-#include "../../StdAfx.h"\r
+/*\r
+* copyright (c) 2010 Sveriges Television AB <info@casparcg.com>\r
+*\r
+* This file is part of CasparCG.\r
+*\r
+* CasparCG is free software: you can redistribute it and/or modify\r
+* it under the terms of the GNU General Public License as published by\r
+* the Free Software Foundation, either version 3 of the License, or\r
+* (at your option) any later version.\r
+*\r
+* CasparCG is distributed in the hope that it will be useful,\r
+* but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+* GNU General Public License for more details.\r
+\r
+* You should have received a copy of the GNU General Public License\r
+* along with CasparCG. If not, see <http://www.gnu.org/licenses/>.\r
+*\r
+*/\r
+#include "../../stdafx.h"\r
\r
#include "image_kernel.h"\r
\r
-#include "image_mixer.h"\r
+#include "image_shader.h"\r
+\r
+#include "blending_glsl.h"\r
+#include "../gpu/shader.h"\r
+#include "../gpu/device_buffer.h"\r
+#include "../gpu/ogl_device.h"\r
\r
#include <common/exception/exceptions.h>\r
#include <common/gl/gl_check.h>\r
+#include <common/env.h>\r
+\r
+#include <core/video_format.h>\r
+#include <core/producer/frame/pixel_format.h>\r
+#include <core/producer/frame/image_transform.h>\r
\r
-#include <Glee.h>\r
+#include <GL/glew.h>\r
\r
#include <boost/noncopyable.hpp>\r
\r
#include <unordered_map>\r
\r
namespace caspar { namespace core {\r
-\r
-class shader_program\r
-{\r
- GLuint program_;\r
-public:\r
-\r
- shader_program() : program_(0) {}\r
- shader_program(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)\r
- {\r
- GLint success;\r
- \r
- const char* vertex_source = vertex_source_str.c_str();\r
- \r
- auto vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);\r
- \r
- GL(glShaderSourceARB(vertex_shader, 1, &vertex_source, NULL));\r
- GL(glCompileShaderARB(vertex_shader));\r
-\r
- GL(glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
- if (success == GL_FALSE)\r
- {\r
- char info[2048];\r
- GL(glGetInfoLogARB(vertex_shader, sizeof(info), 0, info));\r
- GL(glDeleteObjectARB(vertex_shader));\r
- std::stringstream str;\r
- str << "Failed to compile vertex shader:" << std::endl << info << std::endl;\r
- BOOST_THROW_EXCEPTION(gl::gl_error() << msg_info(str.str()));\r
- }\r
- \r
- const char* fragment_source = fragment_source_str.c_str();\r
- \r
- auto fragmemt_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);\r
- \r
- GL(glShaderSourceARB(fragmemt_shader, 1, &fragment_source, NULL));\r
- GL(glCompileShaderARB(fragmemt_shader));\r
-\r
- GL(glGetObjectParameterivARB(fragmemt_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
- if (success == GL_FALSE)\r
- {\r
- char info[2048];\r
- GL(glGetInfoLogARB(fragmemt_shader, sizeof(info), 0, info));\r
- GL(glDeleteObjectARB(fragmemt_shader));\r
- std::stringstream str;\r
- str << "Failed to compile fragment shader:" << std::endl << info << std::endl;\r
- BOOST_THROW_EXCEPTION(gl::gl_error() << msg_info(str.str()));\r
- }\r
- \r
- program_ = glCreateProgramObjectARB();\r
- \r
- GL(glAttachObjectARB(program_, vertex_shader));\r
- GL(glAttachObjectARB(program_, fragmemt_shader));\r
-\r
- GL(glLinkProgramARB(program_));\r
- \r
- GL(glDeleteObjectARB(vertex_shader));\r
- GL(glDeleteObjectARB(fragmemt_shader));\r
-\r
- GL(glGetObjectParameterivARB(program_, GL_OBJECT_LINK_STATUS_ARB, &success));\r
- if (success == GL_FALSE)\r
- {\r
- char info[2048];\r
