]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
In overlay matte, use the luminance as a matte instead of each individual color compo...
[movit] / effect_chain.cpp
index 1244ecb341f1c81a147db5dfba8497360c6aa7d4..f4706a4324239e3e34b300423f9c6204e22e9fac 100644 (file)
 #include "mirror_effect.h"
 #include "vignette_effect.h"
 #include "blur_effect.h"
+#include "diffusion_effect.h"
+#include "input.h"
 
 EffectChain::EffectChain(unsigned width, unsigned height)
        : width(width),
          height(height),
-         last_added_effect(NULL),
-         use_srgb_texture_format(false),
          finalized(false) {}
 
-void EffectChain::add_input(const ImageFormat &format)
+Input *EffectChain::add_input(const ImageFormat &format)
 {
-       input_format = format;
-       output_color_space.insert(std::make_pair(static_cast<Effect *>(NULL), format.color_space));
-       output_gamma_curve.insert(std::make_pair(static_cast<Effect *>(NULL), format.gamma_curve));
-       effect_ids.insert(std::make_pair(static_cast<Effect *>(NULL), "src_image"));
+       Input *input = new Input(format, width, height);
+       effects.push_back(input);
+       output_color_space.insert(std::make_pair(input, format.color_space));
+       output_gamma_curve.insert(std::make_pair(input, format.gamma_curve));
+       effect_ids.insert(std::make_pair(input, "src_image"));
+       incoming_links.insert(std::make_pair(input, std::vector<Effect *>()));
+       return input;
 }
 
 void EffectChain::add_output(const ImageFormat &format)
@@ -51,13 +54,12 @@ void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &in
        effect_ids.insert(std::make_pair(effect, effect_id));
        assert(inputs.size() == effect->num_inputs());
        for (unsigned i = 0; i < inputs.size(); ++i) {
-               if (inputs[i] != NULL) {
-                       assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
-               }
+               assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
                outgoing_links[inputs[i]].push_back(effect);
        }
        incoming_links.insert(std::make_pair(effect, inputs));
-       last_added_effect = effect;
+       output_gamma_curve[effect] = output_gamma_curve[last_added_effect()];
+       output_color_space[effect] = output_color_space[last_added_effect()];
 }
 
 Effect *instantiate_effect(EffectId effect)
@@ -81,41 +83,43 @@ Effect *instantiate_effect(EffectId effect)
                return new VignetteEffect();
        case EFFECT_BLUR:
                return new BlurEffect();
+       case EFFECT_DIFFUSION:
+               return new DiffusionEffect();
        }
        assert(false);
 }
 
 Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
 {
-       GammaCurve current_gamma_curve = output_gamma_curve[input];
-       if (current_gamma_curve == GAMMA_sRGB) {
+       assert(output_gamma_curve.count(input) != 0);
+       if (output_gamma_curve[input] == GAMMA_sRGB) {
                // TODO: check if the extension exists
-               use_srgb_texture_format = true;
-               current_gamma_curve = GAMMA_LINEAR;
+               effects[0]->set_int("use_srgb_texture_format", 1);
+               output_gamma_curve[input] = GAMMA_LINEAR;
                return input;
        } else {
                GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
-               gamma_conversion->set_int("source_curve", current_gamma_curve);
+               gamma_conversion->set_int("source_curve", output_gamma_curve[input]);
                std::vector<Effect *> inputs;
                inputs.push_back(input);
                gamma_conversion->add_self_to_effect_chain(this, inputs);
-               current_gamma_curve = GAMMA_LINEAR;
+               output_gamma_curve[gamma_conversion] = GAMMA_LINEAR;
                return gamma_conversion;
        }
 }
 
 Effect *EffectChain::normalize_to_srgb(Effect *input)
 {
-       GammaCurve current_gamma_curve = output_gamma_curve[input];
-       ColorSpace current_color_space = output_color_space[input];
-       assert(current_gamma_curve == GAMMA_LINEAR);
+       assert(output_gamma_curve.count(input) != 0);
+       assert(output_color_space.count(input) != 0);
+       assert(output_gamma_curve[input] == GAMMA_LINEAR);
        ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
-       colorspace_conversion->set_int("source_space", current_color_space);
+       colorspace_conversion->set_int("source_space", output_color_space[input]);
        colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
        std::vector<Effect *> inputs;
        inputs.push_back(input);
        colorspace_conversion->add_self_to_effect_chain(this, inputs);
-       current_color_space = COLORSPACE_sRGB;
+       output_color_space[colorspace_conversion] = COLORSPACE_sRGB;
        return colorspace_conversion;
 }
 
