X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=21c4a0d1d2cf84e8a2eb3f80153715557aab8d1c;hp=c3e1fbaf11ac2c1001ee6b3e70c95f6c3c2207ac;hb=d88ed3150376693000665b9016c0350d5d90e9e1;hpb=09c983894685554b41f622dadd40ac1a4efc527d diff --git a/effect_chain.cpp b/effect_chain.cpp index c3e1fba..21c4a0d 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,8 +1,7 @@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include -#include #include #include #include @@ -53,15 +52,6 @@ EffectChain::~EffectChain() delete nodes[i]; } for (unsigned i = 0; i < phases.size(); ++i) { - glBindVertexArray(phases[i]->vao); - check_error(); - - cleanup_vertex_attribute(phases[i]->glsl_program_num, "position", phases[i]->position_vbo); - cleanup_vertex_attribute(phases[i]->glsl_program_num, "texcoord", phases[i]->texcoord_vbo); - - glBindVertexArray(0); - check_error(); - resource_pool->release_glsl_program(phases[i]->glsl_program_num); delete phases[i]; } @@ -238,7 +228,7 @@ string replace_prefix(const string &text, const string &prefix) void EffectChain::compile_glsl_program(Phase *phase) { - string frag_shader = read_file("header.frag"); + string frag_shader = read_version_dependent_file("header", "frag"); // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < phase->inputs.size(); ++i) { @@ -249,7 +239,7 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n"; + frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } @@ -288,30 +278,10 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += "\n"; } frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; - frag_shader.append(read_file("footer.frag")); - - phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); - - // Prepare the geometry for the fullscreen quad used in this phase. - // (We have separate VAOs per shader, since the bindings can in theory - // be different.) - float vertices[] = { - 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 1.0f, - 1.0f, 0.0f - }; - - glGenVertexArrays(1, &phase->vao); - check_error(); - glBindVertexArray(phase->vao); - check_error(); + frag_shader.append(read_version_dependent_file("footer", "frag")); - phase->position_vbo = fill_vertex_attribute(phase->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); - phase->texcoord_vbo = fill_vertex_attribute(phase->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. - - glBindVertexArray(0); - check_error(); + string vert_shader = read_version_dependent_file("vs", "vert"); + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); } // Construct GLSL programs, starting at the given effect and following @@ -1359,10 +1329,6 @@ Node *EffectChain::find_output_node() void EffectChain::finalize() { - // Save the current locale, and set it to C, so that we can output decimal - // numbers with printf and be sure to get them in the format mandated by GLSL. - char *saved_locale = setlocale(LC_NUMERIC, "C"); - // Output the graph as it is before we do any conversions on it. output_dot("step0-start.dot"); @@ -1425,7 +1391,6 @@ void EffectChain::finalize() assert(phases[0]->inputs.empty()); finalized = true; - setlocale(LC_NUMERIC, saved_locale); } void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height) @@ -1434,8 +1399,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height // Save original viewport. GLuint x = 0, y = 0; - GLuint fbo = 0; - void *context = get_gl_context_identifier(); if (width == 0 && height == 0) { GLint viewport[4]; @@ -1463,50 +1426,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { Phase *phase = phases[phase_num]; - // Find a texture for this phase. - inform_input_sizes(phase); - if (phase_num != phases.size() - 1) { - find_output_size(phase); - - GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); - output_textures.insert(make_pair(phase, tex_num)); - } - - const GLuint glsl_program_num = phase->glsl_program_num; - check_error(); - glUseProgram(glsl_program_num); - check_error(); - - // Set up RTT inputs for this phase. - for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { - glActiveTexture(GL_TEXTURE0 + sampler); - Phase *input = phase->inputs[sampler]; - input->output_node->bound_sampler_num = sampler; - glBindTexture(GL_TEXTURE_2D, output_textures[input]); - check_error(); - if (phase->input_needs_mipmaps) { - if (generated_mipmaps.count(input) == 0) { - glGenerateMipmap(GL_TEXTURE_2D); - check_error(); - generated_mipmaps.insert(input); - } - 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(); - } - 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(); - - string texture_name = string("tex_") + phase->effect_ids[input->output_node]; - glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); - check_error(); - } - - // And now the output. if (phase_num == phases.size() - 1) { // Last phase goes to the output the user specified. glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); @@ -1518,64 +1437,136 