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"
25 EffectChain::EffectChain(unsigned width, unsigned height)
28 last_added_effect(NULL),
29 use_srgb_texture_format(false),
32 void EffectChain::add_input(const ImageFormat &format)
34 input_format = format;
35 output_color_space.insert(std::make_pair(static_cast<Effect *>(NULL), format.color_space));
36 output_gamma_curve.insert(std::make_pair(static_cast<Effect *>(NULL), format.gamma_curve));
37 effect_ids.insert(std::make_pair(static_cast<Effect *>(NULL), "src_image"));
40 void EffectChain::add_output(const ImageFormat &format)
42 output_format = format;
45 void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs)
48 sprintf(effect_id, "eff%u", (unsigned)effects.size());
50 effects.push_back(effect);
51 effect_ids.insert(std::make_pair(effect, effect_id));
52 assert(inputs.size() == effect->num_inputs());
53 for (unsigned i = 0; i < inputs.size(); ++i) {
54 if (inputs[i] != NULL) {
55 assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
57 outgoing_links[inputs[i]].push_back(effect);
59 incoming_links.insert(std::make_pair(effect, inputs));
60 last_added_effect = effect;
63 Effect *instantiate_effect(EffectId effect)
66 case EFFECT_GAMMA_EXPANSION:
67 return new GammaExpansionEffect();
68 case EFFECT_GAMMA_COMPRESSION:
69 return new GammaCompressionEffect();
70 case EFFECT_COLOR_SPACE_CONVERSION:
71 return new ColorSpaceConversionEffect();
73 return new SandboxEffect();
74 case EFFECT_LIFT_GAMMA_GAIN:
75 return new LiftGammaGainEffect();
76 case EFFECT_SATURATION:
77 return new SaturationEffect();
79 return new MirrorEffect();
81 return new VignetteEffect();
83 return new BlurEffect();
88 Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
90 GammaCurve current_gamma_curve = output_gamma_curve[input];
91 if (current_gamma_curve == GAMMA_sRGB) {
92 // TODO: check if the extension exists
93 use_srgb_texture_format = true;
94 current_gamma_curve = GAMMA_LINEAR;
97 GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
98 gamma_conversion->set_int("source_curve", current_gamma_curve);
99 std::vector<Effect *> inputs;
100 inputs.push_back(input);
101 gamma_conversion->add_self_to_effect_chain(this, inputs);
102 current_gamma_curve = GAMMA_LINEAR;
103 return gamma_conversion;
107 Effect *EffectChain::normalize_to_srgb(Effect *input)
109 GammaCurve current_gamma_curve = output_gamma_curve[input];
110 ColorSpace current_color_space = output_color_space[input];
111 assert(current_gamma_curve == GAMMA_LINEAR);
112 ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
113 colorspace_conversion->set_int("source_space", current_color_space);
114 colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
115 std::vector<Effect *> inputs;
116 inputs.push_back(input);
117 colorspace_conversion->add_self_to_effect_chain(this, inputs);
118 current_color_space = COLORSPACE_sRGB;
119 return colorspace_conversion;
122 Effect *EffectChain::add_effect(EffectId effect_id, const std::vector<Effect *> &inputs)
124 Effect *effect = instantiate_effect(effect_id);
126 assert(inputs.size() == effect->num_inputs());
128 std::vector<Effect *> normalized_inputs = inputs;
129 for (unsigned i = 0; i < normalized_inputs.size(); ++i) {
130 if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) {
131 normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]);
133 if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) {
134 normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]);
138 effect->add_self_to_effect_chain(this, normalized_inputs);
142 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
143 std::string replace_prefix(const std::string &text, const std::string &prefix)
148 while (start < text.size()) {
149 size_t pos = text.find("PREFIX(", start);
150 if (pos == std::string::npos) {
151 output.append(text.substr(start, std::string::npos));
155 output.append(text.substr(start, pos - start));
156 output.append(prefix);
159 pos += strlen("PREFIX(");
161 // Output stuff until we find the matching ), which we then eat.
163 size_t end_arg_pos = pos;
164 while (end_arg_pos < text.size()) {
165 if (text[end_arg_pos] == '(') {
167 } else if (text[end_arg_pos] == ')') {
175 output.append(text.substr(pos, end_arg_pos - pos));
183 EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
185 assert(!inputs.empty());
186 assert(!effects.empty());
188 // Figure out the true set of inputs to this phase. These are the ones
189 // that we need somehow but don't calculate ourselves.
190 std::set<Effect *> effect_set(effects.begin(), effects.end());
191 std::set<Effect *> input_set(inputs.begin(), inputs.end());
192 std::vector<Effect *> true_inputs;
193 std::set_difference(input_set.begin(), input_set.end(),
194 effect_set.begin(), effect_set.end(),
195 std::back_inserter(true_inputs));
197 bool input_needs_mipmaps = false;
198 std::string frag_shader = read_file("header.frag");
200 // Create functions for all the texture inputs that we need.
