1 #define GL_GLEXT_PROTOTYPES 1
14 #include "effect_chain.h"
15 #include "gamma_expansion_effect.h"
16 #include "gamma_compression_effect.h"
17 #include "lift_gamma_gain_effect.h"
18 #include "colorspace_conversion_effect.h"
19 #include "sandbox_effect.h"
20 #include "saturation_effect.h"
21 #include "mirror_effect.h"
22 #include "vignette_effect.h"
23 #include "blur_effect.h"
24 #include "diffusion_effect.h"
26 EffectChain::EffectChain(unsigned width, unsigned height)
29 use_srgb_texture_format(false),
32 void EffectChain::add_input(const ImageFormat &format)
34 input_format = format;
35 output_color_space.insert(std::make_pair(static_cast<Effect *>(NULL), format.color_space));
36 output_gamma_curve.insert(std::make_pair(static_cast<Effect *>(NULL), format.gamma_curve));
37 effect_ids.insert(std::make_pair(static_cast<Effect *>(NULL), "src_image"));
40 void EffectChain::add_output(const ImageFormat &format)
42 output_format = format;
45 void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs)
48 sprintf(effect_id, "eff%u", (unsigned)effects.size());
50 effects.push_back(effect);
51 effect_ids.insert(std::make_pair(effect, effect_id));
52 assert(inputs.size() == effect->num_inputs());
53 for (unsigned i = 0; i < inputs.size(); ++i) {
54 if (inputs[i] != NULL) {
55 assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
57 outgoing_links[inputs[i]].push_back(effect);
59 incoming_links.insert(std::make_pair(effect, inputs));
60 output_gamma_curve[effect] = output_gamma_curve[last_added_effect()];
61 output_color_space[effect] = output_color_space[last_added_effect()];
64 Effect *instantiate_effect(EffectId effect)
67 case EFFECT_GAMMA_EXPANSION:
68 return new GammaExpansionEffect();
69 case EFFECT_GAMMA_COMPRESSION:
70 return new GammaCompressionEffect();
71 case EFFECT_COLOR_SPACE_CONVERSION:
72 return new ColorSpaceConversionEffect();
74 return new SandboxEffect();
75 case EFFECT_LIFT_GAMMA_GAIN:
76 return new LiftGammaGainEffect();
77 case EFFECT_SATURATION:
78 return new SaturationEffect();
80 return new MirrorEffect();
82 return new VignetteEffect();
84 return new BlurEffect();
85 case EFFECT_DIFFUSION:
86 return new DiffusionEffect();
91 Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
93 assert(output_gamma_curve.count(input) != 0);
94 if (output_gamma_curve[input] == GAMMA_sRGB) {
95 // TODO: check if the extension exists
96 use_srgb_texture_format = true;
97 output_gamma_curve[input] = GAMMA_LINEAR;
100 GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
101 gamma_conversion->set_int("source_curve", output_gamma_curve[input]);
102 std::vector<Effect *> inputs;
103 inputs.push_back(input);
104 gamma_conversion->add_self_to_effect_chain(this, inputs);
105 output_gamma_curve[gamma_conversion] = GAMMA_LINEAR;
106 return gamma_conversion;
110 Effect *EffectChain::normalize_to_srgb(Effect *input)
112 assert(output_gamma_curve.count(input) != 0);
113 assert(output_color_space.count(input) != 0);
114 assert(output_gamma_curve[input] == GAMMA_LINEAR);
115 ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
116 colorspace_conversion->set_int("source_space", output_color_space[input]);
117 colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
118 std::vector<Effect *> inputs;
119 inputs.push_back(input);
120 colorspace_conversion->add_self_to_effect_chain(this, inputs);
121 output_color_space[colorspace_conversion] = COLORSPACE_sRGB;
122 return colorspace_conversion;
125 Effect *EffectChain::add_effect(EffectId effect_id, const std::vector<Effect *> &inputs)
127 Effect *effect = instantiate_effect(effect_id);
129 assert(inputs.size() == effect->num_inputs());
131 std::vector<Effect *> normalized_inputs = inputs;
132 for (unsigned i = 0; i < normalized_inputs.size(); ++i) {
133 assert(output_gamma_curve.count(normalized_inputs[i]) != 0);
134 if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) {
135 normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]);
137 assert(output_color_space.count(normalized_inputs[i]) != 0);
138 if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) {
139 normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]);
143 effect->add_self_to_effect_chain(this, normalized_inputs);
147 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
148 std::string replace_prefix(const std::string &text, const std::string &prefix)
153 while (start < text.size()) {
154 size_t pos = text.find("PREFIX(", start);
155 if (pos == std::string::npos) {
156 output.append(text.substr(start, std::string::npos));
160 output.append(text.substr(start, pos - start));
161 output.append(prefix);
164 pos += strlen("PREFIX(");
166 // Output stuff until we find the matching ), which we then eat.