- GL(glGetInfoLogARB(program_, sizeof(info), 0, info));\r
- GL(glDeleteObjectARB(program_));\r
- std::stringstream str;\r
- str << "Failed to link shader program:" << std::endl << info << std::endl;\r
- BOOST_THROW_EXCEPTION(gl::gl_error() << msg_info(str.str()));\r
- }\r
- GL(glUseProgramObjectARB(program_));\r
- glUniform1i(glGetUniformLocation(program_, "plane[0]"), 0);\r
- glUniform1i(glGetUniformLocation(program_, "plane[1]"), 1);\r
- glUniform1i(glGetUniformLocation(program_, "plane[2]"), 2);\r
- glUniform1i(glGetUniformLocation(program_, "plane[3]"), 3);\r
- }\r
-\r
- GLint get_location(const char* name)\r
- {\r
- GLint loc = glGetUniformLocation(program_, name);\r
- return loc;\r
- }\r
-\r
- shader_program& operator=(shader_program&& other) \r
- {\r
- program_ = other.program_; \r
- other.program_ = 0; \r
- return *this;\r
- }\r
-\r
- ~shader_program()\r
- {\r
- glDeleteProgram(program_);\r
- }\r
-\r
- void use()\r
- { \r
- GL(glUseProgramObjectARB(program_)); \r
- }\r
-};\r
-\r
-GLubyte progressive_pattern[] = {\r
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
- 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xFF, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff};\r
\r
GLubyte upper_pattern[] = {\r
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,\r
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};\r
\r
-struct image_kernel::implementation\r
+struct image_kernel::implementation : boost::noncopyable\r
{ \r
- std::unordered_map<pixel_format::type, shader_program> shaders_;\r
-\r
-public:\r
- std::unordered_map<pixel_format::type, shader_program>& shaders()\r
+ std::shared_ptr<shader> shader_;\r
+ bool blend_modes_;\r
+ \r
+ void draw(ogl_device& ogl,\r
+ render_item&& item,\r
+ const safe_ptr<device_buffer>& background,\r
+ const std::shared_ptr<device_buffer>& local_key, \r
+ const std::shared_ptr<device_buffer>& layer_key)\r
{\r
- GL(glEnable(GL_POLYGON_STIPPLE));\r
- GL(glEnable(GL_BLEND));\r
- GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); \r
+ static const double epsilon = 0.001;\r
\r
- if(shaders_.empty())\r
- {\r
- std::string common_vertex = \r
- "void main() "\r
- "{ "\r
- " gl_TexCoord[0] = gl_MultiTexCoord0; "\r
- " gl_FrontColor = gl_Color; "\r
- " gl_Position = ftransform(); "\r
- "} ";\r
-\r
- std::string common_fragment = \r
- "uniform sampler2D plane[4]; "\r
- "uniform float color_gain; "\r
- \r
- // NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf \r
- // TODO: Support for more yuv formats might be needed. \r
- "vec4 ycbcra_to_bgra(float y, float cb, float cr, float a) "\r
- "{ "\r
- " cb -= 0.5; "\r
- " cr -= 0.5; "\r
- " y = 1.164*(y-0.0625); "\r
- " "\r
- " vec4 color; "\r
- " color.r = y + 1.596 * cr; "\r
- " color.g = y - 0.813 * cr - 0.337633 * cb; "\r
- " color.b = y + 2.017 * cb; "\r
- " color.a = a; "\r
- " "\r
- " return color; "\r
- "} " \r
- " ";\r
+ CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());\r
+\r
+ if(item.textures.empty())\r
+ return;\r
+\r
+ if(item.transform.get_opacity() < epsilon)\r
+ return;\r
+ \r
+ // Bind textures\r
+\r
+ for(size_t n = 0; n < item.textures.size(); ++n)\r
+ item.textures[n]->bind(n);\r
+\r
+ if(local_key)\r
+ local_key->bind(texture_id::local_key);\r
+ \r
+ if(layer_key)\r
+ layer_key->bind(texture_id::layer_key);\r
\r
- shaders_[pixel_format::abgr] = shader_program(common_vertex, common_fragment +\r
+ // Setup shader\r
\r
- "void main() "\r
- "{ "\r