201 for (unsigned i = 0; i < true_inputs.size(); ++i) {
202 Effect *effect = true_inputs[i];
203 assert(effect_ids.count(effect) != 0);
204 std::string effect_id = effect_ids[effect];
206 frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
207 frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
208 if (effect == NULL) {
209 // OpenGL's origin is bottom-left, but most graphics software assumes
210 // a top-left origin. Thus, for inputs that come from the user,
211 // we flip the y coordinate. However, for FBOs, the origin
212 // is all correct, so don't do anything.
213 frag_shader += "\ttc.y = 1.0f - tc.y;\n";
215 frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
216 frag_shader += "}\n";
220 std::string last_effect_id;
221 for (unsigned i = 0; i < effects.size(); ++i) {
222 Effect *effect = effects[i];
223 assert(effect != NULL);
224 assert(effect_ids.count(effect) != 0);
225 std::string effect_id = effect_ids[effect];
226 last_effect_id = effect_id;
228 if (incoming_links[effect].size() == 1) {
229 frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n";
231 for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
233 sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str());
239 frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
240 frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id);
241 frag_shader += replace_prefix(effect->output_fragment_shader(), effect_id);
242 frag_shader += "#undef PREFIX\n";
243 frag_shader += "#undef FUNCNAME\n";
244 if (incoming_links[effect].size() == 1) {
245 frag_shader += "#undef INPUT\n";
247 for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
249 sprintf(buf, "#undef INPUT%d\n", j + 1);
255 input_needs_mipmaps |= effect->needs_mipmaps();
257 assert(!last_effect_id.empty());
258 frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
259 frag_shader.append(read_file("footer.frag"));
260 printf("%s\n", frag_shader.c_str());
262 GLuint glsl_program_num = glCreateProgram();
263 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
264 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
265 glAttachShader(glsl_program_num, vs_obj);
267 glAttachShader(glsl_program_num, fs_obj);
269 glLinkProgram(glsl_program_num);
273 phase.glsl_program_num = glsl_program_num;
274 phase.input_needs_mipmaps = input_needs_mipmaps;
275 phase.inputs = true_inputs;
276 phase.effects = effects;
281 // Construct GLSL programs, starting at the given effect and following
282 // the chain from there. We end a program every time we come to an effect
283 // marked as "needs texture bounce", one that is used by multiple other
284 // effects, and of course at the end.
285 void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects)
287 if (completed_effects->count(start) != 0) {
288 // This has already been done for us.
292 std::vector<Effect *> this_phase_inputs; // Also includes all intermediates; these will be filtered away later.
293 std::vector<Effect *> this_phase_effects;
294 Effect *node = start;
295 for ( ;; ) { // Termination condition within loop.
297 this_phase_inputs.push_back(node);
299 // Check that we have all the inputs we need for this effect.
300 // If not, we end the phase here right away; the other side
301 // of the input chain will eventually come and pick the effect up.
302 assert(incoming_links.count(node) != 0);
303 std::vector<Effect *> deps = incoming_links[node];
304 assert(!deps.empty());
305 bool have_all_deps = true;
306 for (unsigned i = 0; i < deps.size(); ++i) {
307 if (completed_effects->count(deps[i]) == 0) {
308 have_all_deps = false;
313 if (!have_all_deps) {
314 if (!this_phase_effects.empty()) {
315 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
319 this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end());
320 this_phase_effects.push_back(node);
322 completed_effects->insert(node);
324 // Find all the effects that use this one as a direct input.
325 if (outgoing_links.count(node) == 0) {
326 // End of the line; output.
327 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
331 std::vector<Effect *> next = outgoing_links[node];
332 assert(!next.empty());
333 if (next.size() > 1) {
334 // More than one effect uses this as the input.
335 // The easiest thing to do (and probably also the safest
336 // performance-wise in most cases) is to bounce it to a texture
337 // and then let the next passes read from that.
339 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
342 // Start phases for all the effects that need us (in arbitrary order).
343 for (unsigned i = 0; i < next.size(); ++i) {
344 construct_glsl_programs(next[i], completed_effects);
349 // OK, only one effect uses this as the input. Keep iterating,
350 // but first see if it requires a texture bounce; if so, give it
351 // one by starting a new phase.
353 if (node->needs_texture_bounce()) {
354 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
355 this_phase_inputs.clear();
356 this_phase_effects.clear();
361 void EffectChain::finalize()
363 // Add normalizers to get the output format right.
