#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
#include "saturation_effect.h"
+#include "vignette_effect.h"
#include "texture_enum.h"
EffectChain::EffectChain(unsigned width, unsigned height)
return new GammaExpansionEffect();
case EFFECT_GAMMA_COMPRESSION:
return new GammaCompressionEffect();
+ case EFFECT_COLOR_SPACE_CONVERSION:
+ return new ColorSpaceConversionEffect();
case EFFECT_LIFT_GAMMA_GAIN:
return new LiftGammaGainEffect();
case EFFECT_SATURATION:
return new SaturationEffect();
+ case EFFECT_VIGNETTE:
+ return new VignetteEffect();
}
assert(false);
}
void EffectChain::finalize()
{
- // TODO: If we want a non-sRGB output color space, convert.
+ if (current_color_space != output_format.color_space) {
+ ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
+ colorspace_conversion->set_int("source_space", current_color_space);
+ colorspace_conversion->set_int("destination_space", output_format.color_space);
+ effects.push_back(colorspace_conversion);
+ current_color_space = output_format.color_space;
+ }
if (current_gamma_curve != output_format.gamma_curve) {
if (current_gamma_curve != GAMMA_LINEAR) {
effects.push_back(gamma_conversion);
current_gamma_curve = output_format.gamma_curve;
}
+
+ std::string vert_shader = read_file("header.vert");
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ char effect_id[256];
+ sprintf(effect_id, "eff%d", i);
+
+ vert_shader += "\n";
+ vert_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+ vert_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
+ vert_shader += replace_prefix(effects[i]->output_vertex_shader(), effect_id);
+ vert_shader += "#undef PREFIX\n";
+ vert_shader += "#undef FUNCNAME\n";
+ vert_shader += "#undef LAST_INPUT\n";
+ vert_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ vert_shader += "\n";
+ }
+ vert_shader.append(read_file("footer.vert"));
+ printf("%s\n", vert_shader.c_str());
- std::string frag_shader = read_file("header.glsl");
-
+ std::string frag_shader = read_file("header.frag");
for (unsigned i = 0; i < effects.size(); ++i) {
char effect_id[256];
sprintf(effect_id, "eff%d", i);
frag_shader += "\n";
frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
- frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id);
+ frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
frag_shader += "#undef LAST_INPUT\n";
frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
frag_shader += "\n";
}
- frag_shader.append(read_file("footer.glsl"));
+ frag_shader.append(read_file("footer.frag"));
printf("%s\n", frag_shader.c_str());
glsl_program_num = glCreateProgram();
- GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
- GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+ GLuint vs_obj = compile_shader(vert_shader, GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);
glLinkProgram(glsl_program_num);
check_error();
+ // Translate the format to OpenGL's enums.
+ GLenum internal_format;
+ if (use_srgb_texture_format) {
+ internal_format = GL_SRGB8;
+ } else {
+ internal_format = GL_RGBA8;
+ }
+ if (input_format.pixel_format == FORMAT_RGB) {
+ format = GL_RGB;
+ bytes_per_pixel = 3;
+ } else if (input_format.pixel_format == FORMAT_RGBA) {
+ format = GL_RGBA;
+ bytes_per_pixel = 4;
+ } else if (input_format.pixel_format == FORMAT_BGR) {
+ format = GL_BGR;
+ bytes_per_pixel = 3;
+ } else if (input_format.pixel_format == FORMAT_BGRA) {
+ format = GL_BGRA;
+ bytes_per_pixel = 4;
+ } else {
+ assert(false);
+ }
+
+ // Create PBO to hold the texture, and then the texture itself.
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
+ check_error();
+ glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
+ check_error();
+
+ void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+ memset(mapped_pbo, 0, width * height * bytes_per_pixel);
+ glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+
+ glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ check_error();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
+
finalized = true;
}
{
assert(finalized);
+ // Copy the pixel data into the PBO.
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
check_error();
- glUseProgram(glsl_program_num);
+ void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+ memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
+ glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
check_error();
+ // Re-upload the texture from the PBO.
glActiveTexture(GL_TEXTURE0);
+ check_error();
glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ check_error();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ check_error();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
- GLenum internal_format = GL_RGBA8;
- if (use_srgb_texture_format) {
- internal_format = GL_SRGB8;
- }
+ glUseProgram(glsl_program_num);
+ check_error();
- if (input_format.pixel_format == FORMAT_RGB) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
- } else if (input_format.pixel_format == FORMAT_RGBA) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
- } else {
- assert(false);
- }
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);