/*\r
-* copyright (c) 2010 Sveriges Television AB <info@casparcg.com>\r
+* Copyright 2013 Sveriges Television AB http://casparcg.com/\r
*\r
-* This file is part of CasparCG.\r
+* This file is part of CasparCG (www.casparcg.com).\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
+* 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
+* 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
+* Author: Robert Nagy, ronag89@gmail.com\r
*/\r
+\r
#include "../../stdafx.h"\r
\r
#include "image_kernel.h"\r
\r
+#include "shader/image_shader.h"\r
+#include "shader/blending_glsl.h"\r
+\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 <core/producer/frame/frame_transform.h>\r
\r
#include <boost/noncopyable.hpp>\r
\r
-#include <unordered_map>\r
-\r
-namespace caspar { namespace mixer {\r
+namespace caspar { namespace core {\r
\r
-class shader_program : boost::noncopyable\r
+// http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect\r
+bool get_line_intersection(\r
+ double p0_x, double p0_y,\r
+ double p1_x, double p1_y, \r
+ double p2_x, double p2_y,\r
+ double p3_x, double p3_y,\r
+ double& result_x, double& result_y)\r
{\r
- GLuint program_;\r
-public:\r
+ double s1_x = p1_x - p0_x;\r
+ double s1_y = p1_y - p0_y;\r
+ double s2_x = p3_x - p2_x;\r
+ double s2_y = p3_y - p2_y;\r
\r
- shader_program() : program_(0) {}\r
- shader_program(shader_program&& other) : program_(other.program_){other.program_ = 0;}\r
- shader_program(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)\r
+ double s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y);\r
+ double t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y);\r
+\r
+ if (s >= 0 && s <= 1 && t >= 0 && t <= 1)\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
+ // Collision detected\r
+ result_x = p0_x + (t * s1_x);\r
+ result_y = p0_y + (t * s1_y);\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
+ return true;\r
+ }\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
+ return false; // No collision\r
+}\r
\r
- GL(glLinkProgramARB(program_));\r
- \r
- GL(glDeleteObjectARB(vertex_shader));\r
- GL(glDeleteObjectARB(fragmemt_shader));\r
+double hypotenuse(double x1, double y1, double x2, double y2)\r
+{\r
+ auto x = x2 - x1;\r
+ auto y = y2 - y1;\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
+ return std::sqrt(x * x + y * y);\r
+}\r
\r
- GLint get_location(const char* name)\r
- {\r
- GLint loc = glGetUniformLocation(program_, name);\r
- return loc;\r
- }\r
+double calc_q(double close_diagonal, double distant_diagonal)\r
+{\r
+ return (close_diagonal + distant_diagonal) / distant_diagonal;\r
+}\r
\r
- shader_program& operator=(shader_program&& other) \r
- {\r
- program_ = other.program_; \r
- other.program_ = 0; \r
- return *this;\r
- }\r
+bool is_above_screen(double y)\r
+{\r
+ return y < 0.0;\r
+}\r
\r
- ~shader_program()\r
- {\r
- glDeleteProgram(program_);\r
- }\r
+bool is_below_screen(double y)\r
+{\r
+ return y > 1.0;\r
+}\r
\r
- void use()\r
- { \r
- GL(glUseProgramObjectARB(program_)); \r
- }\r
-};\r
+bool is_left_of_screen(double x)\r
+{\r
+ return x < 0.0;\r
+}\r
+\r
+bool is_right_of_screen(double x)\r
+{\r
+ return x > 1.0;\r
+}\r
+\r