168 size_t end_arg_pos = pos;
169 while (end_arg_pos < text.size()) {
170 if (text[end_arg_pos] == '(') {
172 } else if (text[end_arg_pos] == ')') {
180 output.append(text.substr(pos, end_arg_pos - pos));
188 EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
190 assert(!inputs.empty());
191 assert(!effects.empty());
193 // Figure out the true set of inputs to this phase. These are the ones
194 // that we need somehow but don't calculate ourselves.
195 std::set<Effect *> effect_set(effects.begin(), effects.end());
196 std::set<Effect *> input_set(inputs.begin(), inputs.end());
197 std::vector<Effect *> true_inputs;
198 std::set_difference(input_set.begin(), input_set.end(),
199 effect_set.begin(), effect_set.end(),
200 std::back_inserter(true_inputs));
202 bool input_needs_mipmaps = false;
203 std::string frag_shader = read_file("header.frag");
205 // Create functions for all the texture inputs that we need.
206 for (unsigned i = 0; i < true_inputs.size(); ++i) {
207 Effect *effect = true_inputs[i];
208 assert(effect_ids.count(effect) != 0);
209 std::string effect_id = effect_ids[effect];
211 frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
212 frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
213 if (effect == NULL) {
214 // OpenGL's origin is bottom-left, but most graphics software assumes
215 // a top-left origin. Thus, for inputs that come from the user,
216 // we flip the y coordinate. However, for FBOs, the origin
217 // is all correct, so don't do anything.
218 frag_shader += "\ttc.y = 1.0f - tc.y;\n";
220 frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
221 frag_shader += "}\n";
225 std::string last_effect_id;
226 for (unsigned i = 0; i < effects.size(); ++i) {
227 Effect *effect = effects[i];
228 assert(effect != NULL);
229 assert(effect_ids.count(effect) != 0);
230 std::string effect_id = effect_ids[effect];
231 last_effect_id = effect_id;
233 if (incoming_links[effect].size() == 1) {
234 frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n";
236 for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
238 sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str());
244 frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
245 frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id);
246 frag_shader += replace_prefix(effect->output_fragment_shader(), effect_id);
247 frag_shader += "#undef PREFIX\n";
248 frag_shader += "#undef FUNCNAME\n";
249 if (incoming_links[effect].size() == 1) {
250 frag_shader += "#undef INPUT\n";
252 for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
254 sprintf(buf, "#undef INPUT%d\n", j + 1);
260 input_needs_mipmaps |= effect->needs_mipmaps();
262 assert(!last_effect_id.empty());
263 frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
264 frag_shader.append(read_file("footer.frag"));
265 printf("%s\n", frag_shader.c_str());
267 GLuint glsl_program_num = glCreateProgram();
268 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
269 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
270 glAttachShader(glsl_program_num, vs_obj);
272 glAttachShader(glsl_program_num, fs_obj);
274 glLinkProgram(glsl_program_num);
278 phase.glsl_program_num = glsl_program_num;
279 phase.input_needs_mipmaps = input_needs_mipmaps;
280 phase.inputs = true_inputs;
281 phase.effects = effects;
286 // Construct GLSL programs, starting at the given effect and following
287 // the chain from there. We end a program every time we come to an effect
288 // marked as "needs texture bounce", one that is used by multiple other
289 // effects, and of course at the end.
