1 #define GL_GLEXT_PROTOTYPES 1
14 #include "effect_chain.h"
15 #include "gamma_expansion_effect.h"
16 #include "gamma_compression_effect.h"
17 #include "lift_gamma_gain_effect.h"
18 #include "colorspace_conversion_effect.h"
19 #include "sandbox_effect.h"
20 #include "saturation_effect.h"
21 #include "mirror_effect.h"
22 #include "vignette_effect.h"
23 #include "blur_effect.h"
24 #include "diffusion_effect.h"
26 EffectChain::EffectChain(unsigned width, unsigned height)
29 last_added_effect(NULL),
30 use_srgb_texture_format(false),
33 void EffectChain::add_input(const ImageFormat &format)
35 input_format = format;
36 output_color_space.insert(std::make_pair(static_cast<Effect *>(NULL), format.color_space));
37 output_gamma_curve.insert(std::make_pair(static_cast<Effect *>(NULL), format.gamma_curve));
38 effect_ids.insert(std::make_pair(static_cast<Effect *>(NULL), "src_image"));
41 void EffectChain::add_output(const ImageFormat &format)
43 output_format = format;
46 void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs)
49 sprintf(effect_id, "eff%u", (unsigned)effects.size());
51 effects.push_back(effect);
52 effect_ids.insert(std::make_pair(effect, effect_id));
53 assert(inputs.size() == effect->num_inputs());
54 for (unsigned i = 0; i < inputs.size(); ++i) {
55 if (inputs[i] != NULL) {
56 assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
58 outgoing_links[inputs[i]].push_back(effect);
60 incoming_links.insert(std::make_pair(effect, inputs));
61 last_added_effect = effect;
64 Effect *instantiate_effect(EffectId effect)
67 case EFFECT_GAMMA_EXPANSION:
68 return new GammaExpansionEffect();
69 case EFFECT_GAMMA_COMPRESSION:
70 return new GammaCompressionEffect();
71 case EFFECT_COLOR_SPACE_CONVERSION:
72 return new ColorSpaceConversionEffect();
74 return new SandboxEffect();
75 case EFFECT_LIFT_GAMMA_GAIN:
76 return new LiftGammaGainEffect();
77 case EFFECT_SATURATION:
78 return new SaturationEffect();
80 return new MirrorEffect();
82 return new VignetteEffect();
84 return new BlurEffect();
85 case EFFECT_DIFFUSION:
86 return new DiffusionEffect();
91 Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
93 GammaCurve current_gamma_curve = output_gamma_curve[input];
94 if (current_gamma_curve == GAMMA_sRGB) {
95 // TODO: check if the extension exists
96 use_srgb_texture_format = true;
97 current_gamma_curve = GAMMA_LINEAR;
100 GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
101 gamma_conversion->set_int("source_curve", current_gamma_curve);
102 std::vector<Effect *> inputs;
103 inputs.push_back(input);
104 gamma_conversion->add_self_to_effect_chain(this, inputs);
105 current_gamma_curve = GAMMA_LINEAR;
106 return gamma_conversion;
110 Effect *EffectChain::normalize_to_srgb(Effect *input)
112 GammaCurve current_gamma_curve = output_gamma_curve[input];
113 ColorSpace current_color_space = output_color_space[input];
114 assert(current_gamma_curve == GAMMA_LINEAR);
115 ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
116 colorspace_conversion->set_int("source_space", current_color_space);
117 colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
118 std::vector<Effect *> inputs;
119 inputs.push_back(input);
120 colorspace_conversion->add_self_to_effect_chain(this, inputs);
121 current_color_space = COLORSPACE_sRGB;
122 return colorspace_conversion;
125 Effect *EffectChain::add_effect(EffectId effect_id, const std::vector<Effect *> &inputs)
127 Effect *effect = instantiate_effect(effect_id);
129 assert(inputs.size() == effect->num_inputs());
131 std::vector<Effect *> normalized_inputs = inputs;
132 for (unsigned i = 0; i < normalized_inputs.size(); ++i) {
133 if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) {
134 normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]);
136 if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) {
137 normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]);
141 effect->add_self_to_effect_chain(this, normalized_inputs);
145 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
146 std::string replace_prefix(const std::string &text, const std::string &prefix)
151 while (start < text.size()) {
152 size_t pos = text.find("PREFIX(", start);
153 if (pos == std::string::npos) {
154 output.append(text.substr(start, std::string::npos));
158 output.append(text.substr(start, pos - start));
159 output.append(prefix);
162 pos += strlen("PREFIX(");
164 // Output stuff until we find the matching ), which we then eat.
166 size_t end_arg_pos = pos;
167 while (end_arg_pos < text.size()) {
168 if (text[end_arg_pos] == '(') {
170 } else if (text[end_arg_pos] == ')') {
178 output.append(text.substr(pos, end_arg_pos - pos));
186 EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
188 assert(!inputs.empty());
189 assert(!effects.empty());
191 // Figure out the true set of inputs to this phase. These are the ones
192 // that we need somehow but don't calculate ourselves.
