-#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_transform.h"\r
+#include "blending_glsl.h"\r
+#include "../gpu/shader.h"\r
+#include "../gpu/device_buffer.h"\r
\r
#include <common/exception/exceptions.h>\r
#include <common/gl/gl_check.h>\r
\r
-#include <Glee.h>\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 <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
+struct image_kernel::implementation : boost::noncopyable\r
+{ \r
+ std::unique_ptr<shader> shader_;\r
+ \r
+ implementation()\r
{\r
- GLint loc = glGetUniformLocation(program_, name);\r
- return loc;\r
+ std::string vertex = \r
+ "void main() \n"\r
+ "{ \n"\r
+ " gl_TexCoord[0] = gl_MultiTexCoord0; \n"\r
+ " gl_TexCoord[1] = gl_MultiTexCoord1; \n"\r
+ " gl_FrontColor = gl_Color; \n"\r
+ " gl_Position = ftransform(); \n"\r
+ "} \n";\r
+\r
+ std::string fragment = std::string() +\r
+ "uniform sampler2D background; \n"\r
+ "uniform sampler2D plane[4]; \n"\r
+ "uniform sampler2D local_key; \n"\r
+ "uniform sampler2D layer_key; \n"\r
+ " \n"\r
+ "uniform bool is_hd; \n"\r
+ "uniform bool has_local_key; \n"\r
+ "uniform bool has_layer_key; \n"\r
+ "uniform int blend_mode; \n"\r
+ "uniform int alpha_mode; \n"\r
+ "uniform int interlace_mode; \n"\r
+ "uniform int pixel_format; \n"\r
+ " \n"\r
+ "uniform float gain; \n"\r
+ " \n"\r
+ "uniform bool levels; \n"\r
+ "uniform float min_input; \n"\r
+ "uniform float max_input; \n"\r
+ "uniform float gamma; \n"\r
+ "uniform float min_output; \n"\r
+ "uniform float max_output; \n"\r
+ " \n"\r
+ "uniform bool csb; \n"\r
+ "uniform float brt; \n"\r
+ "uniform float sat; \n"\r
+ "uniform float con; \n"\r
+ " \n"\r
+\r
+ +\r
+\r
+ get_blend_glsl()\r
+ \r
+ +\r
+\r
+ "vec3 get_blend_color(vec3 back, vec3 fore) \n"\r
+ "{ \n"\r
+ " switch(blend_mode) \n"\r
+ " { \n"\r
+ " case 0: return BlendNormal(back, fore); \n"\r
+ " case 1: return BlendLighten(back, fore); \n"\r
+ " case 2: return BlendDarken(back, fore); \n"\r
+ " case 3: return BlendMultiply(back, fore); \n"\r
+ " case 4: return BlendAverage(back, fore); \n"\r
+ " case 5: return BlendAdd(back, fore); \n"\r
+ " case 6: return BlendSubstract(back, fore); \n"\r
+ " case 7: return BlendDifference(back, fore); \n"\r
+ " case 8: return BlendNegation(back, fore); \n"\r
+ " case 9: return BlendExclusion(back, fore); \n"\r
+ " case 10: return BlendScreen(back, fore); \n"\r
+ " case 11: return BlendOverlay(back, fore); \n"\r
+ //" case 12: return BlendSoftLight(back, fore); \n"\r
+ " case 13: return BlendHardLight(back, fore); \n"\r
+ " case 14: return BlendColorDodge(back, fore); \n"\r
+ " case 15: return BlendColorBurn(back, fore); \n"\r
+ " case 16: return BlendLinearDodge(back, fore); \n"\r
+ " case 17: return BlendLinearBurn(back, fore); \n"\r
+ " case 18: return BlendLinearLight(back, fore); \n"\r
+ " case 19: return BlendVividLight(back, fore); \n"\r
+ " case 20: return BlendPinLight(back, fore); \n"\r
+ " case 21: return BlendHardMix(back, fore); \n"\r
+ " case 22: return BlendReflect(back, fore); \n"\r
+ " case 23: return BlendGlow(back, fore); \n"\r
+ " case 24: return BlendPhoenix(back, fore); \n"\r
+ " case 25: return BlendHue(back, fore); \n"\r
+ " case 26: return BlendSaturation(back, fore); \n"\r
+ " case 27: return BlendColor(back, fore); \n"\r
+ " case 28: return BlendLuminosity(back, fore); \n"\r
+ " case 29: return BlendInvert(back, fore); \n"\r
+ " } \n"\r
+ " \n"\r
+ " return BlendNormal(back, fore); \n"\r
+ "} \n"\r
+ " \n" \r
+ "vec4 blend_color(vec4 fore) \n"\r
+ "{ \n"\r
+ " fore.rgb = fore.bgr; // bgr to rgb \n"\r
+ " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
+ " if(levels) \n"\r
+ " fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
+ " if(csb) \n"\r
+ " fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con); \n"\r
+ " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"\r
+ " fore.rgb = fore.bgr; // rgb to bgr \n"\r
+ " \n"\r
+ " return vec4(fore.rgb * fore.a + back.rgb * (1.0-fore.a), back.a + fore.a); \n"\r
+ "} \n"\r
+ " \n"\r
+ "// NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf \n"\r
+ "// TODO: Support for more yuv formats might be needed. \n"\r
+ "vec4 ycbcra_to_bgra_sd(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " cb -= 0.5; \n"\r
+ " cr -= 0.5; \n"\r