290 void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects)
292 if (completed_effects->count(start) != 0) {
293 // This has already been done for us.
297 std::vector<Effect *> this_phase_inputs; // Also includes all intermediates; these will be filtered away later.
298 std::vector<Effect *> this_phase_effects;
299 Effect *node = start;
300 for ( ;; ) { // Termination condition within loop.
302 this_phase_inputs.push_back(node);
304 // Check that we have all the inputs we need for this effect.
305 // If not, we end the phase here right away; the other side
306 // of the input chain will eventually come and pick the effect up.
307 assert(incoming_links.count(node) != 0);
308 std::vector<Effect *> deps = incoming_links[node];
309 assert(!deps.empty());
310 bool have_all_deps = true;
311 for (unsigned i = 0; i < deps.size(); ++i) {
312 if (completed_effects->count(deps[i]) == 0) {
313 have_all_deps = false;
318 if (!have_all_deps) {
319 if (!this_phase_effects.empty()) {
320 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
324 this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end());
325 this_phase_effects.push_back(node);
327 completed_effects->insert(node);
329 // Find all the effects that use this one as a direct input.
330 if (outgoing_links.count(node) == 0) {
331 // End of the line; output.
332 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
336 std::vector<Effect *> next = outgoing_links[node];
337 assert(!next.empty());
338 if (next.size() > 1) {
339 // More than one effect uses this as the input.
340 // The easiest thing to do (and probably also the safest
341 // performance-wise in most cases) is to bounce it to a texture
342 // and then let the next passes read from that.
344 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
347 // Start phases for all the effects that need us (in arbitrary order).
348 for (unsigned i = 0; i < next.size(); ++i) {
349 construct_glsl_programs(next[i], completed_effects);
354 // OK, only one effect uses this as the input. Keep iterating,
355 // but first see if it requires a texture bounce; if so, give it
356 // one by starting a new phase.
358 if (node->needs_texture_bounce()) {
359 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
360 this_phase_inputs.clear();
361 this_phase_effects.clear();
366 void EffectChain::finalize()
368 // Add normalizers to get the output format right.
369 assert(output_gamma_curve.count(last_added_effect()) != 0);
370 assert(output_color_space.count(last_added_effect()) != 0);
371 ColorSpace current_color_space = output_color_space[last_added_effect()]; // FIXME
372 if (current_color_space != output_format.color_space) {
373 ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
374 colorspace_conversion->set_int("source_space", current_color_space);
375 colorspace_conversion->set_int("destination_space", output_format.color_space);
376 std::vector<Effect *> inputs;
377 inputs.push_back(last_added_effect());
378 colorspace_conversion->add_self_to_effect_chain(this, inputs);
379 output_color_space[colorspace_conversion] = output_format.color_space;
381 GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect()]; // FIXME
382 if (current_gamma_curve != output_format.gamma_curve) {
383 if (current_gamma_curve != GAMMA_LINEAR) {
384 normalize_to_linear_gamma(last_added_effect()); // FIXME
386 assert(current_gamma_curve == GAMMA_LINEAR);
387 GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
388 gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
389 std::vector<Effect *> inputs;
390 inputs.push_back(last_added_effect());
391 gamma_conversion->add_self_to_effect_chain(this, inputs);
392 output_gamma_curve[gamma_conversion] = output_format.gamma_curve;
395 // Construct all needed GLSL programs, starting at the input.
396 std::set<Effect *> completed_effects;
397 construct_glsl_programs(NULL, &completed_effects);
399 // If we have more than one phase, we need intermediate render-to-texture.
400 // Construct an FBO, and then as many textures as we need.
401 // We choose the simplest option of having one texture per output,
402 // since otherwise this turns into an (albeit simple)
403 // register allocation problem.