364 GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect]; // FIXME
365 ColorSpace current_color_space = output_color_space[last_added_effect]; // FIXME
366 if (current_color_space != output_format.color_space) {
367 ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
368 colorspace_conversion->set_int("source_space", current_color_space);
369 colorspace_conversion->set_int("destination_space", output_format.color_space);
370 effects.push_back(colorspace_conversion);
371 current_color_space = output_format.color_space;
373 if (current_gamma_curve != output_format.gamma_curve) {
374 if (current_gamma_curve != GAMMA_LINEAR) {
375 normalize_to_linear_gamma(last_added_effect); // FIXME
377 assert(current_gamma_curve == GAMMA_LINEAR);
378 GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
379 gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
380 effects.push_back(gamma_conversion);
381 current_gamma_curve = output_format.gamma_curve;
384 // Construct all needed GLSL programs, starting at the input.
385 std::set<Effect *> completed_effects;
386 construct_glsl_programs(NULL, &completed_effects);
388 // If we have more than one phase, we need intermediate render-to-texture.
389 // Construct an FBO, and then as many textures as we need.
390 // We choose the simplest option of having one texture per output,
391 // since otherwise this turns into an (albeit simple)
392 // register allocation problem.
393 if (phases.size() > 1) {
394 glGenFramebuffers(1, &fbo);
396 for (unsigned i = 0; i < phases.size() - 1; ++i) {
397 Effect *output_effect = phases[i].effects.back();
399 glGenTextures(1, &temp_texture);
401 glBindTexture(GL_TEXTURE_2D, temp_texture);
403 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
405 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
407 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
409 effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
413 // Translate the input format to OpenGL's enums.
414 GLenum internal_format;
415 if (use_srgb_texture_format) {
416 internal_format = GL_SRGB8;
418 internal_format = GL_RGBA8;
420 if (input_format.pixel_format == FORMAT_RGB) {
423 } else if (input_format.pixel_format == FORMAT_RGBA) {
426 } else if (input_format.pixel_format == FORMAT_BGR) {
429 } else if (input_format.pixel_format == FORMAT_BGRA) {
436 // Create PBO to hold the texture holding the input image, and then the texture itself.
437 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
439 glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
441 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
444 glGenTextures(1, &source_image_num);
446 glBindTexture(GL_TEXTURE_2D, source_image_num);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
450 // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
451 glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
453 glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
459 void EffectChain::render_to_screen(unsigned char *src)
463 // Copy the pixel data into the PBO.
464 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
466 void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
467 memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
468 glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
471 // Re-upload the texture from the PBO.
472 glActiveTexture(GL_TEXTURE0);
474 glBindTexture(GL_TEXTURE_2D, source_image_num);
476 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
478 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
480 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
482 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
488 glDisable(GL_DEPTH_TEST);
490 glDepthMask(GL_FALSE);
493 glMatrixMode(GL_PROJECTION);
495 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
497 glMatrixMode(GL_MODELVIEW);
500 if (phases.size() > 1) {
501 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
505 std::set<Effect *> generated_mipmaps;
506 generated_mipmaps.insert(NULL); // Already done further up.
508 for (unsigned phase = 0; phase < phases.size(); ++phase) {
509 glUseProgram(phases[phase].glsl_program_num);
512 // Set up inputs for this phase.
513 assert(!phases[phase].inputs.empty());
514 for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
515 glActiveTexture(GL_TEXTURE0 + sampler);
516 Effect *input = phases[phase].inputs[sampler];
518 glBindTexture(GL_TEXTURE_2D, source_image_num);
521 assert(effect_output_textures.count(input) != 0);
522 glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
525 if (phases[phase].input_needs_mipmaps) {
526 if (generated_mipmaps.count(input) == 0) {
527 glGenerateMipmap(GL_TEXTURE_2D);
529 generated_mipmaps.insert(input);
531 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
534 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
538 assert(effect_ids.count(input));
539 std::string texture_name = std::string("tex_") + effect_ids[input];
540 glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
544 // And now the output.
545 if (phase == phases.size() - 1) {
546 // Last phase goes directly to the screen.
547 glBindFramebuffer(GL_FRAMEBUFFER, 0);
550 Effect *last_effect = phases[phase].effects.back();
551 assert(effect_output_textures.count(last_effect) != 0);
552 glFramebufferTexture2D(
554 GL_COLOR_ATTACHMENT0,
556 effect_output_textures[last_effect],
561 // Give the required parameters to all the effects.
562 unsigned sampler_num = phases[phase].inputs.size();
563 for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
564 Effect *effect = phases[phase].effects[i];
565 effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
571 glTexCoord2f(0.0f, 0.0f);
572 glVertex2f(0.0f, 0.0f);
574 glTexCoord2f(1.0f, 0.0f);
575 glVertex2f(1.0f, 0.0f);
577 glTexCoord2f(1.0f, 1.0f);
578 glVertex2f(1.0f, 1.0f);
580 glTexCoord2f(0.0f, 1.0f);
581 glVertex2f(0.0f, 1.0f);
587 glActiveTexture(GL_TEXTURE0);
588 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
590 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);