+#include "../../StdAfx.h"\r
+\r
+#include "image_shader.h"\r
+\r
+#include "../gpu/shader.h"\r
+#include "../gpu/ogl_device.h"\r
+\r
+#include "blending_glsl.h"\r
+\r
+#include <common/gl/gl_check.h>\r
+#include <common/env.h>\r
+\r
+#include <tbb/mutex.h>\r
+\r
+namespace caspar { namespace core {\r
+\r
+std::shared_ptr<shader> g_shader;\r
+tbb::mutex g_shader_mutex;\r
+bool g_blend_modes = false;\r
+\r
+std::string get_blend_color_func()\r
+{\r
+ return \r
+ \r
+ get_adjustement_glsl()\r
+ \r
+ +\r
+\r
+ get_blend_glsl()\r
+ \r
+ +\r
+ \r
+ "vec3 get_blend_color(vec3 back, vec3 fore) \n"\r
+ "{ \n"\r
+ " switch(blend_mode) \n"\r
+ " { \n"\r
+ " case 0: return BlendNormal(back, fore); \n"\r
+ " case 1: return BlendLighten(back, fore); \n"\r
+ " case 2: return BlendDarken(back, fore); \n"\r
+ " case 3: return BlendMultiply(back, fore); \n"\r
+ " case 4: return BlendAverage(back, fore); \n"\r
+ " case 5: return BlendAdd(back, fore); \n"\r
+ " case 6: return BlendSubstract(back, fore); \n"\r
+ " case 7: return BlendDifference(back, fore); \n"\r
+ " case 8: return BlendNegation(back, fore); \n"\r
+ " case 9: return BlendExclusion(back, fore); \n"\r
+ " case 10: return BlendScreen(back, fore); \n"\r
+ " case 11: return BlendOverlay(back, fore); \n"\r
+ //" case 12: return BlendSoftLight(back, fore); \n"\r
+ " case 13: return BlendHardLight(back, fore); \n"\r
+ " case 14: return BlendColorDodge(back, fore); \n"\r
+ " case 15: return BlendColorBurn(back, fore); \n"\r
+ " case 16: return BlendLinearDodge(back, fore); \n"\r
+ " case 17: return BlendLinearBurn(back, fore); \n"\r
+ " case 18: return BlendLinearLight(back, fore); \n"\r
+ " case 19: return BlendVividLight(back, fore); \n"\r
+ " case 20: return BlendPinLight(back, fore); \n"\r
+ " case 21: return BlendHardMix(back, fore); \n"\r
+ " case 22: return BlendReflect(back, fore); \n"\r
+ " case 23: return BlendGlow(back, fore); \n"\r
+ " case 24: return BlendPhoenix(back, fore); \n"\r
+ " case 25: return BlendHue(back, fore); \n"\r
+ " case 26: return BlendSaturation(back, fore); \n"\r
+ " case 27: return BlendColor(back, fore); \n"\r
+ " case 28: return BlendLuminosity(back, fore); \n"\r
+ " } \n"\r
+ " return BlendNormal(back, fore); \n"\r
+ "} \n"\r
+ " \n" \r
+ "vec4 blend(vec4 fore) \n"\r
+ "{ \n"\r
+ " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
+ " fore.rgb = get_blend_color(back.rgb, fore.rgb); \n"\r
+ " return vec4(mix(back.bgr, fore.rgb, fore.a), back.a + fore.a); \n"\r
+ "} \n";\r
+}\r
+ \r
+std::string get_simple_blend_color_func()\r
+{\r
+ return \r
+ \r
+ get_adjustement_glsl()\r
+ \r
+ +\r
+\r
+ "vec4 blend(vec4 fore) \n"\r
+ "{ \n"\r
+ " return fore; \n"\r
+ "} \n";\r
+}\r
+\r
+std::string get_vertex()\r
+{\r
+ return \r
+\r
+ "void main() \n"\r
+ "{ \n"\r
+ " gl_TexCoord[0] = gl_MultiTexCoord0; \n"\r
+ " gl_TexCoord[1] = gl_MultiTexCoord1; \n"\r
+ " gl_FrontColor = gl_Color; \n"\r
+ " gl_Position = ftransform(); \n"\r
+ "} \n";\r
+}\r
+\r
+std::string get_fragment(bool blend_modes)\r
+{\r
+ return\r
+\r
+ "#version 120 \n"\r
+ "uniform sampler2D background; \n"\r
+ "uniform sampler2D plane[4]; \n"\r
+ "uniform sampler2D local_key; \n"\r
+ "uniform sampler2D layer_key; \n"\r
+ " \n"\r
+ "uniform bool is_hd; \n"\r
+ "uniform bool has_local_key; \n"\r
+ "uniform bool has_layer_key; \n"\r
+ "uniform int blend_mode; \n"\r
+ "uniform int pixel_format; \n"\r
+ " \n"\r
+ "uniform bool levels; \n"\r
+ "uniform float min_input; \n"\r
+ "uniform float max_input; \n"\r
+ "uniform float gamma; \n"\r
+ "uniform float min_output; \n"\r
+ "uniform float max_output; \n"\r
+ " \n"\r
+ "uniform bool csb; \n"\r
+ "uniform float brt; \n"\r
+ "uniform float sat; \n"\r
+ "uniform float con; \n"\r
+ " \n" \r
+\r
+ +\r
+ \r
+ (blend_modes ? get_blend_color_func() : get_simple_blend_color_func())\r
+\r
+ +\r
+ \r
+ " \n"\r
+ "//http://slouken.blogspot.com/2011/02/mpeg-acceleration-with-glsl.html \n"\r
+ "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " // YUV offset \n"\r
+ " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"\r
+ " \n"\r
+ " // RGB coefficients \n"\r
+ " const vec3 Rcoeff = vec3(1.164, 0.000, 1.596); \n"\r