404 if (phases.size() > 1) {
405 glGenFramebuffers(1, &fbo);
407 for (unsigned i = 0; i < phases.size() - 1; ++i) {
408 Effect *output_effect = phases[i].effects.back();
410 glGenTextures(1, &temp_texture);
412 glBindTexture(GL_TEXTURE_2D, temp_texture);
414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
418 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
420 effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
424 // Translate the input format to OpenGL's enums.
425 GLenum internal_format;
426 if (use_srgb_texture_format) {
427 internal_format = GL_SRGB8;
429 internal_format = GL_RGBA8;
431 if (input_format.pixel_format == FORMAT_RGB) {
434 } else if (input_format.pixel_format == FORMAT_RGBA) {
437 } else if (input_format.pixel_format == FORMAT_BGR) {
440 } else if (input_format.pixel_format == FORMAT_BGRA) {
447 // Create PBO to hold the texture holding the input image, and then the texture itself.
448 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
450 glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
452 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
455 glGenTextures(1, &source_image_num);
457 glBindTexture(GL_TEXTURE_2D, source_image_num);
459 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
461 // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
462 glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
464 glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
470 void EffectChain::render_to_screen(unsigned char *src)
474 // Copy the pixel data into the PBO.
475 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
477 void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
478 memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
479 glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
482 // Re-upload the texture from the PBO.
483 glActiveTexture(GL_TEXTURE0);
485 glBindTexture(GL_TEXTURE_2D, source_image_num);
487 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
489 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
491 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
493 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
499 glDisable(GL_DEPTH_TEST);
501 glDepthMask(GL_FALSE);
504 glMatrixMode(GL_PROJECTION);
506 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
508 glMatrixMode(GL_MODELVIEW);
511 if (phases.size() > 1) {
512 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
516 std::set<Effect *> generated_mipmaps;
517 generated_mipmaps.insert(NULL); // Already done further up.
519 for (unsigned phase = 0; phase < phases.size(); ++phase) {
520 glUseProgram(phases[phase].glsl_program_num);
523 // Set up inputs for this phase.
524 assert(!phases[phase].inputs.empty());
525 for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
526 glActiveTexture(GL_TEXTURE0 + sampler);
527 Effect *input = phases[phase].inputs[sampler];
529 glBindTexture(GL_TEXTURE_2D, source_image_num);
532 assert(effect_output_textures.count(input) != 0);
533 glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
536 if (phases[phase].input_needs_mipmaps) {
537 if (generated_mipmaps.count(input) == 0) {
538 glGenerateMipmap(GL_TEXTURE_2D);
540 generated_mipmaps.insert(input);
542 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
545 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
549 assert(effect_ids.count(input));
550 std::string texture_name = std::string("tex_") + effect_ids[input];
551 glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
555 // And now the output.
556 if (phase == phases.size() - 1) {
557 // Last phase goes directly to the screen.
558 glBindFramebuffer(GL_FRAMEBUFFER, 0);
561 Effect *last_effect = phases[phase].effects.back();
562 assert(effect_output_textures.count(last_effect) != 0);
563 glFramebufferTexture2D(
565 GL_COLOR_ATTACHMENT0,
567 effect_output_textures[last_effect],
572 // Give the required parameters to all the effects.
573 unsigned sampler_num = phases[phase].inputs.size();
574 for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
575 Effect *effect = phases[phase].effects[i];
576 effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
582 glTexCoord2f(0.0f, 0.0f);
583 glVertex2f(0.0f, 0.0f);
585 glTexCoord2f(1.0f, 0.0f);
586 glVertex2f(1.0f, 0.0f);
588 glTexCoord2f(1.0f, 1.0f);
589 glVertex2f(1.0f, 1.0f);
591 glTexCoord2f(0.0f, 1.0f);
592 glVertex2f(0.0f, 1.0f);
598 glActiveTexture(GL_TEXTURE0);
599 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
601 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);