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height CHECK(dither_effect->set_int("output_width", width)); CHECK(dither_effect->set_int("output_height", height)); } - } else { - fbo = resource_pool->create_fbo(context, GL_RGBA16F, phase->output_width, phase->output_height); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - check_error(); - glFramebufferTexture2D( - GL_FRAMEBUFFER, - GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - output_textures[phase], - 0); - check_error(); - GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - assert(status == GL_FRAMEBUFFER_COMPLETE); - glViewport(0, 0, phase->output_width, phase->output_height); } + execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps); + } - // Give the required parameters to all the effects. - unsigned sampler_num = phase->inputs.size(); - for (unsigned i = 0; i < phase->effects.size(); ++i) { - Node *node = phase->effects[i]; - unsigned old_sampler_num = sampler_num; - node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); - check_error(); + for (map::const_iterator texture_it = output_textures.begin(); + texture_it != output_textures.end(); + ++texture_it) { + resource_pool->release_2d_texture(texture_it->second); + } - if (node->effect->is_single_texture()) { - assert(sampler_num - old_sampler_num == 1); - node->bound_sampler_num = old_sampler_num; - } else { - node->bound_sampler_num = -1; - } - } + glBindFramebuffer(GL_FRAMEBUFFER, 0); + check_error(); + glUseProgram(0); + check_error(); +} - glBindVertexArray(phase->vao); +void EffectChain::execute_phase(Phase *phase, bool last_phase, map *output_textures, set *generated_mipmaps) +{ + GLuint fbo = 0; + + // Find a texture for this phase. + inform_input_sizes(phase); + if (!last_phase) { + find_output_size(phase); + + GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); + output_textures->insert(make_pair(phase, tex_num)); + } + + const GLuint glsl_program_num = phase->glsl_program_num; + check_error(); + glUseProgram(glsl_program_num); + check_error(); + + // Set up RTT inputs for this phase. + for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { + glActiveTexture(GL_TEXTURE0 + sampler); + Phase *input = phase->inputs[sampler]; + input->output_node->bound_sampler_num = sampler; + glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]); check_error(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) { + glGenerateMipmap(GL_TEXTURE_2D); + check_error(); + generated_mipmaps->insert(input); + } + setup_rtt_sampler(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps); + } + + // And now the output. (Already set up for us if it is the last phase.) + if (!last_phase) { + fbo = resource_pool->create_fbo((*output_textures)[phase]); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, phase->output_width, phase->output_height); + } + + // Give the required parameters to all the effects. + unsigned sampler_num = phase->inputs.size(); + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + unsigned old_sampler_num = sampler_num; + node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); check_error(); - for (unsigned i = 0; i < phase->effects.size(); ++i) { - Node *node = phase->effects[i]; - node->effect->clear_gl_state(); - } - if (phase_num != phases.size() - 1) { - resource_pool->release_fbo(fbo); + if (node->effect->is_single_texture()) { + assert(sampler_num - old_sampler_num == 1); + node->bound_sampler_num = old_sampler_num; + } else { + node->bound_sampler_num = -1; } } - for (map::const_iterator texture_it = output_textures.begin(); - texture_it != output_textures.end(); - ++texture_it) { - resource_pool->release_2d_texture(texture_it->second); - } + // Now draw! + float vertices[] = { + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f + }; - glBindFramebuffer(GL_FRAMEBUFFER, 0); + GLuint vao; + glGenVertexArrays(1, &vao); check_error(); - glBindVertexArray(0); + glBindVertexArray(vao); check_error(); + + GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); + GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + check_error(); + + cleanup_vertex_attribute(glsl_program_num, "position", position_vbo); + cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo); + glUseProgram(0); check_error(); + + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + node->effect->clear_gl_state(); + } + + if (!last_phase) { + resource_pool->release_fbo(fbo); + } + + glDeleteVertexArrays(1, &vao); + check_error(); +} + +void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps) +{ + glActiveTexture(GL_TEXTURE0 + sampler_num); + check_error(); + if (use_mipmaps) { + 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(); + } + 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(); + + string texture_name = string("tex_") + effect_id; + glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler_num); + check_error(); } } // namespace movit