X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=a8381505109affe8ade2becd09009c58b15b1233;hp=05adfd835a5b2189e3e5da319c12dd47ac5ff45a;hb=430394b9790b9a7083aac549f607047499788710;hpb=a88f299483ffe5068cd2828513078b9103325da8 diff --git a/effect_chain.cpp b/effect_chain.cpp index 05adfd8..a838150 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,12 +1,21 @@ +#define GL_GLEXT_PROTOTYPES 1 + +#include +#include #include +#include +#include + +#include "util.h" #include "effect_chain.h" #include "gamma_expansion_effect.h" #include "lift_gamma_gain_effect.h" #include "colorspace_conversion_effect.h" +#include "texture_enum.h" EffectChain::EffectChain(unsigned width, unsigned height) - : width(width), height(height) {} + : width(width), height(height), finalized(false) {} void EffectChain::add_input(const ImageFormat &format) { @@ -53,7 +62,143 @@ Effect *EffectChain::add_effect(EffectId effect_id) current_color_space = COLORSPACE_sRGB; } + // not handled yet + assert(!effect->needs_many_samples()); + assert(!effect->needs_mipmaps()); + effects.push_back(effect); return effect; } +// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with _x. +std::string replace_prefix(const std::string &text, const std::string &prefix) +{ + std::string output; + size_t start = 0; + + while (start < text.size()) { + size_t pos = text.find("PREFIX(", start); + if (pos == std::string::npos) { + output.append(text.substr(start, std::string::npos)); + break; + } + + output.append(text.substr(start, pos - start)); + output.append(prefix); + output.append("_"); + + pos += strlen("PREFIX("); + + // Output stuff until we find the matching ), which we then eat. + int depth = 1; + size_t end_arg_pos = pos; + while (end_arg_pos < text.size()) { + if (text[end_arg_pos] == '(') { + ++depth; + } else if (text[end_arg_pos] == ')') { + --depth; + if (depth == 0) { + break; + } + } + ++end_arg_pos; + } + output.append(text.substr(pos, end_arg_pos - pos)); + ++end_arg_pos; + assert(depth == 0); + start = end_arg_pos; + } + return output; +} + +void EffectChain::finalize() +{ + std::string frag_shader = read_file("header.glsl"); + + for (unsigned i = 0; i < effects.size(); ++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_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"; + } + frag_shader.append(read_file("footer.glsl")); + printf("%s\n", frag_shader.c_str()); + + glsl_program_num = glCreateProgram(); + GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER); + GLhandleARB 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(); + + 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); + + // TODO: use sRGB textures if applicable + if (input_format.pixel_format == FORMAT_RGB) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src); + } else if (input_format.pixel_format == FORMAT_RGBA) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 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) { + // effects[i]->set_uniforms(); + //} + + glDisable(GL_BLEND); + check_error(); + glDisable(GL_DEPTH_TEST); + check_error(); + glDepthMask(GL_FALSE); + check_error(); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glBegin(GL_QUADS); + + 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(); +}