_SCISSOR_TEST));
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260 if(item.mode == core::video_mode::upper)
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262 GL(glEnable(GL_POLYGON_STIPPLE));
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263 glPolygonStipple(upper_pattern);
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265 else if(item.mode == core::video_mode::lower)
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267 GL(glEnable(GL_POLYGON_STIPPLE));
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268 glPolygonStipple(lower_pattern);
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271 GL(glDisable(GL_POLYGON_STIPPLE));
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275 for(size_t n = 0; n < item.textures.size(); ++n)
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276 item.textures[n]->bind(n);
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279 local_key->bind(4);
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282 layer_key->bind(5);
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284 background->bind(6);
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290 shader_->set("plane[0]", 0);
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291 shader_->set("plane[1]", 1);
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292 shader_->set("plane[2]", 2);
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293 shader_->set("plane[3]", 3);
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294 shader_->set("local_key", 4);
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295 shader_->set("layer_key", 5);
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296 shader_->set("background", 6);
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297 shader_->set("is_hd", item.pix_desc.planes.at(0).height > 700 ? 1 : 0);
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298 shader_->set("has_local_key", local_key ? 1 : 0);
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299 shader_->set("has_layer_key", layer_key ? 1 : 0);
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300 shader_->set("blend_mode", item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());
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301 shader_->set("alpha_mode", item.transform.get_alpha_mode());
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302 shader_->set("pixel_format", item.pix_desc.pix_fmt);
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304 auto levels = item.transform.get_levels();
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306 if(levels.min_input > epsilon ||
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307 levels.max_input < 1.0-epsilon ||
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308 levels.min_output > epsilon ||
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309 levels.max_output < 1.0-epsilon ||
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310 std::abs(levels.gamma - 1.0) > epsilon)
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312 shader_->set("levels", true);
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313 shader_->set("min_input", levels.min_input);
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314 shader_->set("max_input", levels.max_input);
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315 shader_->set("min_output", levels.min_output);
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316 shader_->set("max_output", levels.max_output);
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317 shader_->set("gamma", levels.gamma);
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320 shader_->set("levels", false);
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322 if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||
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323 std::abs(item.transform.get_saturation() - 1.0) > epsilon ||
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324 std::abs(item.transform.get_contrast() - 1.0) > epsilon)
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326 shader_->set("csb", true);
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328 shader_->set("brt", item.transform.get_brightness());
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329 shader_->set("sat", item.transform.get_saturation());
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330 shader_->set("con", item.transform.get_contrast());
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333 shader_->set("csb", false);
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335 // Setup drawing area
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337 GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));
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338 GL(glViewport(0, 0, background->width(), background->height()));
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340 auto m_p = item.transform.get_clip_translation();
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341 auto m_s = item.transform.get_clip_scale();
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342 double w = static_cast<double>(background->width());
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343 double h = static_cast<double>(background->height());
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345 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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347 auto f_p = item.transform.get_fill_translation();
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348 auto f_s = item.transform.get_fill_scale();
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353 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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354 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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355 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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356 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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361 image_kernel::image_kernel() : impl_(new implementation()){}
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362 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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364 impl_->draw(item, background, local_key, layer_key);
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367 bool operator==(const render_item& lhs, const render_item& rhs)
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369 return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;
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