"void main() "\r
"{ "\r
" gl_TexCoord[0] = gl_MultiTexCoord0; "\r
+ " gl_TexCoord[1] = gl_MultiTexCoord1; "\r
" gl_FrontColor = gl_Color; "\r
" gl_Position = ftransform(); "\r
"} ";\r
"{ "\r
" vec4 rgba = vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); "\r
" if(has_separate_key) "\r
- " rgba.a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
+ " rgba.a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" gl_FragColor = rgba * gain; "\r
"} ");\r
\r
"{ "\r
" vec4 abgr = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(has_separate_key) "\r
- " abgr.b = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
+ " abgr.b = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" gl_FragColor = abgr.argb * gain; "\r
"} ");\r
\r
"{ "\r
" vec4 argb = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(has_separate_key) "\r
- " argb.b = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
+ " argb.b = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" gl_FragColor = argb.grab * gl_Color * gain; "\r
"} ");\r
\r
"{ "\r
" vec4 bgra = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(has_separate_key) "\r
- " bgra.a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
+ " bgra.a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" gl_FragColor = bgra.rgba * gl_Color * gain; "\r
"} ");\r
\r
"{ "\r
" vec4 rgba = texture2D(plane[0], gl_TexCoord[0].st); "\r
" if(has_separate_key) "\r
- " rgba.a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
+ " rgba.a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" gl_FragColor = rgba.bgra * gl_Color * gain; "\r
"} ");\r
\r
" float cr = texture2D(plane[2], gl_TexCoord[0].st).r; "\r
" float a = 1.0; " \r
" if(has_separate_key) "\r
- " a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
+ " a = texture2D(plane[3], gl_TexCoord[1].st).r; "\r
" if(HD) "\r
" gl_FragColor = ycbcra_to_bgra_hd(y, cb, cr, a) * gl_Color * gain;"\r
" else "\r
#include <core/producer/frame/pixel_format.h>\r
#include <core/video_format.h>\r
\r
-#include <boost/cast.hpp>\r
+#include <boost/foreach.hpp>\r
\r
#include <Glee.h>\r
#include <SFML/Window/Context.hpp>\r
\r
GLuint fbo_;\r
std::array<std::shared_ptr<device_buffer>, 2> render_targets_;\r
+ std::shared_ptr<device_buffer> key_target_;\r
+ bool is_key_;\r
\r
std::shared_ptr<host_buffer> reading_;\r
\r
image_kernel kernel_;\r
\r
- std::shared_ptr<device_buffer> key_;\r
+ struct render_item\r
+ {\r
+ core::pixel_format_desc desc;\r
+ std::vector<safe_ptr<host_buffer>> buffers;\r
+ core::image_transform transform;\r
+ };\r
+\r
+ std::vector<render_item> render_queue_;\r
+\r
public:\r
implementation(const core::video_format_desc& format_desc) \r
: format_desc_(format_desc)\r
+ , is_key_(false)\r
{\r
ogl_device::invoke([]\r
{\r
\r
GL(glEnable(GL_TEXTURE_2D));\r
GL(glDisable(GL_DEPTH_TEST)); \r
-\r
+ \r
+ key_target_ = ogl_device::create_device_buffer(format_desc.width, format_desc.height, 4);\r
render_targets_[0] = ogl_device::create_device_buffer(format_desc.width, format_desc.height, 4);\r
render_targets_[1] = ogl_device::create_device_buffer(format_desc.width, format_desc.height, 4);\r
\r
}\r
\r
void visit(core::write_frame& frame)\r
- {\r
- auto gpu_frame = boost::polymorphic_downcast<gpu_write_frame*>(&frame);\r
- auto desc = gpu_frame->get_pixel_format_desc();\r
- auto buffers = gpu_frame->get_plane_buffers();\r
+ { \r
+ auto gpu_frame = dynamic_cast<gpu_write_frame*>(&frame);\r
+ if(!gpu_frame)\r
+ return;\r
\r
- auto transform = transform_stack_.top();\r
- ogl_device::begin_invoke([=]\r
- {\r
- std::vector<safe_ptr<device_buffer>> device_buffers;\r
- for(size_t n = 0; n < buffers.size(); ++n)\r
- {\r
- auto texture = ogl_device::create_device_buffer(desc.planes[n].width, desc.planes[n].height, desc.planes[n].channels);\r
- texture->read(*buffers[n]);\r
- device_buffers.push_back(texture);\r
- }\r
- \r
- if(transform.get_is_key()) // Its a key_frame just save buffer for next frame.\r
- {\r
- if(!device_buffers.empty()) \r
- key_ = device_buffers[0]; \r
- }\r
- else\r
- {\r
- for(size_t n = 0; n < buffers.size(); ++n)\r
- {\r
- GL(glActiveTexture(GL_TEXTURE0+n));\r
- device_buffers[n]->bind();\r
- }\r
- \r
- if(key_)\r
- {\r
- GL(glActiveTexture(GL_TEXTURE0+3));\r
- key_->bind();\r
- }\r
-\r
- GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
- GL(glViewport(0, 0, format_desc_.width, format_desc_.height));\r
- kernel_.apply(desc, transform, key_ != nullptr);\r
- \r
- auto m_p = transform.get_key_translation();\r
- auto m_s = transform.get_key_scale();\r
- double w = static_cast<double>(format_desc_.width);\r
- double h = static_cast<double>(format_desc_.height);\r
- \r
