]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Do not send uninitialized memory as a texture.
[movit] / effect_chain.cpp
index 5d9eaa3c596c88671d62dd81d4a22b9c29bee3d0..0985ee4ef185432a959472b149daf29dc8249d2f 100644 (file)
@@ -14,7 +14,9 @@
 #include "lift_gamma_gain_effect.h"
 #include "colorspace_conversion_effect.h"
 #include "saturation_effect.h"
-#include "texture_enum.h"
+#include "mirror_effect.h"
+#include "vignette_effect.h"
+#include "blur_effect.h"
 
 EffectChain::EffectChain(unsigned width, unsigned height)
        : width(width), height(height), use_srgb_texture_format(false), finalized(false) {}
@@ -38,10 +40,18 @@ Effect *instantiate_effect(EffectId effect)
                return new GammaExpansionEffect();
        case EFFECT_GAMMA_COMPRESSION:
                return new GammaCompressionEffect();
+       case EFFECT_COLOR_SPACE_CONVERSION:
+               return new ColorSpaceConversionEffect();
        case EFFECT_LIFT_GAMMA_GAIN:
                return new LiftGammaGainEffect();
        case EFFECT_SATURATION:
                return new SaturationEffect();
+       case EFFECT_MIRROR:
+               return new MirrorEffect();
+       case EFFECT_VIGNETTE:
+               return new VignetteEffect();
+       case EFFECT_BLUR:
+               return new BlurEffect();
        }
        assert(false);
 }
@@ -81,10 +91,6 @@ Effect *EffectChain::add_effect(EffectId effect_id)
                normalize_to_srgb();
        }
 
-       // not handled yet
-       assert(!effect->needs_many_samples());
-       assert(!effect->needs_mipmaps());
-
        effects.push_back(effect);
        return effect;
 }
@@ -130,8 +136,51 @@ std::string replace_prefix(const std::string &text, const std::string &prefix)
        return output;
 }
 
+EffectChain::Phase EffectChain::compile_glsl_program(unsigned start_index, unsigned end_index)
+{
+       bool input_needs_mipmaps = false;
+       std::string frag_shader = read_file("header.frag");
+       for (unsigned i = start_index; i < end_index; ++i) {
+               char effect_id[256];
+               sprintf(effect_id, "eff%d", i);
+       
+               frag_shader += "\n";
+               frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+               frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
+               frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id);
+               frag_shader += "#undef PREFIX\n";
+               frag_shader += "#undef FUNCNAME\n";
+               frag_shader += "#undef LAST_INPUT\n";
+               frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+               frag_shader += "\n";
+
+               input_needs_mipmaps |= effects[i]->needs_mipmaps();
+       }
+       frag_shader.append(read_file("footer.frag"));
+       printf("%s\n", frag_shader.c_str());
+       
+       GLuint glsl_program_num = glCreateProgram();
+       GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+       GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+       glAttachShader(glsl_program_num, vs_obj);
+       check_error();
+       glAttachShader(glsl_program_num, fs_obj);
+       check_error();
+       glLinkProgram(glsl_program_num);
+       check_error();
+
+       Phase phase;
+       phase.glsl_program_num = glsl_program_num;
+       phase.input_needs_mipmaps = input_needs_mipmaps;
+       phase.start = start_index;
+       phase.end = end_index;
+
+       return phase;
+}
+
 void EffectChain::finalize()
 {
+       // Add normalizers to get the output format right.
        if (current_color_space != output_format.color_space) {
                ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
                colorspace_conversion->set_int("source_space", current_color_space);
@@ -139,7 +188,6 @@ void EffectChain::finalize()
                effects.push_back(colorspace_conversion);
                current_color_space = output_format.color_space;
        }
-
        if (current_gamma_curve != output_format.gamma_curve) {
                if (current_gamma_curve != GAMMA_LINEAR) {
                        normalize_to_linear_gamma();
@@ -151,33 +199,84 @@ void EffectChain::finalize()
                current_gamma_curve = output_format.gamma_curve;
        }
 
