X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=48b60872173b283e6eba59c4ad97a2ba782566e3;hp=91b8e29f2c5fe12b5405e9778a3a3c948fab1d01;hb=9b4350ffc9c559b6ed666e1858ec7396455ff9ab;hpb=5aae6761385e1d64cb21b8c902f6b47b4f22690a diff --git a/effect_chain.h b/effect_chain.h index 91b8e29..48b6087 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -5,45 +5,81 @@ #include #include "effect.h" -#include "effect_id.h" #include "image_format.h" #include "input.h" +class EffectChain; +class Phase; + +// A node in the graph; basically an effect and some associated information. +class Node { +public: + Effect *effect; + bool disabled; + + // Edges in the graph (forward and backward). + std::vector outgoing_links; + std::vector incoming_links; + +private: + // Identifier used to create unique variables in GLSL. + std::string effect_id; + + // If output goes to RTT (otherwise, none of these are set). + // The Phase pointer is a but ugly; we should probably fix so + // that Phase takes other phases as inputs, instead of Node. + GLuint output_texture; + unsigned output_texture_width, output_texture_height; + Phase *phase; + + // Used during the building of the effect chain. + ColorSpace output_color_space; + GammaCurve output_gamma_curve; + + friend class EffectChain; +}; + +// A rendering phase; a single GLSL program rendering a single quad. +struct Phase { + GLint glsl_program_num; + bool input_needs_mipmaps; + + // Inputs are only inputs from other phases (ie., those that come from RTT); + // input textures are not counted here. + std::vector inputs; + + std::vector effects; // In order. + unsigned output_width, output_height; +}; + class EffectChain { public: - EffectChain(unsigned width, unsigned height); + EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9. // User API: // input, effects, output, finalize need to come in that specific order. - Input *add_input(const ImageFormat &format); + // EffectChain takes ownership of the given input. + // input is returned back for convenience. + Input *add_input(Input *input); - // The returned pointer is owned by EffectChain. - Effect *add_effect(EffectId effect) { + // EffectChain takes ownership of the given effect. + // effect is returned back for convenience. + Effect *add_effect(Effect *effect) { return add_effect(effect, last_added_effect()); } - Effect *add_effect(EffectId effect, Effect *input) { + Effect *add_effect(Effect *effect, Effect *input) { std::vector inputs; inputs.push_back(input); return add_effect(effect, inputs); } - Effect *add_effect(EffectId effect, Effect *input1, Effect *input2) { + Effect *add_effect(Effect *effect, Effect *input1, Effect *input2) { std::vector inputs; inputs.push_back(input1); inputs.push_back(input2); return add_effect(effect, inputs); } - Effect *add_effect(EffectId effect, const std::vector &inputs); - - // Similar to add_effect, but: - // - // * Does not insert any normalizing effects. - // * Does not ask the effect to insert itself, so it won't work - // with meta-effects. - // - // We should really separate out these two “sides” of Effect in the - // type system soon. - void add_effect_raw(Effect *effect, const std::vector &inputs); + Effect *add_effect(Effect *effect, const std::vector &inputs); void add_output(const ImageFormat &format); void finalize(); @@ -52,53 +88,81 @@ public: void render_to_screen(); Effect *last_added_effect() { - if (effects.empty()) { + if (nodes.empty()) { return NULL; } else { - return effects.back(); + return nodes.back()->effect; } } + // API for manipulating the graph directly. Intended to be used from + // effects and by EffectChain itself. + // + // Note that for nodes with multiple inputs, the order of calls to + // connect_nodes() will matter. + Node *add_node(Effect *effect); + void connect_nodes(Node *sender, Node *receiver); + void replace_receiver(Node *old_receiver, Node *new_receiver); + void replace_sender(Node *new_sender, Node *receiver); + void insert_node_between(Node *sender, Node *middle, Node *receiver); + private: - struct Phase { - GLint glsl_program_num; - bool input_needs_mipmaps; - std::vector inputs; // Only from other phases; input textures are not counted here. - std::vector effects; // In order. - }; + // Fits a rectangle of the given size to the current aspect ratio + // (aspect_nom/aspect_denom) and returns the new width and height. + unsigned fit_rectangle_to_aspect(unsigned width, unsigned height); - void set_use_srgb_texture_format(Effect *effect); - Effect *normalize_to_linear_gamma(Effect *input); - Effect *normalize_to_srgb(Effect *input); + // Determine the preferred output size of a given phase. + // Requires that all input phases (if any) already have output sizes set. + void find_output_size(Phase *phase); - void draw_vertex(float x, float y, const std::vector &inputs); + // Find all inputs eventually feeding into this effect that have + // output gamma different from GAMMA_LINEAR. + void find_all_nonlinear_inputs(Node *effect, std::vector *nonlinear_inputs); // Create a GLSL program computing the given effects in order. - Phase compile_glsl_program(const std::vector &inputs, const std::vector &effects); + Phase *compile_glsl_program(const std::vector &inputs, + const std::vector &effects); // Create all GLSL programs needed to compute the given effect, and all outputs // that depends on it (whenever possible). - void construct_glsl_programs(Effect *output); + void construct_glsl_programs(Node *output); + + // Output the current graph to the given file in a Graphviz-compatible format; + // only useful for debugging. + void output_dot(const char *filename); + + // Some of the graph algorithms assume that the nodes array is sorted + // topologically (inputs are always before outputs), but some operations + // (like graph rewriting) can change that. This function restores that order. + void sort_nodes_topologically(); + void topological_sort_visit_node(Node *node, std::set *visited_nodes, std::vector *sorted_list); + + // Used during finalize(). + void propagate_gamma_and_color_space(); + Node *find_output_node(); - unsigned width, height; + bool node_needs_colorspace_fix(Node *node); + void fix_internal_color_spaces(); + void fix_output_color_space(); + + bool node_needs_gamma_fix(Node *node); + void fix_internal_gamma_by_asking_inputs(unsigned step); + void fix_internal_gamma_by_inserting_nodes(unsigned step); + void fix_output_gamma(); + + float aspect_nom, aspect_denom; ImageFormat output_format; - std::vector effects; - std::vector inputs; // Also contained in effects. - std::map effect_ids; - std::map effect_output_textures; - std::map > outgoing_links; - std::map > incoming_links; + + std::vector nodes; + std::map node_map; + + std::vector inputs; // Also contained in nodes. GLuint fbo; - std::vector phases; + std::vector phases; GLenum format, bytes_per_pixel; bool finalized; - - // Used during the building of the effect chain. - std::map output_color_space; - std::map output_gamma_curve; }; - #endif // !defined(_EFFECT_CHAIN_H)