- " vec4 abgr = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " gl_FragColor = abgr.argb * color_gain; "\r
- "} ");\r
+ if(!shader_)\r
+ shader_ = get_image_shader(ogl, blend_modes_);\r
+ \r
+ ogl.use(*shader_);\r
+\r
+ shader_->set("plane[0]", texture_id::plane0);\r
+ shader_->set("plane[1]", texture_id::plane1);\r
+ shader_->set("plane[2]", texture_id::plane2);\r
+ shader_->set("plane[3]", texture_id::plane3);\r
+ shader_->set("local_key", texture_id::local_key);\r
+ shader_->set("layer_key", texture_id::layer_key);\r
+ shader_->set("is_hd", item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
+ shader_->set("has_local_key", local_key);\r
+ shader_->set("has_layer_key", layer_key);\r
+ shader_->set("pixel_format", item.pix_desc.pix_fmt); \r
+ \r
+ // Setup blend_func\r
\r
- shaders_[pixel_format::argb]= shader_program(common_vertex, common_fragment +\r
+ if(blend_modes_)\r
+ {\r
+ background->bind(6);\r
+\r
+ shader_->set("background", texture_id::background);\r
+ shader_->set("blend_mode", item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
+ }\r
\r
- "void main() " \r
- "{ "\r
- " vec4 argb = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " gl_FragColor = argb.grab * gl_Color * color_gain; "\r
- "} ");\r
+ // Setup image-adjustements\r
+\r
+ auto levels = item.transform.get_levels();\r
+\r
+ if(levels.min_input > epsilon ||\r
+ levels.max_input < 1.0-epsilon ||\r
+ levels.min_output > epsilon ||\r
+ levels.max_output < 1.0-epsilon ||\r
+ std::abs(levels.gamma - 1.0) > epsilon)\r
+ {\r
+ shader_->set("levels", true); \r
+ shader_->set("min_input", levels.min_input); \r
+ shader_->set("max_input", levels.max_input);\r
+ shader_->set("min_output", levels.min_output);\r
+ shader_->set("max_output", levels.max_output);\r
+ shader_->set("gamma", levels.gamma);\r
+ }\r
+ else\r
+ shader_->set("levels", false); \r
+\r
+ if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||\r
+ std::abs(item.transform.get_saturation() - 1.0) > epsilon ||\r
+ std::abs(item.transform.get_contrast() - 1.0) > epsilon)\r
+ {\r
+ shader_->set("csb", true); \r
+ \r
+ shader_->set("brt", item.transform.get_brightness()); \r
+ shader_->set("sat", item.transform.get_saturation());\r
+ shader_->set("con", item.transform.get_contrast());\r
+ }\r
+ else\r
+ shader_->set("csb", false); \r
\r
- shaders_[pixel_format::bgra]= shader_program(common_vertex, common_fragment +\r
+ // Setup interlacing\r
+\r
+ if(item.mode == core::video_mode::progressive) \r
+ ogl.disable(GL_POLYGON_STIPPLE); \r
+ else \r
+ {\r
+ ogl.enable(GL_POLYGON_STIPPLE);\r
\r
- "void main() "\r
- "{ "\r
- " vec4 bgra = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " gl_FragColor = bgra.rgba * gl_Color * color_gain; "\r
- "} ");\r
+ if(item.mode == core::video_mode::upper)\r
+ ogl.stipple_pattern(upper_pattern);\r
+ else if(item.mode == core::video_mode::lower)\r
+ ogl.stipple_pattern(lower_pattern);\r
+ }\r
+\r
+ // Setup drawing area\r
+ \r
+ ogl.viewport(0, 0, background->width(), background->height());\r
+\r
+ GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));\r
+ \r
+ auto m_p = item.transform.get_clip_translation();\r
+ auto m_s = item.transform.get_clip_scale();\r
+\r
+ bool scissor = m_p[0] > std::numeric_limits<double>::epsilon() || m_p[1] > std::numeric_limits<double>::epsilon() &&\r
+ m_s[0] < 1.0 - std::numeric_limits<double>::epsilon() || m_s[1] < 1.0 - std::numeric_limits<double>::epsilon();\r
+\r
+ if(scissor)\r