-       std::string frag_shader = read_file("header.glsl");
-
+       // Construct the GLSL programs. We end a program every time we come
+       // to an effect marked as "needs many samples" (ie. "please let me
+       // sample directly from a texture, with no arithmetic in-between"),
+       // and of course at the end.
+       unsigned start = 0;
        for (unsigned i = 0; i < effects.size(); ++i) {
-               char effect_id[256];
-               sprintf(effect_id, "eff%d", i);
+               if (effects[i]->needs_many_samples() && i != start) {
+                       phases.push_back(compile_glsl_program(start, i));
+                       start = i;
+               }
+       }
+       phases.push_back(compile_glsl_program(start, effects.size()));
+
+       // If we have more than one phase, we need intermediate render-to-texture.
+       // Construct an FBO, and then as many textures as we need.
+       if (phases.size() > 1) {
+               glGenFramebuffers(1, &fbo);
+
+               unsigned num_textures = std::max<int>(phases.size() - 1, 2);
+               glGenTextures(num_textures, temp_textures);
+
+               unsigned char *empty = new unsigned char[width * height * 4];
+               memset(empty, 0, width * height * 4);
+               for (unsigned i = 0; i < num_textures; ++i) {
+                       glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
+                       check_error();
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+                       check_error();
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+                       check_error();
+                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, empty);
+                       check_error();
+               }
+               delete[] empty;
+       }
        
-               frag_shader += "\n";
-               frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
-               frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
-               frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id);
-               frag_shader += "#undef PREFIX\n";
-               frag_shader += "#undef FUNCNAME\n";
-               frag_shader += "#undef LAST_INPUT\n";
-               frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
-               frag_shader += "\n";
+       // Translate the input format to OpenGL's enums.
+       GLenum internal_format;
+       if (use_srgb_texture_format) {
+               internal_format = GL_SRGB8;
+       } else {
+               internal_format = GL_RGBA8;
        }
-       frag_shader.append(read_file("footer.glsl"));
-       printf("%s\n", frag_shader.c_str());
+       if (input_format.pixel_format == FORMAT_RGB) {
+               format = GL_RGB;
+               bytes_per_pixel = 3;
+       } else if (input_format.pixel_format == FORMAT_RGBA) {
+               format = GL_RGBA;
+               bytes_per_pixel = 4;
+       } else if (input_format.pixel_format == FORMAT_BGR) {
+               format = GL_BGR;
+               bytes_per_pixel = 3;
+       } else if (input_format.pixel_format == FORMAT_BGRA) {
+               format = GL_BGRA;
+               bytes_per_pixel = 4;
+       } else {
+               assert(false);
+       }
+
+       // Create PBO to hold the texture holding the input image, and then the texture itself.
+       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
+       check_error();
+       glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
+       check_error();
+
+       void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+       memset(mapped_pbo, 0, width * height * bytes_per_pixel);
+       glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
        
-       glsl_program_num = glCreateProgram();
-       GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
-       GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
-       glAttachShader(glsl_program_num, vs_obj);
+       glGenTextures(1, &source_image_num);
        check_error();
-       glAttachShader(glsl_program_num, fs_obj);
+       glBindTexture(GL_TEXTURE_2D, source_image_num);
        check_error();
-       glLinkProgram(glsl_program_num);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       check_error();
+       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+       check_error();
+       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
        check_error();
 
        finalized = true;
@@ -187,34 +286,29 @@ void EffectChain::render_to_screen(unsigned char *src)
 {
        assert(finalized);
 
+       // Copy the pixel data into the PBO.
+       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
        check_error();
-       glUseProgram(glsl_program_num);
+       void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+       memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
+       glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
        check_error();
 