193 std::set<Effect *> effect_set(effects.begin(), effects.end());
194 std::set<Effect *> input_set(inputs.begin(), inputs.end());
195 std::vector<Effect *> true_inputs;
196 std::set_difference(input_set.begin(), input_set.end(),
197 effect_set.begin(), effect_set.end(),
198 std::back_inserter(true_inputs));
200 bool input_needs_mipmaps = false;
201 std::string frag_shader = read_file("header.frag");
203 // Create functions for all the texture inputs that we need.
204 for (unsigned i = 0; i < true_inputs.size(); ++i) {
205 Effect *effect = true_inputs[i];
206 assert(effect_ids.count(effect) != 0);
207 std::string effect_id = effect_ids[effect];
209 frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
210 frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
211 if (effect == NULL) {
212 // OpenGL's origin is bottom-left, but most graphics software assumes
213 // a top-left origin. Thus, for inputs that come from the user,
214 // we flip the y coordinate. However, for FBOs, the origin
215 // is all correct, so don't do anything.
216 frag_shader += "\ttc.y = 1.0f - tc.y;\n";
218 frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
219 frag_shader += "}\n";
223 std::string last_effect_id;
224 for (unsigned i = 0; i < effects.size(); ++i) {
225 Effect *effect = effects[i];
226 assert(effect != NULL);
227 assert(effect_ids.count(effect) != 0);
228 std::string effect_id = effect_ids[effect];
229 last_effect_id = effect_id;
231 if (incoming_links[effect].size() == 1) {
232 frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n";
234 for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
236 sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str());
242 frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
243 frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id);
244 frag_shader += replace_prefix(effect->output_fragment_shader(), effect_id);
245 frag_shader += "#undef PREFIX\n";
246 frag_shader += "#undef FUNCNAME\n";
247 if (incoming_links[effect].size() == 1) {
248 frag_shader += "#undef INPUT\n";
250 for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
252 sprintf(buf, "#undef INPUT%d\n", j + 1);
258 input_needs_mipmaps |= effect->needs_mipmaps();
260 assert(!last_effect_id.empty());
261 frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
262 frag_shader.append(read_file("footer.frag"));
263 printf("%s\n", frag_shader.c_str());
265 GLuint glsl_program_num = glCreateProgram();
266 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
267 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
268 glAttachShader(glsl_program_num, vs_obj);
270 glAttachShader(glsl_program_num, fs_obj);
272 glLinkProgram(glsl_program_num);
276 phase.glsl_program_num = glsl_program_num;
277 phase.input_needs_mipmaps = input_needs_mipmaps;
278 phase.inputs = true_inputs;
279 phase.effects = effects;
284 // Construct GLSL programs, starting at the given effect and following
285 // the chain from there. We end a program every time we come to an effect
286 // marked as "needs texture bounce", one that is used by multiple other
287 // effects, and of course at the end.
288 void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects)
290 if (completed_effects->count(start) != 0) {
291 // This has already been done for us.
295 std::vector<Effect *> this_phase_inputs; // Also includes all intermediates; these will be filtered away later.
296 std::vector<Effect *> this_phase_effects;
297 Effect *node = start;
298 for ( ;; ) { // Termination condition within loop.
300 this_phase_inputs.push_back(node);
302 // Check that we have all the inputs we need for this effect.
303 // If not, we end the phase here right away; the other side
304 // of the input chain will eventually come and pick the effect up.
305 assert(incoming_links.count(node) != 0);
306 std::vector<Effect *> deps = incoming_links[node];
307 assert(!deps.empty());
308 bool have_all_deps = true;
309 for (unsigned i = 0; i < deps.size(); ++i) {
310 if (completed_effects->count(deps[i]) == 0) {
311 have_all_deps = false;
316 if (!have_all_deps) {
317 if (!this_phase_effects.empty()) {
318 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
322 this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end());
323 this_phase_effects.push_back(node);
325 completed_effects->insert(node);
327 // Find all the effects that use this one as a direct input.
328 if (outgoing_links.count(node) == 0) {
329 // End of the line; output.
330 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
334 std::vector<Effect *> next = outgoing_links[node];
335 assert(!next.empty());
336 if (next.size() > 1) {
337 // More than one effect uses this as the input.
338 // The easiest thing to do (and probably also the safest
339 // performance-wise in most cases) is to bounce it to a texture
340 // and then let the next passes read from that.
342 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
345 // Start phases for all the effects that need us (in arbitrary order).
346 for (unsigned i = 0; i < next.size(); ++i) {
347 construct_glsl_programs(next[i], completed_effects);
352 // OK, only one effect uses this as the input. Keep iterating,
353 // but first see if it requires a texture bounce; if so, give it
354 // one by starting a new phase.
356 if (node->needs_texture_bounce()) {
357 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
358 this_phase_inputs.clear();
359 this_phase_effects.clear();
364 void EffectChain::finalize()
366 // Add normalizers to get the output format right.