+bool is_outside_screen(\r
+ double x1, double y1,\r
+ double x2, double y2,\r
+ double x3, double y3,\r
+ double x4, double y4)\r
+{\r
+ // Every point needs to be outside the screen on the *same* side in order to be considered outside the screen.\r
+ return (is_above_screen(y1) && is_above_screen(y2) && is_above_screen(y3) && is_above_screen(y4))\r
+ || (is_below_screen(y1) && is_below_screen(y2) && is_below_screen(y3) && is_below_screen(y4))\r
+ || (is_left_of_screen(x1) && is_left_of_screen(x2) && is_left_of_screen(x3) && is_left_of_screen(x4))\r
+ || (is_right_of_screen(x1) && is_right_of_screen(x2) && is_right_of_screen(x3) && is_right_of_screen(x4));\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
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
\r
struct image_kernel::implementation : boost::noncopyable\r
{ \r
- std::unordered_map<core::pixel_format::type, shader_program> shaders_;\r
+ safe_ptr<ogl_device> ogl_;\r
+ safe_ptr<shader> shader_;\r
+ bool blend_modes_;\r
+ bool post_processing_;\r
+ bool supports_texture_barrier_;\r
+ \r
+ implementation(const safe_ptr<ogl_device>& ogl)\r
+ : ogl_(ogl)\r
+ , shader_(ogl_->invoke([&]{return get_image_shader(*ogl, blend_modes_, post_processing_);}))\r
+ , supports_texture_barrier_(glTextureBarrierNV != 0)\r
+ {\r
+ if (!supports_texture_barrier_)\r
+ CASPAR_LOG(warning) << L"[image_mixer] TextureBarrierNV not supported. Post processing will not be available";\r
+ }\r
\r
-public:\r
- std::unordered_map<core::pixel_format::type, shader_program>& shaders()\r
+ void draw(draw_params&& params)\r
{\r
- GL(glEnable(GL_POLYGON_STIPPLE));\r
- GL(glEnable(GL_BLEND));\r
- GL(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE));\r
+ static const double epsilon = 0.001;\r
+\r
+ CASPAR_ASSERT(params.pix_desc.planes.size() == params.textures.size());\r
+\r
+ if(params.textures.empty() || !params.background)\r
+ return;\r
+\r
+ if(params.transform.opacity < epsilon)\r
+ return;\r
+\r
+ auto f_p = params.transform.fill_translation;\r
+ auto f_s = params.transform.fill_scale;\r
+\r
+ // Calculate rotation\r
+ auto aspect = params.aspect_ratio;\r
+ auto angle = params.transform.angle;\r
+\r
+ auto rotate = [angle, aspect](double orig_x, double orig_y) -> boost::array<double, 2>\r
+ {\r
+ boost::array<double, 2> result;\r
+ result[0] = orig_x * std::cos(angle) - orig_y * std::sin(angle);\r
+ result[1] = orig_x * std::sin(angle) + orig_y * std::cos(angle);\r
+ result[1] *= aspect;\r
+\r
+ return result;\r
+ };\r
+\r
+ auto anchor = params.transform.anchor;\r
+ auto crop = params.transform.crop;\r
+ auto pers = params.transform.perspective;\r
+\r
+ auto ul = rotate((-anchor[0] + pers.ul[0] + crop.ul[0] ) * f_s[0], (-anchor[1] + pers.ul[1] + crop.ul[1] ) * f_s[1] / aspect);\r
+ auto ur = rotate((-anchor[0] + pers.ur[0] + crop.lr[0] - 1.0) * f_s[0], (-anchor[1] + pers.ur[1] + crop.ul[1] ) * f_s[1] / aspect);\r
+ auto lr = rotate((-anchor[0] + pers.lr[0] + crop.lr[0] - 1.0) * f_s[0], (-anchor[1] + pers.lr[1] + crop.lr[1] - 1.0) * f_s[1] / aspect);\r
+ auto ll = rotate((-anchor[0] + pers.ll[0] + crop.ul[0] ) * f_s[0], (-anchor[1] + pers.ll[1] + crop.lr[1] - 1.0) * f_s[1] / aspect);\r