+ " y = 1.164*(y-0.0625); \n"\r
+ " \n"\r
+ " vec4 color; \n"\r
+ " color.r = y + 1.596 * cr; \n"\r
+ " color.g = y - 0.813 * cr - 0.391 * cb; \n"\r
+ " color.b = y + 2.018 * cb; \n"\r
+ " color.a = a; \n"\r
+ " \n"\r
+ " return color; \n"\r
+ "} \n" \r
+ " \n"\r
+ "vec4 ycbcra_to_bgra_hd(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " cb -= 0.5; \n"\r
+ " cr -= 0.5; \n"\r
+ " y = 1.164*(y-0.0625); \n"\r
+ " \n"\r
+ " vec4 color; \n"\r
+ " color.r = y + 1.793 * cr; \n"\r
+ " color.g = y - 0.534 * cr - 0.213 * cb; \n"\r
+ " color.b = y + 2.115 * cb; \n"\r
+ " color.a = a; \n"\r
+ " \n"\r
+ " return color; \n"\r
+ "} \n" \r
+ " \n" \r
+ "vec4 ycbcra_to_bgra(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " if(is_hd) \n"\r
+ " return ycbcra_to_bgra_hd(y, cb, cr, a); \n"\r
+ " else \n"\r
+ " return ycbcra_to_bgra_sd(y, cb, cr, a); \n"\r
+ "} \n"\r
+ " \n"\r
+ "vec4 get_bgra_color() \n"\r
+ "{ \n"\r
+ " switch(pixel_format) \n"\r
+ " { \n"\r
+ " case 0: //gray \n"\r
+ " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"\r
+ " case 1: //bgra, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"\r
+ " case 2: //rgba, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"\r
+ " case 3: //argb, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).abgr; \n"\r
+ " case 4: //abgr, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).grab; \n"\r
+ " case 5: //ycbcr, \n"\r
+ " { \n"\r
+ " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
+ " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
+ " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
+ " return ycbcra_to_bgra(y, cb, cr, 1.0); \n"\r
+ " } \n"\r
+ " case 6: //ycbcra \n"\r
+ " { \n"\r
+ " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
+ " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
+ " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
+ " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"\r
+ " return ycbcra_to_bgra(y, cb, cr, a); \n"\r
+ " } \n"\r
+ " } \n"\r
+ " return vec4(0.0, 0.0, 0.0, 0.0); \n"\r
+ "} \n"\r
+ " \n"\r
+ "void main() \n"\r
+ "{ \n"\r
+ " switch(interlace_mode) \n"\r
+ " { \n"\r
+ " case 1: // lower \n"\r
+ " { \n"\r
+ " bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5; \n"\r
+ " if(!odd) \n"\r
+ " discard; \n"\r
+ " break; \n"\r
+ " } \n"\r
+ " case 2: //upper \n"\r
+ " { \n"\r
+ " bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5; \n"\r
+ " if(odd) \n"\r
+ " discard; \n"\r
+ " break; \n"\r
+ " } \n"\r
+ " } \n"\r
+ " \n"\r
+ " vec4 color = get_bgra_color(); \n"\r
+ " if(has_local_key) \n"\r
+ " color.a *= texture2D(local_key, gl_TexCoord[1].st).r; \n"\r
+ " if(has_layer_key) \n"\r
+ " color.a *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"\r
+ " gl_FragColor = blend_color(color * gl_Color * gain); \n"\r
+ "} \n"\r
+ ;\r
+\r
+ shader_.reset(new shader(vertex, fragment));\r
}\r
\r
- shader_program& operator=(shader_program&& other) \r
+ \r
+ void draw(size_t width, \r
+ size_t height, \r
+ const core::pixel_format_desc& pix_desc, \r
+ const core::image_transform& transform, \r
+ const std::vector<safe_ptr<device_buffer>>& planes, \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
- program_ = other.program_; \r
- other.program_ = 0; \r
- return *this;\r
- }\r
+ GL(glEnable(GL_TEXTURE_2D));\r
+ \r
+ // Setup depth for interlacing and explicit z-culling\r
+ double z = 0.0;\r
+ if(transform.get_mode() == core::video_mode::upper)\r
+ { \r
+ GL(glEnable(GL_DEPTH_TEST)); \r
+ z = 1.0;\r
+ }\r
+ else if(transform.get_mode() == core::video_mode::lower)\r
+ GL(glClear(GL_DEPTH_BUFFER_BIT)); \r
\r
- ~shader_program()\r
- {\r
- glDeleteProgram(program_);\r
- }\r
+ // Bind textures\r
\r
- void use()\r
- { \r
- GL(glUseProgramObjectARB(program_)); \r
- }\r
-};\r
+ for(size_t n = 0; n < planes.size(); ++n)\r
+ planes[n]->bind(n);\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
- 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
- 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
- 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
+ if(local_key)\r
+ local_key->bind(4);\r
\r
-GLubyte lower_pattern[] = {\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
- 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
-{ \r
- std::unordered_map<pixel_format::type, shader_program> shaders_;\r