+ " const vec3 Gcoeff = vec3(1.164, -0.391, -0.813); \n"\r
+ " const vec3 Bcoeff = vec3(1.164, 2.018, 0.000); \n"\r
+ " \n"\r
+ " vec3 yuv = vec3(y, cr, cb); \n"\r
+ " vec4 rgba; \n"\r
+ " \n"\r
+ " yuv += offset; \n"\r
+ " rgba.r = dot(yuv, Rcoeff); \n"\r
+ " rgba.g = dot(yuv, Gcoeff); \n"\r
+ " rgba.b = dot(yuv, Bcoeff); \n"\r
+ " rgba.a = a; \n"\r
+ " \n"\r
+ " return rgba; \n"\r
+ "} \n" \r
+ " \n"\r
+ "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " // YUV offset \n"\r
+ " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"\r
+ " \n"\r
+ " // RGB coefficients \n"\r
+ " const vec3 Rcoeff = vec3(1.164, 0.000, 1.793); \n"\r
+ " const vec3 Gcoeff = vec3(1.164, -0.213, -0.534); \n"\r
+ " const vec3 Bcoeff = vec3(1.164, 2.115, 0.000); \n"\r
+ " \n"\r
+ " vec3 yuv = vec3(y, cr, cb); \n"\r
+ " vec4 rgba; \n"\r
+ " \n"\r
+ " yuv += offset; \n"\r
+ " rgba.r = dot(yuv, Rcoeff); \n"\r
+ " rgba.g = dot(yuv, Gcoeff); \n"\r
+ " rgba.b = dot(yuv, Bcoeff); \n"\r
+ " rgba.a = a; \n"\r
+ " \n"\r
+ " return rgba; \n"\r
+ "} \n" \r
+ " \n" \r
+ "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " if(is_hd) \n"\r
+ " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"\r
+ " else \n"\r
+ " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"\r
+ "} \n"\r
+ " \n"\r
+ "vec4 get_rgba_color() \n"\r
+ "{ \n"\r
+ " switch(pixel_format) \n"\r
+ " { \n"\r
+ " case 0: //gray \n"\r
+ " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"\r
+ " case 1: //bgra, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"\r
+ " case 2: //rgba, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"\r
+ " case 3: //argb, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"\r
+ " case 4: //abgr, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \n"\r
+ " case 5: //ycbcr, \n"\r
+ " { \n"\r
+ " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
+ " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
+ " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
+ " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"\r
+ " } \n"\r
+ " case 6: //ycbcra \n"\r
+ " { \n"\r
+ " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
+ " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
+ " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
+ " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"\r
+ " return ycbcra_to_rgba(y, cb, cr, a); \n"\r
+ " } \n"\r
+ " case 7: //luma \n"\r
+ " { \n"\r
+ " vec3 y3 = texture2D(plane[0], gl_TexCoord[0].st).rrr; \n"\r
+ " return vec4((y3-0.065)/0.859, 1.0); \n"\r
+ " } \n"\r
+ " } \n"\r
+ " return vec4(0.0, 0.0, 0.0, 0.0); \n"\r
+ "} \n"\r
+ " \n"\r
+ "void main() \n"\r
+ "{ \n"\r
+ " vec4 color = get_rgba_color(); \n"\r
+ " if(levels) \n"\r
+ " color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
+ " if(csb) \n"\r
+ " color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con); \n"\r
+ " if(has_local_key) \n"\r
+ " color.a *= texture2D(local_key, gl_TexCoord[1].st).r; \n"\r
+ " if(has_layer_key) \n"\r
+ " color.a *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"\r
+ " color *= gl_Color; \n"\r
+ " color = blend(color); \n"\r
+ " gl_FragColor = color.bgra; \n"\r
+ "} \n";\r
+}\r
+\r
+safe_ptr<shader> get_image_shader(ogl_device& ogl, bool& blend_modes)\r
+{\r
+ tbb::mutex::scoped_lock lock(g_shader_mutex);\r
+\r
+ if(g_shader)\r
+ {\r
+ blend_modes = g_blend_modes;\r
+ return make_safe(g_shader);\r
+ }\r
+ \r
+ try\r
+ { \r
+ g_blend_modes = glTextureBarrierNV ? env::properties().get("configuration.mixers.blend-modes", false) : false;\r
+ g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));\r
+ }\r
+ catch(...)\r
+ {\r
+ CASPAR_LOG_CURRENT_EXCEPTION();\r
+ CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";\r
+ \r
+ g_blend_modes = false;\r
+ g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));\r
+ }\r
+ \r
+ ogl.enable(GL_TEXTURE_2D);\r
+\r
+ if(!g_blend_modes)\r
+ {\r
+ ogl.enable(GL_BLEND);\r
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);\r
+ CASPAR_LOG(info) << L"[shader] Blend-modes are disabled.";\r
+ }\r
+\r
+ blend_modes = g_blend_modes;\r
+ return make_safe(g_shader);\r
+}\r
+\r
+}}
\ No newline at end of file