]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Add a mirror effect.
[movit] / effect_chain.cpp
index a90f5f3a64db0ffea0427cc009fc106c56eebf0a..f860cad283e7983b543beb2e4cfbb93501e5f4cb 100644 (file)
@@ -14,6 +14,7 @@
 #include "lift_gamma_gain_effect.h"
 #include "colorspace_conversion_effect.h"
 #include "saturation_effect.h"
+#include "mirror_effect.h"
 #include "vignette_effect.h"
 #include "texture_enum.h"
 
@@ -45,6 +46,8 @@ Effect *instantiate_effect(EffectId effect)
                return new LiftGammaGainEffect();
        case EFFECT_SATURATION:
                return new SaturationEffect();
+       case EFFECT_MIRROR:
+               return new MirrorEffect();
        case EFFECT_VIGNETTE:
                return new VignetteEffect();
        }
@@ -155,9 +158,26 @@ void EffectChain::finalize()
                effects.push_back(gamma_conversion);
                current_gamma_curve = output_format.gamma_curve;
        }
+       
+       std::string vert_shader = read_file("header.vert");
+       for (unsigned i = 0; i < effects.size(); ++i) {
+               char effect_id[256];
+               sprintf(effect_id, "eff%d", i);
+       
+               vert_shader += "\n";
+               vert_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+               vert_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
+               vert_shader += replace_prefix(effects[i]->output_vertex_shader(), effect_id);
+               vert_shader += "#undef PREFIX\n";
+               vert_shader += "#undef FUNCNAME\n";
+               vert_shader += "#undef LAST_INPUT\n";
+               vert_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+               vert_shader += "\n";
+       }
+       vert_shader.append(read_file("footer.vert"));
+       printf("%s\n", vert_shader.c_str());
 
-       std::string frag_shader = read_file("header.glsl");
-
+       std::string frag_shader = read_file("header.frag");
        for (unsigned i = 0; i < effects.size(); ++i) {
                char effect_id[256];
                sprintf(effect_id, "eff%d", i);
@@ -165,18 +185,18 @@ void EffectChain::finalize()
                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 += 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";
        }
-       frag_shader.append(read_file("footer.glsl"));
+       frag_shader.append(read_file("footer.frag"));
        printf("%s\n", frag_shader.c_str());
        
        glsl_program_num = glCreateProgram();
-       GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+       GLuint vs_obj = compile_shader(vert_shader, GL_VERTEX_SHADER);
        GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
        glAttachShader(glsl_program_num, vs_obj);
        check_error();
@@ -185,21 +205,8 @@ void EffectChain::finalize()
        glLinkProgram(glsl_program_num);
        check_error();
 
-       finalized = true;
-}
-
-void EffectChain::render_to_screen(unsigned char *src)
-{
-       assert(finalized);
-
-       check_error();
-       glUseProgram(glsl_program_num);
-       check_error();
-
-       glActiveTexture(GL_TEXTURE0);
-       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
-
-       GLenum format, internal_format;
+       // Translate the format to OpenGL's enums.
+       GLenum internal_format;
        if (use_srgb_texture_format) {
                internal_format = GL_SRGB8;
        } else {
@@ -207,22 +214,65 @@ void EffectChain::render_to_screen(unsigned char *src)
        }
        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);
        }
 
-       static bool first = true;
-       if (first) {
-               glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, src);
-       } else {
-               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, src);
-       }
+       // Create PBO to hold the texture, 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);
+       
+       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+       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;
+}
+
+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();
+       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);
+       check_error();
+       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+       check_error();
+       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+       check_error();
+
+       glUseProgram(glsl_program_num);
+       check_error();
+
        check_error();
        glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);