-\r
-public:\r
- std::unordered_map<pixel_format::type, shader_program>& shaders()\r
- {\r
- GL(glEnable(GL_POLYGON_STIPPLE));\r
- GL(glEnable(GL_BLEND));\r
- GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); \r
+ if(layer_key)\r
+ layer_key->bind(5);\r
+\r
+ background->bind(6);\r
+\r
+ // Setup shader\r
+\r
+ shader_->use(); \r
+\r
+ shader_->set("plane[0]", 0);\r
+ shader_->set("plane[1]", 1);\r
+ shader_->set("plane[2]", 2);\r
+ shader_->set("plane[3]", 3);\r
+ shader_->set("local_key", 4);\r
+ shader_->set("layer_key", 5);\r
+ shader_->set("background", 6);\r
+ shader_->set("gain", transform.get_gain());\r
+ shader_->set("is_hd", pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
+ shader_->set("has_local_key", local_key ? 1 : 0);\r
+ shader_->set("has_layer_key", layer_key ? 1 : 0);\r
+ shader_->set("blend_mode", transform.get_blend_mode());\r
+ shader_->set("alpha_mode", transform.get_alpha_mode());\r
+ shader_->set("interlace_mode", transform.get_mode());\r
+ shader_->set("pixel_format", pix_desc.pix_fmt); \r
+\r
+ auto levels = transform.get_levels();\r
+\r
+ if(levels.min_input > 0.001 ||\r
+ levels.max_input < 0.999 ||\r
+ levels.min_output > 0.001 ||\r
+ levels.max_output < 0.999 ||\r
+ std::abs(levels.gamma - 1.0) > 0.001)\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(shaders_.empty())\r
+ if(std::abs(transform.get_brightness() - 1.0) > 0.001 ||\r
+ std::abs(transform.get_saturation() - 1.0) > 0.001 ||\r
+ std::abs(transform.get_contrast() - 1.0) > 0.001)\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
+ shader_->set("csb", true); \r
\r
- shaders_[pixel_format::abgr] = shader_program(common_vertex, common_fragment +\r
-\r
- "void main() "\r
- "{ "\r
- " vec4 abgr = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " gl_FragColor = abgr.argb * color_gain; "\r
- "} ");\r
+ shader_->set("brt", transform.get_brightness()); \r
+ shader_->set("sat", transform.get_saturation());\r
+ shader_->set("con", transform.get_contrast());\r
+ }\r
+ else\r
+ shader_->set("csb", false); \r
\r
- shaders_[pixel_format::argb]= shader_program(common_vertex, common_fragment +\r
+ // Setup drawing area\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
- \r
- shaders_[pixel_format::bgra]= shader_program(common_vertex, common_fragment +\r
+ GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
+ GL(glViewport(0, 0, width, height));\r
+ \r
+ auto m_p = transform.get_clip_translation();\r
+ auto m_s = transform.get_clip_scale();\r
+ double w = static_cast<double>(width);\r
+ double h = static_cast<double>(height);\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
+ GL(glEnable(GL_SCISSOR_TEST));\r
+ GL(glScissor(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
+ auto f_p = transform.get_fill_translation();\r
+ auto f_s = transform.get_fill_scale();\r
\r
- shaders_[pixel_format::rgba] = shader_program(common_vertex, common_fragment +\r
+ // Draw\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
- \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
- \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
- }\r
- return shaders_;\r
+ glBegin(GL_QUADS);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, f_p[0] , f_p[1] ); glVertex3d( f_p[0] *2.0-1.0, f_p[1] *2.0-1.0, z);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), f_p[1] ); glVertex3d((f_p[0]+f_s[0])*2.0-1.0, f_p[1] *2.0-1.0, z);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1])); glVertex3d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0, z);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, f_p[0] , (f_p[1]+f_s[1])); glVertex3d( f_p[0] *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0, z);\r
+ glEnd();\r
+\r
+ GL(glDisable(GL_SCISSOR_TEST)); \r
+ GL(glDisable(GL_DEPTH_TEST)); \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(size_t width, size_t height, const core::pixel_format_desc& pix_desc, const core::image_transform& transform, const std::vector<safe_ptr<device_buffer>>& planes, \r
+ 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
-\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
+ impl_->draw(width, height, pix_desc, transform, planes, background, local_key, layer_key);\r
}\r
\r
}}
\ No newline at end of file