X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=0985ee4ef185432a959472b149daf29dc8249d2f;hp=f26da075f8e63aec551feb879b8fd0dd8c0c4943;hb=86b456fd6112ba54dd890c4f8be408d297de07d5;hpb=96a1cff51a8b7dc45ebe725e0d0685eecce31331 diff --git a/effect_chain.cpp b/effect_chain.cpp index f26da07..0985ee4 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -14,8 +14,9 @@ #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" +#include "blur_effect.h" EffectChain::EffectChain(unsigned width, unsigned height) : width(width), height(height), use_srgb_texture_format(false), finalized(false) {} @@ -45,8 +46,12 @@ 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(); + case EFFECT_BLUR: + return new BlurEffect(); } assert(false); } @@ -86,10 +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; } @@ -135,8 +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); @@ -144,7 +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(); @@ -156,33 +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(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(); - GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER); - GLuint 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; @@ -192,34 +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); @@ -234,20 +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(); + } }