+\r
+ auto upper_left_x = f_p[0] + ul[0];\r
+ auto upper_left_y = f_p[1] + ul[1];\r
+ auto upper_right_x = f_p[0] + ur[0];\r
+ auto upper_right_y = f_p[1] + ur[1];\r
+ auto lower_right_x = f_p[0] + lr[0];\r
+ auto lower_right_y = f_p[1] + lr[1];\r
+ auto lower_left_x = f_p[0] + ll[0];\r
+ auto lower_left_y = f_p[1] + ll[1];\r
+\r
+ // Skip drawing if the QUAD will be outside the screen.\r
+ if (is_outside_screen(\r
+ upper_left_x, upper_left_y,\r
+ upper_right_x, upper_right_y,\r
+ lower_right_x, lower_right_y,\r
+ lower_left_x, lower_left_y))\r
+ {\r
+ return;\r
+ }\r
+ \r
+ if(!std::all_of(params.textures.begin(), params.textures.end(), std::mem_fn(&device_buffer::ready)))\r
+ {\r
+ CASPAR_LOG(trace) << L"[image_mixer] Performance warning. Host to device transfer not complete, GPU will be stalled";\r
+ ogl_->yield(); // Try to give it some more time.\r
+ } \r
+ \r
+ // Bind textures\r
+\r
+ for(size_t n = 0; n < params.textures.size(); ++n)\r
+ params.textures[n]->bind(n);\r
+\r
+ if(params.local_key)\r
+ params.local_key->bind(texture_id::local_key);\r
+ \r
+ if(params.layer_key)\r
+ params.layer_key->bind(texture_id::layer_key);\r
+ \r
+ // Setup shader\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", params.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
+ shader_->set("has_local_key", bool(params.local_key));\r
+ shader_->set("has_layer_key", bool(params.layer_key));\r
+ shader_->set("pixel_format", params.pix_desc.pix_fmt); \r
+ shader_->set("opacity", params.transform.is_key ? 1.0 : params.transform.opacity); \r
+ shader_->set("post_processing", false);\r
+\r
+ shader_->set("chroma_mode", params.blend_mode.chroma.key == chroma::green ? 1 : (params.blend_mode.chroma.key == chroma::blue ? 2 : 0));\r
+ shader_->set("chroma_blend", params.blend_mode.chroma.threshold, params.blend_mode.chroma.softness);\r
+ shader_->set("chroma_spill", params.blend_mode.chroma.spill);\r
+// shader_->set("chroma.key", ((params.blend_mode.chroma.key >> 24) && 0xff)/255.0f,\r
+// ((params.blend_mode.chroma.key >> 16) && 0xff)/255.0f,\r
+// (params.blend_mode.chroma.key & 0xff)/255.0f);\r
+// if (params.blend_mode.chroma.key != chroma::none)\r
+// {\r
+// shader_->set("chroma.threshold", params.blend_mode.chroma.threshold);\r
+// shader_->set("chroma.softness", params.blend_mode.chroma.softness);\r
+// shader_->set("chroma.blur", params.blend_mode.chroma.blur);\r
+// shader_->set("chroma.spill", params.blend_mode.chroma.spill);\r
+// shader_->set("chroma.show_mask", params.blend_mode.chroma.show_mask);\r
+// }\r
+ \r
+ // Setup blend_func \r
+ if(params.transform.is_key)\r
+ params.blend_mode = blend_mode::normal;\r
+\r
+ if(blend_modes_)\r
+ {\r
+ params.background->bind(texture_id::background);\r
+\r
+ shader_->set("background", texture_id::background);\r
+ shader_->set("blend_mode", params.blend_mode.mode);\r
+ shader_->set("keyer", params.keyer);\r
+ }\r
+ else\r
+ {\r
+ switch(params.keyer)\r
+ {\r
+ case keyer::additive:\r
+ ogl_->blend_func(GL_ONE, GL_ONE); \r
+ break;\r
+ case keyer::linear:\r
+ default: \r
+ ogl_->blend_func(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); \r
+ } \r
+ }\r
+\r