+ {\r
+ double w = static_cast<double>(background->width());\r
+ double h = static_cast<double>(background->height());\r
\r
- shaders_[pixel_format::rgba] = shader_program(common_vertex, common_fragment +\r
+ ogl.enable(GL_SCISSOR_TEST);\r
+ ogl.scissor(static_cast<size_t>(m_p[0]*w), static_cast<size_t>(m_p[1]*h), static_cast<size_t>(m_s[0]*w), static_cast<size_t>(m_s[1]*h));\r
+ }\r
\r
- "void main() "\r
- "{ "\r
- " vec4 rgba = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " gl_FragColor = rgba.bgra * gl_Color * color_gain; "\r
- "} ");\r
+ auto f_p = item.transform.get_fill_translation();\r
+ auto f_s = item.transform.get_fill_scale();\r
+ \r
+ // Set render target\r
\r
- shaders_[pixel_format::ycbcr] = shader_program(common_vertex, common_fragment +\r
-\r
- "void main() "\r
- "{ "\r
- " float y = texture2D(plane[0], gl_TexCoord[0].st).r;"\r
- " float cb = texture2D(plane[1], gl_TexCoord[0].st).r;"\r
- " float cr = texture2D(plane[2], gl_TexCoord[0].st).r;"\r
- " float a = 1.0; " \r
- " gl_FragColor = ycbcra_to_bgra(y, cb, cr, a) * gl_Color * color_gain;"\r
- "} ");\r
+ ogl.attach(*background);\r
\r
- shaders_[pixel_format::ycbcra] = shader_program(common_vertex, common_fragment +\r
-\r
- "void main() "\r
- "{ "\r
- " float y = texture2D(plane[0], gl_TexCoord[0].st).r;"\r
- " float cb = texture2D(plane[1], gl_TexCoord[0].st).r;"\r
- " float cr = texture2D(plane[2], gl_TexCoord[0].st).r;"\r
- " float a = texture2D(plane[3], gl_TexCoord[0].st).r;"\r
- " gl_FragColor = ycbcra_to_bgra(y, cb, cr, a) * gl_Color * color_gain;"\r
- "} ");\r
+ // Draw\r
+\r
+ glBegin(GL_QUADS);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, f_p[0] , f_p[1] ); glVertex2d( f_p[0] *2.0-1.0, f_p[1] *2.0-1.0);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), f_p[1] ); glVertex2d((f_p[0]+f_s[0])*2.0-1.0, f_p[1] *2.0-1.0);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1])); glVertex2d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, f_p[0] , (f_p[1]+f_s[1])); glVertex2d( f_p[0] *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
+ glEnd();\r
+\r
+ // Cleanup\r
+\r
+ ogl.disable(GL_SCISSOR_TEST); \r
+ \r
+ item.textures.clear();\r
+ ogl.yield(); // Return resources to pool as early as possible.\r
+\r
+ if(blend_modes_)\r
+ {\r
+ // http://www.opengl.org/registry/specs/NV/texture_barrier.txt\r
+ // This allows us to use framebuffer (background) both as source and target while blending.\r
+ glTextureBarrierNV(); \r
}\r
- return shaders_;\r
}\r
};\r
\r
image_kernel::image_kernel() : impl_(new implementation()){}\r
-\r
-void image_kernel::apply(pixel_format::type pix_fmt, const image_transform& transform)\r
+void image_kernel::draw(ogl_device& ogl, render_item&& item, const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)\r
{\r
- impl_->shaders()[pix_fmt].use();\r
-\r
- GL(glUniform1f(impl_->shaders()[pix_fmt].get_location("color_gain"), static_cast<GLfloat>(transform.get_gain())));\r
+ impl_->draw(ogl, std::move(item), background, local_key, layer_key);\r
+}\r
\r
- if(transform.get_mode() == video_mode::upper)\r
- glPolygonStipple(upper_pattern);\r
- else if(transform.get_mode() == video_mode::lower)\r
- glPolygonStipple(lower_pattern);\r
- else\r
- glPolygonStipple(progressive_pattern);\r
+bool operator==(const render_item& lhs, const render_item& rhs)\r
+{\r
+ return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;\r
}\r
\r
}}
\ No newline at end of file