367 GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect]; // FIXME
368 ColorSpace current_color_space = output_color_space[last_added_effect]; // FIXME
369 if (current_color_space != output_format.color_space) {
370 ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
371 colorspace_conversion->set_int("source_space", current_color_space);
372 colorspace_conversion->set_int("destination_space", output_format.color_space);
373 effects.push_back(colorspace_conversion);
374 current_color_space = output_format.color_space;
376 if (current_gamma_curve != output_format.gamma_curve) {
377 if (current_gamma_curve != GAMMA_LINEAR) {
378 normalize_to_linear_gamma(last_added_effect); // FIXME
380 assert(current_gamma_curve == GAMMA_LINEAR);
381 GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
382 gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
383 effects.push_back(gamma_conversion);
384 current_gamma_curve = output_format.gamma_curve;
387 // Construct all needed GLSL programs, starting at the input.
388 std::set<Effect *> completed_effects;
389 construct_glsl_programs(NULL, &completed_effects);
391 // If we have more than one phase, we need intermediate render-to-texture.
392 // Construct an FBO, and then as many textures as we need.
393 // We choose the simplest option of having one texture per output,
394 // since otherwise this turns into an (albeit simple)
395 // register allocation problem.
396 if (phases.size() > 1) {
397 glGenFramebuffers(1, &fbo);
399 for (unsigned i = 0; i < phases.size() - 1; ++i) {
400 Effect *output_effect = phases[i].effects.back();
402 glGenTextures(1, &temp_texture);
404 glBindTexture(GL_TEXTURE_2D, temp_texture);
406 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
410 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
412 effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
416 // Translate the input format to OpenGL's enums.
417 GLenum internal_format;
418 if (use_srgb_texture_format) {
419 internal_format = GL_SRGB8;
421 internal_format = GL_RGBA8;
423 if (input_format.pixel_format == FORMAT_RGB) {
426 } else if (input_format.pixel_format == FORMAT_RGBA) {
429 } else if (input_format.pixel_format == FORMAT_BGR) {
432 } else if (input_format.pixel_format == FORMAT_BGRA) {
439 // Create PBO to hold the texture holding the input image, and then the texture itself.
440 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
442 glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
444 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
447 glGenTextures(1, &source_image_num);
449 glBindTexture(GL_TEXTURE_2D, source_image_num);
451 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
453 // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
454 glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
456 glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
462 void EffectChain::render_to_screen(unsigned char *src)
466 // Copy the pixel data into the PBO.
467 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
469 void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
470 memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
471 glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
474 // Re-upload the texture from the PBO.
475 glActiveTexture(GL_TEXTURE0);
477 glBindTexture(GL_TEXTURE_2D, source_image_num);
479 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
481 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
483 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
485 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
491 glDisable(GL_DEPTH_TEST);
493 glDepthMask(GL_FALSE);
496 glMatrixMode(GL_PROJECTION);
498 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
500 glMatrixMode(GL_MODELVIEW);
503 if (phases.size() > 1) {
504 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
508 std::set<Effect *> generated_mipmaps;
509 generated_mipmaps.insert(NULL); // Already done further up.
511 for (unsigned phase = 0; phase < phases.size(); ++phase) {
512 glUseProgram(phases[phase].glsl_program_num);
515 // Set up inputs for this phase.
516 assert(!phases[phase].inputs.empty());
517 for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
518 glActiveTexture(GL_TEXTURE0 + sampler);
519 Effect *input = phases[phase].inputs[sampler];
521 glBindTexture(GL_TEXTURE_2D, source_image_num);
524 assert(effect_output_textures.count(input) != 0);
525 glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
528 if (phases[phase].input_needs_mipmaps) {
529 if (generated_mipmaps.count(input) == 0) {
530 glGenerateMipmap(GL_TEXTURE_2D);
532 generated_mipmaps.insert(input);
534 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
537 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
541 assert(effect_ids.count(input));
542 std::string texture_name = std::string("tex_") + effect_ids[input];
543 glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
547 // And now the output.
548 if (phase == phases.size() - 1) {
549 // Last phase goes directly to the screen.
550 glBindFramebuffer(GL_FRAMEBUFFER, 0);
553 Effect *last_effect = phases[phase].effects.back();
554 assert(effect_output_textures.count(last_effect) != 0);
555 glFramebufferTexture2D(
557 GL_COLOR_ATTACHMENT0,
559 effect_output_textures[last_effect],
564 // Give the required parameters to all the effects.
565 unsigned sampler_num = phases[phase].inputs.size();
566 for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
567 Effect *effect = phases[phase].effects[i];
568 effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
574 glTexCoord2f(0.0f, 0.0f);
575 glVertex2f(0.0f, 0.0f);
577 glTexCoord2f(1.0f, 0.0f);
578 glVertex2f(1.0f, 0.0f);
580 glTexCoord2f(1.0f, 1.0f);
581 glVertex2f(1.0f, 1.0f);
583 glTexCoord2f(0.0f, 1.0f);
584 glVertex2f(0.0f, 1.0f);
590 glActiveTexture(GL_TEXTURE0);
591 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
593 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);