+ // Setup image-adjustements\r
+ \r
+ if(params.transform.levels.min_input > epsilon ||\r
+ params.transform.levels.max_input < 1.0-epsilon ||\r
+ params.transform.levels.min_output > epsilon ||\r
+ params.transform.levels.max_output < 1.0-epsilon ||\r
+ std::abs(params.transform.levels.gamma - 1.0) > epsilon)\r
+ {\r
+ shader_->set("levels", true); \r
+ shader_->set("min_input", params.transform.levels.min_input); \r
+ shader_->set("max_input", params.transform.levels.max_input);\r
+ shader_->set("min_output", params.transform.levels.min_output);\r
+ shader_->set("max_output", params.transform.levels.max_output);\r
+ shader_->set("gamma", params.transform.levels.gamma);\r
+ }\r
+ else\r
+ shader_->set("levels", false); \r
\r
- if(shaders_.empty())\r
+ if(std::abs(params.transform.brightness - 1.0) > epsilon ||\r
+ std::abs(params.transform.saturation - 1.0) > epsilon ||\r
+ std::abs(params.transform.contrast - 1.0) > epsilon)\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 gain; "\r
- "uniform bool HD; "\r
- "uniform bool has_separate_key; "\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_sd(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 - 0.391 * cb; "\r
- " color.b = y + 2.018 * cb; "\r
- " color.a = a; "\r
- " "\r
- " return color; "\r
- "} " \r
- " "\r
-\r
- "vec4 ycbcra_to_bgra_hd(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 + 1.793 * cr; "\r
- " color.g = y - 0.534 * cr - 0.213 * cb; "\r
- " color.b = y + 2.115 * cb; "\r
- " color.a = a; "\r
- " "\r
- " return color; "\r
- "} " \r
- " ";\r
+ shader_->set("csb", true); \r
\r
- shaders_[core::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
- " if(has_separate_key) "\r
- " rgba.b = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
- " gl_FragColor = abgr.argb * gain; "\r
- "} ");\r
+ shader_->set("brt", params.transform.brightness); \r
+ shader_->set("sat", params.transform.saturation);\r
+ shader_->set("con", params.transform.contrast);\r
+ }\r
+ else\r
+ shader_->set("csb", false); \r
\r
- shaders_[core::pixel_format::argb]= shader_program(common_vertex, common_fragment +\r
-\r
- "void main() " \r
- "{ "\r
- " vec4 argb = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " if(has_separate_key) "\r
- " rgba.b = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
- " gl_FragColor = argb.grab * gl_Color * gain; "\r
- "} ");\r
+ // Setup interlacing\r
+\r
+ if(params.transform.field_mode == core::field_mode::progressive) \r
+ ogl_->disable(GL_POLYGON_STIPPLE); \r
+ else \r
+ {\r
+ ogl_->enable(GL_POLYGON_STIPPLE);\r
+\r
+ if(params.transform.field_mode == core::field_mode::upper)\r
+ ogl_->stipple_pattern(upper_pattern);\r
+ else if(params.transform.field_mode == core::field_mode::lower)\r
+ ogl_->stipple_pattern(lower_pattern);\r
+ }\r
+\r
+ // Setup drawing area\r
\r
- shaders_[core::pixel_format::bgra]= shader_program(common_vertex, common_fragment +\r
-\r
- "void main() "\r
- "{ "\r
- " vec4 bgra = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " if(has_separate_key) "\r
- " rgba.a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
- " gl_FragColor = bgra.rgba * gl_Color * gain; "\r
- "} ");\r