@@ -127,9 +131,11 @@ Effect *EffectChain::add_effect(EffectId effect_id, const std::vector<Effect *>
 
        std::vector<Effect *> normalized_inputs = inputs;
        for (unsigned i = 0; i < normalized_inputs.size(); ++i) {
+               assert(output_gamma_curve.count(normalized_inputs[i]) != 0);
                if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) {
                        normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]);
                }
+               assert(output_color_space.count(normalized_inputs[i]) != 0);
                if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) {
                        normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]);
                }
@@ -205,7 +211,7 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *>
        
                frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";       
                frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
-               if (effect == NULL) {
+               if (effect->num_inputs() == 0) {
                        // OpenGL's origin is bottom-left, but most graphics software assumes
                        // a top-left origin. Thus, for inputs that come from the user,
                        // we flip the y coordinate. However, for FBOs, the origin
@@ -254,6 +260,12 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *>
 
                input_needs_mipmaps |= effect->needs_mipmaps();
        }
+       for (unsigned i = 0; i < effects.size(); ++i) {
+               Effect *effect = effects[i];
+               if (effect->num_inputs() == 0) {
+                       effect->set_int("needs_mipmaps", input_needs_mipmaps);
+               }
+       }
        assert(!last_effect_id.empty());
        frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
        frag_shader.append(read_file("footer.frag"));
@@ -284,6 +296,7 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *>
 // effects, and of course at the end.
 void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects)
 {
+       assert(start != NULL);
        if (completed_effects->count(start) != 0) {
                // This has already been done for us.
                return;
@@ -293,15 +306,15 @@ void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *com
        std::vector<Effect *> this_phase_effects;
        Effect *node = start;
        for ( ;; ) {  // Termination condition within loop.
-               if (node == NULL) {
-                       this_phase_inputs.push_back(node);
-               } else {
-                       // Check that we have all the inputs we need for this effect.
-                       // If not, we end the phase here right away; the other side
-                       // of the input chain will eventually come and pick the effect up.
-                       assert(incoming_links.count(node) != 0);
-                       std::vector<Effect *> deps = incoming_links[node];
-                       assert(!deps.empty());
+               assert(node != NULL);
+
+               // Check that we have all the inputs we need for this effect.
+               // If not, we end the phase here right away; the other side
+               // of the input chain will eventually come and pick the effect up.
+               assert(incoming_links.count(node) == 1);
+               std::vector<Effect *> deps = incoming_links[node];
+               assert(node->num_inputs() == deps.size());
+               if (!deps.empty()) {
                        bool have_all_deps = true;
                        for (unsigned i = 0; i < deps.size(); ++i) {
                                if (completed_effects->count(deps[i]) == 0) {
@@ -317,8 +330,8 @@ void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *com
                                return;
                        }
                        this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end());    
-                       this_phase_effects.push_back(node);
                }
+               this_phase_effects.push_back(node);
                completed_effects->insert(node);        
 
                // Find all the effects that use this one as a direct input.
@@ -331,11 +344,11 @@ void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *com
                std::vector<Effect *> next = outgoing_links[node];
                assert(!next.empty());
                if (next.size() > 1) {
-                       // More than one effect uses this as the input.
-                       // The easiest thing to do (and probably also the safest
-                       // performance-wise in most cases) is to bounce it to a texture
-                       // and then let the next passes read from that.
-                       if (node != NULL) {
+                       if (node->num_inputs() != 0) {
+                               // More than one effect uses this as the input, and it is not a texture itself.
+                               // The easiest thing to do (and probably also the safest
+                               // performance-wise in most cases) is to bounce it to a texture
+                               // and then let the next passes read from that.
                                phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
                        }
 
