]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Let FlatInput take in float data (sort of kludgy, though). Also remove the get_*...
[movit] / effect_chain.cpp
index b04727bf1bb8c973bc3c9eff7f935578c12d9f18..cfc6d06431f46631302b22f9d7693bcf79dab15b 100644 (file)
@@ -1,6 +1,7 @@
 #define GL_GLEXT_PROTOTYPES 1
 
 #include <stdio.h>
+#include <math.h>
 #include <string.h>
 #include <assert.h>
 
@@ -17,9 +18,9 @@
 #include "input.h"
 #include "opengl.h"
 
-EffectChain::EffectChain(unsigned width, unsigned height)
-       : width(width),
-         height(height),
+EffectChain::EffectChain(float aspect_nom, float aspect_denom)
+       : aspect_nom(aspect_nom),
+         aspect_denom(aspect_denom),
          finalized(false) {}
 
 Input *EffectChain::add_input(Input *input)
@@ -436,41 +437,114 @@ void EffectChain::output_dot(const char *filename)
        fclose(fp);
 }
 
+unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
+{
+       if (float(width) * aspect_denom >= float(height) * aspect_nom) {
+               // Same aspect, or W/H > aspect (image is wider than the frame).
+               // In either case, keep width.
+               return width;
+       } else {
+               // W/H < aspect (image is taller than the frame), so keep height,
+               // and adjust width correspondingly.
+               return lrintf(height * aspect_nom / aspect_denom);
+       }
+}
+
+// Propagate input texture sizes throughout, and inform effects downstream.
+// (Like a lot of other code, we depend on effects being in topological order.)
+void EffectChain::inform_input_sizes(Phase *phase)
+{
+       // All effects that have a defined size (inputs and RTT inputs)
+       // get that. Reset all others.
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               Node *node = phase->effects[i];
+               if (node->effect->num_inputs() == 0) {
+                       Input *input = static_cast<Input *>(node->effect);
+                       node->output_width = input->get_width();
+                       node->output_height = input->get_height();
+                       assert(node->output_width != 0);
+                       assert(node->output_height != 0);
+               } else {
+                       node->output_width = node->output_height = 0;
+               }
+       }
+       for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+               Node *input = phase->inputs[i];
+               input->output_width = input->phase->output_width;
+               input->output_height = input->phase->output_height;
+               assert(input->output_width != 0);
+               assert(input->output_height != 0);
+       }
+
+       // Now propagate from the inputs towards the end, and inform as we go.
+       // The rules are simple:
+       //
+       //   1. Don't touch effects that already have given sizes (ie., inputs).
+       //   2. If all of your inputs have the same size, that will be your output size.
+       //   3. Otherwise, your output size is 0x0.
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               Node *node = phase->effects[i];
+               if (node->effect->num_inputs() == 0) {
+                       continue;
+               }
+               unsigned this_output_width = 0;
+               unsigned this_output_height = 0;
+               for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+                       Node *input = node->incoming_links[j];
+                       node->effect->inform_input_size(j, input->output_width, input->output_height);
+                       if (j == 0) {
+                               this_output_width = input->output_width;
+                               this_output_height = input->output_height;
+                       } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
+                               // Inputs disagree.
+                               this_output_width = 0;
+                               this_output_height = 0;
+                       }
+               }
+               node->output_width = this_output_width;
+               node->output_height = this_output_height;
+       }
+}
+
+// Note: You should call inform_input_sizes() before this, as the last effect's
+// desired output size might change based on the inputs.
 void EffectChain::find_output_size(Phase *phase)
 {
        Node *output_node = phase->effects.back();
 
-       // If the last effect explicitly sets an output size,
-       // use that.
+       // If the last effect explicitly sets an output size, use that.
        if (output_node->effect->changes_output_size()) {
                output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
                return;
        }
 
-       // If not, look at the input phases, if any. We select the largest one
-       // (really assuming they all have the same aspect currently), by pixel count.
-       if (!phase->inputs.empty()) {
-               unsigned best_width = 0, best_height = 0;
-               for (unsigned i = 0; i < phase->inputs.size(); ++i) {
-                       Node *input = phase->inputs[i];
-                       assert(input->phase->output_width != 0);
-                       assert(input->phase->output_height != 0);
-                       if (input->phase->output_width * input->phase->output_height > best_width * best_height) {
-                               best_width = input->phase->output_width;
-                               best_height = input->phase->output_height;
-                       }
+       // If not, look at the input phases and textures.
+       // We select the largest one (by fit into the current aspect).
+       unsigned best_width = 0;
+       for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+               Node *input = phase->inputs[i];
+               assert(input->phase->output_width != 0);
+               assert(input->phase->output_height != 0);
+               unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
+               if (width > best_width) {
+                       best_width = width;
                }
-               assert(best_width != 0);
-               assert(best_height != 0);
-               phase->output_width = best_width;
-               phase->output_height = best_height;
-               return;
        }
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               Effect *effect = phase->effects[i]->effect;
+               if (effect->num_inputs() != 0) {
+                       continue;
+               }
 
-       // OK, no inputs. Just use the global width/height.
-       // TODO: We probably want to use the texture's size eventually.
-       phase->output_width = width;
-       phase->output_height = height;
+               Input *input = static_cast<Input *>(effect);
+               unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
+               if (width > best_width) {
+                       best_width = width;
+               }
+       }
+       assert(best_width != 0);
+       phase->output_width = best_width;
+       phase->output_height = best_width * aspect_denom / aspect_nom;
 }
 
 void EffectChain::sort_nodes_topologically()
@@ -721,7 +795,7 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
                                        continue;
                                }
                                Node *conversion = add_node(new GammaExpansionEffect());
-                               conversion->effect->set_int("destination_curve", GAMMA_LINEAR);
+                               conversion->effect->set_int("source_curve", input->output_gamma_curve);
                                conversion->output_gamma_curve = GAMMA_LINEAR;
                                insert_node_between(input, conversion, node);
                        }
@@ -826,6 +900,7 @@ void EffectChain::finalize()
                glGenFramebuffers(1, &fbo);
 
                for (unsigned i = 0; i < phases.size() - 1; ++i) {
+                       inform_input_sizes(phases[i]);
                        find_output_size(phases[i]);
 
                        Node *output_node = phases[i]->effects.back();
@@ -843,6 +918,7 @@ void EffectChain::finalize()
                        output_node->output_texture_width = phases[i]->output_width;
                        output_node->output_texture_height = phases[i]->output_height;
                }
+               inform_input_sizes(phases.back());
        }
                
        for (unsigned i = 0; i < inputs.size(); ++i) {
@@ -858,6 +934,10 @@ void EffectChain::render_to_screen()
 {
        assert(finalized);
 
+       // Save original viewport.
+       GLint viewport[4];
+       glGetIntegerv(GL_VIEWPORT, viewport);
+
        // Basic state.
        glDisable(GL_BLEND);
        check_error();
@@ -883,6 +963,7 @@ void EffectChain::render_to_screen()
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
                // See if the requested output size has changed. If so, we need to recreate
                // the texture (and before we start setting up inputs).
+               inform_input_sizes(phases[phase]);
                if (phase != phases.size() - 1) {
                        find_output_size(phases[phase]);
 
@@ -936,7 +1017,7 @@ void EffectChain::render_to_screen()
                        // Last phase goes directly to the screen.
                        glBindFramebuffer(GL_FRAMEBUFFER, 0);
                        check_error();
-                       glViewport(0, 0, width, height);
+                       glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
                } else {
                        Node *output_node = phases[phase]->effects.back();
                        glFramebufferTexture2D(