+ ogl_->viewport(0, 0, params.background->width(), params.background->height());\r
+ \r
+ auto m_p = params.transform.clip_translation;\r
+ auto m_s = params.transform.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>(params.background->width());\r
+ double h = static_cast<double>(params.background->height());\r
\r
- shaders_[core::pixel_format::rgba] = shader_program(common_vertex, common_fragment +\r
-\r
- "void main() "\r
- "{ "\r
- " vec4 rgba = texture2D(plane[0], gl_TexCoord[0].st); "\r
- " if(has_separate_key) "\r
- " rgba.a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
- " gl_FragColor = rgba.bgra * gl_Color * gain; "\r
- "} ");\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
+ // Set render target\r
\r
- shaders_[core::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
- " if(has_separate_key) "\r
- " a = texture2D(plane[3], gl_TexCoord[0].st).r; "\r
- " if(HD) "\r
- " gl_FragColor = ycbcra_to_bgra_hd(y, cb, cr, a) * gl_Color * gain;"\r
- " else "\r
- " gl_FragColor = ycbcra_to_bgra_sd(y, cb, cr, a) * gl_Color * gain;"\r
- "} ");\r
+ ogl_->attach(*params.background);\r
+ \r
+ // Perspective correction\r
+ auto ulq = 1.0;\r
+ auto urq = 1.0;\r
+ auto lrq = 1.0;\r
+ auto llq = 1.0;\r
+ double diagonal_intersection_x;\r
+ double diagonal_intersection_y;\r
+\r
+ if (get_line_intersection(\r
+ pers.ul[0] + crop.ul[0] , pers.ul[1] + crop.ul[1] ,\r
+ pers.lr[0] + crop.lr[0] - 1.0, pers.lr[1] + crop.lr[1] - 1.0,\r
+ pers.ur[0] + crop.lr[0] - 1.0, pers.ur[1] + crop.ul[1] ,\r
+ pers.ll[0] + crop.ul[0] , pers.ll[1] + crop.lr[1] - 1.0,\r
+ diagonal_intersection_x,\r
+ diagonal_intersection_y))\r
+ {\r
+ // http://www.reedbeta.com/blog/2012/05/26/quadrilateral-interpolation-part-1/\r
+ auto d0 = hypotenuse(pers.ll[0] + crop.ul[0] , pers.ll[1] + crop.lr[1] - 1.0, diagonal_intersection_x, diagonal_intersection_y);\r
+ auto d1 = hypotenuse(pers.lr[0] + crop.lr[0] - 1.0, pers.lr[1] + crop.lr[1] - 1.0, diagonal_intersection_x, diagonal_intersection_y);\r
+ auto d2 = hypotenuse(pers.ur[0] + crop.lr[0] - 1.0, pers.ur[1] + crop.ul[1] , diagonal_intersection_x, diagonal_intersection_y);\r
+ auto d3 = hypotenuse(pers.ul[0] + crop.ul[0] , pers.ul[1] + crop.ul[1] , diagonal_intersection_x, diagonal_intersection_y);\r
+\r
+ ulq = calc_q(d3, d1);\r
+ urq = calc_q(d2, d0);\r
+ lrq = calc_q(d1, d3);\r
+ llq = calc_q(d0, d2);\r
+ }\r
+\r
+ // Draw\r
+ /*\r
+ GL_TEXTURE0 are texture coordinates to the source material, what will be rendered with this call. These are always set to the whole thing.\r
+ GL_TEXTURE1 are texture coordinates to background- / key-material, that which will have to be taken in consideration when blending. These are set to the rectangle over which the source will be rendered\r
+ */\r
+ glBegin(GL_QUADS);\r
+ glMultiTexCoord4d(GL_TEXTURE0, crop.ul[0] * ulq, crop.ul[1] * ulq, 0, ulq); glMultiTexCoord2d(GL_TEXTURE1, upper_left_x, upper_left_y); glVertex2d(upper_left_x * 2.0 - 1.0, upper_left_y * 2.0 - 1.0);\r
+ glMultiTexCoord4d(GL_TEXTURE0, crop.lr[0] * urq, crop.ul[1] * urq, 0, urq); glMultiTexCoord2d(GL_TEXTURE1, upper_right_x, upper_right_y); glVertex2d(upper_right_x * 2.0 - 1.0, upper_right_y * 2.0 - 1.0);\r