- GL(glEnable(GL_SCISSOR_TEST));\r
- 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
- \r
- auto f_p = transform.get_fill_translation();\r
- auto f_s = transform.get_fill_scale();\r
- \r
- glBegin(GL_QUADS);\r
- glTexCoord2d(0.0, 0.0); glVertex2d( f_p[0] *2.0-1.0, f_p[1] *2.0-1.0);\r
- glTexCoord2d(1.0, 0.0); glVertex2d((f_p[0]+f_s[0])*2.0-1.0, f_p[1] *2.0-1.0);\r
- glTexCoord2d(1.0, 1.0); glVertex2d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
- glTexCoord2d(0.0, 1.0); glVertex2d( f_p[0] *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
- glEnd();\r
- GL(glDisable(GL_SCISSOR_TEST)); \r
-\r
- key_ = nullptr; \r
- }\r
- });\r
+ render_item item;\r
+\r
+ item.desc = gpu_frame->get_pixel_format_desc();\r
+ item.buffers = gpu_frame->get_plane_buffers();\r
+ item.transform = transform_stack_.top();\r
+\r
+ render_queue_.push_back(item);\r
}\r
\r
void end()\r
transform_stack_.pop();\r
}\r
\r
- boost::unique_future<safe_ptr<const host_buffer>> begin_pass()\r
+ boost::unique_future<safe_ptr<const host_buffer>> render()\r
{\r
+ auto queue = render_queue_;\r
+ render_queue_.clear();\r
return ogl_device::begin_invoke([=]() -> safe_ptr<const host_buffer>\r
{\r
- reading_->map();\r
- render_targets_[0]->attach(0);\r
+ is_key_ = false;\r
+ key_target_->attach();\r
+ GL(glClear(GL_COLOR_BUFFER_BIT)); \r
+\r
+ // START_PASS\r
+ auto result = reading_;\r
+ result->map();\r
+ render_targets_[0]->attach();\r
GL(glClear(GL_COLOR_BUFFER_BIT));\r
- return safe_ptr<const host_buffer>(reading_);\r
- });\r
- }\r
\r
- void end_pass()\r
- {\r
- ogl_device::begin_invoke([=]\r
- {\r
+ BOOST_FOREACH(auto item, queue)\r
+ render(item); \r
+\r
+ // END PASS\r
reading_ = ogl_device::create_host_buffer(format_desc_.size, host_buffer::read_only);\r
+ render_targets_[0]->attach();\r
render_targets_[0]->write(*reading_);\r
std::rotate(render_targets_.begin(), render_targets_.begin() + 1, render_targets_.end());\r
+\r
+ return make_safe(result);\r
});\r
}\r
- \r
+\r
+ void render(const render_item& item)\r
+ { \r
+ const auto desc = item.desc;\r
+ auto buffers = item.buffers;\r
+ const auto transform = item.transform;\r
+ \r
+ // Setup key and kernel\r
+\r
+ if(transform.get_is_key())\r
+ {\r
+ kernel_.apply(desc, transform, false);\r
+ if(!is_key_)\r
+ {\r
+ key_target_->attach();\r
+ is_key_ = true;\r
+ GL(glClear(GL_COLOR_BUFFER_BIT)); \r
+ }\r
+ } \r
+ else\r
+ { \r
+ kernel_.apply(desc, transform, is_key_); \r
+ if(is_key_)\r
+ {\r
+ if(buffers.size() == 4)\r
+ buffers.pop_back();\r
+ is_key_ = false;\r
+\r
+ render_targets_[0]->attach(); \r
+ GL(glActiveTexture(GL_TEXTURE0+3));\r
+ key_target_->bind();\r
+ } \r
+ } \r
+\r
+ // Bind textures\r
+\r
+ std::vector<safe_ptr<device_buffer>> textures;\r
+ for(size_t n = 0; n < buffers.size(); ++n)\r
+ {\r
+ GL(glActiveTexture(GL_TEXTURE0+n));\r
+ auto texture = ogl_device::create_device_buffer(desc.planes[n].width, desc.planes[n].height, desc.planes[n].channels);\r
+ texture->read(*buffers[n]);\r
+ texture->bind();\r
+ textures.push_back(texture);\r
+ } \r
+\r
+ GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
+ GL(glViewport(0, 0, format_desc_.width, format_desc_.height));\r
+ \r
+ auto m_p = transform.get_key_translation();\r
+ auto m_s = transform.get_key_scale();\r
+ double w = static_cast<double>(format_desc_.width);\r
+ double h = static_cast<double>(format_desc_.height);\r
+\r
+ GL(glEnable(GL_SCISSOR_TEST));\r
+ 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
+ \r
+ auto f_p = transform.get_fill_translation();\r
+ auto f_s = transform.get_fill_scale();\r
+ \r
+ glBegin(GL_QUADS);\r
+ 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
+ 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
+ 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
+ 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
+ glEnd();\r
+ GL(glDisable(GL_SCISSOR_TEST)); \r
+ }\r
+ \r
std::vector<safe_ptr<host_buffer>> create_buffers(const core::pixel_format_desc& format)\r
{\r
std::vector<safe_ptr<host_buffer>> buffers;\r
void image_mixer::begin(const core::basic_frame& frame){impl_->begin(frame);}\r
void image_mixer::visit(core::write_frame& frame){impl_->visit(frame);}\r
void image_mixer::end(){impl_->end();}\r
-boost::unique_future<safe_ptr<const host_buffer>> image_mixer::begin_pass(){ return impl_->begin_pass();}\r
-void image_mixer::end_pass(){impl_->end_pass();}\r
+boost::unique_future<safe_ptr<const host_buffer>> image_mixer::render(){return impl_->render();}\r
std::vector<safe_ptr<host_buffer>> image_mixer::create_buffers(const core::pixel_format_desc& format){return impl_->create_buffers(format);}\r
\r
}}
\ No newline at end of file