@@ -361,29 +374,35 @@ void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *com
 void EffectChain::finalize()
 {
        // Add normalizers to get the output format right.
-       GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect];  // FIXME
-       ColorSpace current_color_space = output_color_space[last_added_effect];  // FIXME
+       assert(output_gamma_curve.count(last_added_effect()) != 0);
+       assert(output_color_space.count(last_added_effect()) != 0);
+       ColorSpace current_color_space = output_color_space[last_added_effect()];  // FIXME
        if (current_color_space != output_format.color_space) {
                ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
                colorspace_conversion->set_int("source_space", current_color_space);
                colorspace_conversion->set_int("destination_space", output_format.color_space);
-               effects.push_back(colorspace_conversion);
-               current_color_space = output_format.color_space;
+               std::vector<Effect *> inputs;
+               inputs.push_back(last_added_effect());
+               colorspace_conversion->add_self_to_effect_chain(this, inputs);
+               output_color_space[colorspace_conversion] = output_format.color_space;
        }
+       GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect()];  // FIXME
        if (current_gamma_curve != output_format.gamma_curve) {
                if (current_gamma_curve != GAMMA_LINEAR) {
-                       normalize_to_linear_gamma(last_added_effect);  // FIXME
+                       normalize_to_linear_gamma(last_added_effect());  // FIXME
                }
                assert(current_gamma_curve == GAMMA_LINEAR);
                GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
                gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
-               effects.push_back(gamma_conversion);
-               current_gamma_curve = output_format.gamma_curve;
+               std::vector<Effect *> inputs;
+               inputs.push_back(last_added_effect());
+               gamma_conversion->add_self_to_effect_chain(this, inputs);
+               output_gamma_curve[gamma_conversion] = output_format.gamma_curve;
        }
 
        // Construct all needed GLSL programs, starting at the input.
        std::set<Effect *> completed_effects;
-       construct_glsl_programs(NULL, &completed_effects);
+       construct_glsl_programs(effects[0], &completed_effects);
 
        // If we have more than one phase, we need intermediate render-to-texture.
        // Construct an FBO, and then as many textures as we need.
@@ -409,79 +428,16 @@ void EffectChain::finalize()
                        effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
                }
        }
+               
+       (static_cast<Input *>(effects[0]))->finalize();
        
-       // 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;
-       }
-       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();
-       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
-       check_error();
-       
-       glGenTextures(1, &source_image_num);
-       check_error();
-       glBindTexture(GL_TEXTURE_2D, source_image_num);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       check_error();
-       // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
-       glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
-       check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
-       check_error();
-
        finalized = true;
 }
 
-void EffectChain::render_to_screen(unsigned char *src)
+void EffectChain::render_to_screen()
 {
        assert(finalized);
 
-       // Copy the pixel data into the PBO.
-       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
-       check_error();
-       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);
-       check_error();
-       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();
@@ -503,25 +459,19 @@ void EffectChain::render_to_screen(unsigned char *src)
        }
 
        std::set<Effect *> generated_mipmaps;
-       generated_mipmaps.insert(NULL);  // Already done further up.
+       generated_mipmaps.insert(effects[0]);  // Already done further up.
 
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
                glUseProgram(phases[phase].glsl_program_num);
                check_error();
 
-               // Set up inputs for this phase.
-               assert(!phases[phase].inputs.empty());
+               // Set up RTT inputs for this phase.
                for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
                        glActiveTexture(GL_TEXTURE0 + sampler);
                        Effect *input = phases[phase].inputs[sampler];
-                       if (input == NULL) {
-                               glBindTexture(GL_TEXTURE_2D, source_image_num);
-                               check_error();
-                       } else {
-                               assert(effect_output_textures.count(input) != 0);
-                               glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
-                               check_error();
-                       }
+                       assert(effect_output_textures.count(input) != 0);
+                       glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
+                       check_error();
                        if (phases[phase].input_needs_mipmaps) {
                                if (generated_mipmaps.count(input) == 0) {
                                        glGenerateMipmap(GL_TEXTURE_2D);
@@ -562,7 +512,7 @@ void EffectChain::render_to_screen(unsigned char *src)
                unsigned sampler_num = phases[phase].inputs.size();
                for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
                        Effect *effect = phases[phase].effects[i];
-                       effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+                       effect->set_gl_state(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
                }
 
                // Now draw!
@@ -583,11 +533,9 @@ void EffectChain::render_to_screen(unsigned char *src)
                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();
+               for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
+                       Effect *effect = phases[phase].effects[i];
+                       effect->clear_gl_state();
+               }
        }
 }