+ glMultiTexCoord4d(GL_TEXTURE0, crop.lr[0] * lrq, crop.lr[1] * lrq, 0, lrq); glMultiTexCoord2d(GL_TEXTURE1, lower_right_x, lower_right_y); glVertex2d(lower_right_x * 2.0 - 1.0, lower_right_y * 2.0 - 1.0);\r
+ glMultiTexCoord4d(GL_TEXTURE0, crop.ul[0] * llq, crop.lr[1] * llq, 0, llq); glMultiTexCoord2d(GL_TEXTURE1, lower_left_x, lower_left_y); glVertex2d(lower_left_x * 2.0 - 1.0, lower_left_y * 2.0 - 1.0);\r
+ glEnd();\r
\r
- shaders_[core::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
- " if(HD) "\r
- " gl_FragColor = ycbcra_to_bgra_hd(y, cb, cr, a) * gl_Color * gain;"\r
- " else "\r
- " gl_FragColor = ycbcra_to_bgra_sd(y, cb, cr, a) * gl_Color * gain;"\r
- "} ");\r
+ // Cleanup\r
+\r
+ ogl_->disable(GL_SCISSOR_TEST);\r
+ \r
+ params.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
+ void post_process(\r
+ const safe_ptr<device_buffer>& background, bool straighten_alpha)\r
+ {\r
+ bool should_post_process = \r
+ supports_texture_barrier_\r
+ && straighten_alpha\r
+ && post_processing_;\r
+\r
+ if (!should_post_process)\r
+ return;\r
+\r
+ if (!blend_modes_)\r
+ ogl_->disable(GL_BLEND);\r
+\r
+ ogl_->disable(GL_POLYGON_STIPPLE);\r
+\r
+ ogl_->attach(*background);\r
+\r
+ background->bind(texture_id::background);\r
+\r
+ ogl_->use(*shader_);\r
+ shader_->set("background", texture_id::background);\r
+ shader_->set("post_processing", should_post_process);\r
+ shader_->set("straighten_alpha", straighten_alpha);\r
+\r
+ ogl_->viewport(0, 0, background->width(), background->height());\r
+\r
+ glBegin(GL_QUADS);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glVertex2d(-1.0, -1.0);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glVertex2d( 1.0, -1.0);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glVertex2d( 1.0, 1.0);\r
+ glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glVertex2d(-1.0, 1.0);\r
+ glEnd();\r
+\r
+ glTextureBarrierNV();\r
+\r
+ if (!blend_modes_)\r
+ ogl_->enable(GL_BLEND);\r
}\r
};\r
\r
-image_kernel::image_kernel() : impl_(new implementation()){}\r
+image_kernel::image_kernel(const safe_ptr<ogl_device>& ogl) : impl_(new implementation(ogl)){}\r
+void image_kernel::draw(draw_params&& params)\r
+{\r
+ impl_->draw(std::move(params));\r
+}\r
\r
-void image_kernel::apply(const core::pixel_format_desc& pix_desc, const core::image_transform& transform, bool has_separate_key)\r
+void image_kernel::post_process(\r
+ const safe_ptr<device_buffer>& background, bool straighten_alpha)\r
{\r
- impl_->shaders()[pix_desc.pix_fmt].use();\r
-\r
- GL(glUniform1f(impl_->shaders()[pix_desc.pix_fmt].get_location("gain"), static_cast<GLfloat>(transform.get_gain())));\r
- GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("HD"), pix_desc.planes.at(0).height > 700 ? 1 : 0));\r
- GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("has_separate_key"), has_separate_key ? 1 : 0));\r
-\r
- if(transform.get_mode() == core::video_mode::upper)\r
- glPolygonStipple(upper_pattern);\r
- else if(transform.get_mode() == core::video_mode::lower)\r
- glPolygonStipple(lower_pattern);\r
- else\r
- glPolygonStipple(progressive_pattern);\r
+ impl_->post_process(background, straighten_alpha);\r
}\r
\r
-}}
\ No newline at end of file
+}}\r