+       // Re-upload the texture from the PBO.
        glActiveTexture(GL_TEXTURE0);
-       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
-
-       GLenum internal_format = GL_RGBA8;
-       if (use_srgb_texture_format) {
-               internal_format = GL_SRGB8;
-       }
-
-       if (input_format.pixel_format == FORMAT_RGB) {
-               glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
-       } else if (input_format.pixel_format == FORMAT_RGBA) {
-               glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
-       } else {
-               assert(false);
-       }
        check_error();
-       glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
-
-       for (unsigned i = 0; i < effects.size(); ++i) {
-               char effect_id[256];
-               sprintf(effect_id, "eff%d", i);
-               effects[i]->set_uniforms(glsl_program_num, effect_id);
-       }
+       glBindTexture(GL_TEXTURE_2D, source_image_num);
+       check_error();
+       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       check_error();
+       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+       check_error();
 
+       // Basic state.
        glDisable(GL_BLEND);
        check_error();
        glDisable(GL_DEPTH_TEST);
@@ -229,20 +323,88 @@ void EffectChain::render_to_screen(unsigned char *src)
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
 
-       glBegin(GL_QUADS);
+       if (phases.size() > 1) {
+               glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+               check_error();
+       }
+
+       for (unsigned phase = 0; phase < phases.size(); ++phase) {
+               // Set up inputs and outputs for this phase.
+               if (phase == 0) {
+                       // First phase reads from the input texture (which is already bound).
+               } else {
+                       glBindTexture(GL_TEXTURE_2D, temp_textures[(phase + 1) % 2]);
+                       check_error();
+               }
+               if (phases[phase].input_needs_mipmaps) {
+                       glGenerateMipmap(GL_TEXTURE_2D);
+                       check_error();
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+                       check_error();
+               } else {
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                       check_error();
+               }
+
+               if (phase == phases.size() - 1) {
+                       // Last phase goes directly to the screen.
+                       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+                       check_error();
+               } else {
+                       glFramebufferTexture2D(
+                               GL_FRAMEBUFFER,
+                               GL_COLOR_ATTACHMENT0,
+                               GL_TEXTURE_2D,
+                               temp_textures[phase % 2],
+                               0);
+               }
+
+               // We have baked an upside-down transform into the quad coordinates,
+               // since the typical graphics program will have the origin at the upper-left,
+               // while OpenGL uses lower-left. In the next ones, however, the origin
+               // is all right, and we need to reverse that.
+               if (phase == 1) {
+                       glTranslatef(0.0f, 1.0f, 0.0f);
+                       glScalef(1.0f, -1.0f, 1.0f);
+               }
 
-       glTexCoord2f(0.0f, 1.0f);
-       glVertex2f(0.0f, 0.0f);
+               // Give the required parameters to all the effects.
+               glUseProgram(phases[phase].glsl_program_num);
+               check_error();
 
-       glTexCoord2f(1.0f, 1.0f);
-       glVertex2f(1.0f, 0.0f);
+               glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, "input_tex"), 0);
+               check_error();
 
-       glTexCoord2f(1.0f, 0.0f);
-       glVertex2f(1.0f, 1.0f);
+               unsigned sampler_num = 1;
+               for (unsigned i = phases[phase].start; i < phases[phase].end; ++i) {
+                       char effect_id[256];
+                       sprintf(effect_id, "eff%d", i);
+                       effects[i]->set_uniforms(phases[phase].glsl_program_num, effect_id, &sampler_num);
+               }
 
-       glTexCoord2f(0.0f, 0.0f);
-       glVertex2f(0.0f, 1.0f);
+               // Now draw!
+               glBegin(GL_QUADS);
 
-       glEnd();
-       check_error();
+               glTexCoord2f(0.0f, 1.0f);
+               glVertex2f(0.0f, 0.0f);
+
+               glTexCoord2f(1.0f, 1.0f);
+               glVertex2f(1.0f, 0.0f);
+
+               glTexCoord2f(1.0f, 0.0f);
+               glVertex2f(1.0f, 1.0f);
+
+               glTexCoord2f(0.0f, 0.0f);
+               glVertex2f(0.0f, 1.0f);
+
+               glEnd();
+               check_error();
+
+               // HACK
+               glActiveTexture(GL_TEXTURE0);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+               check_error();
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
+               check_error();
+       }
 }