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- auto OpenGL::setShader(const string& pathname) -> void {
- for(auto& program : programs) program.release();
- programs.reset();
- settings.reset();
- format = inputFormat;
- filter = GL_LINEAR;
- wrap = GL_CLAMP_TO_BORDER;
- absoluteWidth = 0, absoluteHeight = 0;
- relativeWidth = 0, relativeHeight = 0;
- uint historySize = 0;
- if(pathname == "None") {
- filter = GL_NEAREST;
- } else if(pathname == "Blur") {
- filter = GL_LINEAR;
- } else if(directory::exists(pathname)) {
- auto document = BML::unserialize(file::read({pathname, "manifest.bml"}));
- for(auto node : document["settings"]) {
- settings.insert({node.name(), node.text()});
- }
- for(auto node : document["input"]) {
- if(node.name() == "history") historySize = node.natural();
- if(node.name() == "format") format = glrFormat(node.text());
- if(node.name() == "filter") filter = glrFilter(node.text());
- if(node.name() == "wrap") wrap = glrWrap(node.text());
- }
- for(auto node : document["output"]) {
- string text = node.text();
- if(node.name() == "width") {
- if(text.endsWith("%")) relativeWidth = toReal(text.trimRight("%", 1L)) / 100.0;
- else absoluteWidth = text.natural();
- }
- if(node.name() == "height") {
- if(text.endsWith("%")) relativeHeight = toReal(text.trimRight("%", 1L)) / 100.0;
- else absoluteHeight = text.natural();
- }
- }
- for(auto node : document.find("program")) {
- uint n = programs.size();
- programs(n).bind(this, node, pathname);
- }
- }
- //changing shaders may change input format, which requires the input texture to be recreated
- if(texture) { glDeleteTextures(1, &texture); texture = 0; }
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, getFormat(), getType(), buffer);
- allocateHistory(historySize);
- }
- auto OpenGL::allocateHistory(uint size) -> void {
- for(auto& frame : history) glDeleteTextures(1, &frame.texture);
- history.reset();
- while(size--) {
- OpenGLTexture frame;
- frame.filter = filter;
- frame.wrap = wrap;
- glGenTextures(1, &frame.texture);
- glBindTexture(GL_TEXTURE_2D, frame.texture);
- glTexImage2D(GL_TEXTURE_2D, 0, format, frame.width = width, frame.height = height, 0, getFormat(), getType(), buffer);
- history.append(frame);
- }
- }
- auto OpenGL::clear() -> void {
- for(auto& p : programs) {
- glUseProgram(p.program);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
- glClearColor(0, 0, 0, 1);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- glUseProgram(0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glClearColor(0, 0, 0, 1);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- auto OpenGL::lock(uint32_t*& data, uint& pitch) -> bool {
- pitch = width * sizeof(uint32_t);
- return data = buffer;
- }
- auto OpenGL::output() -> void {
- clear();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, getFormat(), getType(), buffer);
- struct Source {
- GLuint texture;
- uint width, height;
- GLuint filter, wrap;
- };
- vector<Source> sources;
- sources.prepend({texture, width, height, filter, wrap});
- for(auto& p : programs) {
- uint targetWidth = p.absoluteWidth ? p.absoluteWidth : outputWidth;
- uint targetHeight = p.absoluteHeight ? p.absoluteHeight : outputHeight;
- if(p.relativeWidth) targetWidth = sources[0].width * p.relativeWidth;
- if(p.relativeHeight) targetHeight = sources[0].height * p.relativeHeight;
- p.size(targetWidth, targetHeight);
- glUseProgram(p.program);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
- glrUniform1i("phase", p.phase);
- glrUniform1i("historyLength", history.size());
- glrUniform1i("sourceLength", sources.size());
- glrUniform1i("pixmapLength", p.pixmaps.size());
- glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
- glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
- uint aid = 0;
- for(auto& frame : history) {
- glrUniform1i({"history[", aid, "]"}, aid);
- glrUniform4f({"historySize[", aid, "]"}, frame.width, frame.height, 1.0 / frame.width, 1.0 / frame.height);
- glActiveTexture(GL_TEXTURE0 + (aid++));
- glBindTexture(GL_TEXTURE_2D, frame.texture);
- glrParameters(frame.filter, frame.wrap);
- }
- uint bid = 0;
- for(auto& source : sources) {
- glrUniform1i({"source[", bid, "]"}, aid + bid);
- glrUniform4f({"sourceSize[", bid, "]"}, source.width, source.height, 1.0 / source.width, 1.0 / source.height);
- glActiveTexture(GL_TEXTURE0 + aid + (bid++));
- glBindTexture(GL_TEXTURE_2D, source.texture);
- glrParameters(source.filter, source.wrap);
- }
- uint cid = 0;
- for(auto& pixmap : p.pixmaps) {
- glrUniform1i({"pixmap[", cid, "]"}, aid + bid + cid);
- glrUniform4f({"pixmapSize[", bid, "]"}, pixmap.width, pixmap.height, 1.0 / pixmap.width, 1.0 / pixmap.height);
- glActiveTexture(GL_TEXTURE0 + aid + bid + (cid++));
- glBindTexture(GL_TEXTURE_2D, pixmap.texture);
- glrParameters(pixmap.filter, pixmap.wrap);
- }
- glActiveTexture(GL_TEXTURE0);
- glrParameters(sources[0].filter, sources[0].wrap);
- p.render(sources[0].width, sources[0].height, 0, 0, targetWidth, targetHeight);
- glBindTexture(GL_TEXTURE_2D, p.texture);
- p.phase = (p.phase + 1) % p.modulo;
- sources.prepend({p.texture, p.width, p.height, p.filter, p.wrap});
- }
- uint targetWidth = absoluteWidth ? absoluteWidth : outputWidth;
- uint targetHeight = absoluteHeight ? absoluteHeight : outputHeight;
- if(relativeWidth) targetWidth = sources[0].width * relativeWidth;
- if(relativeHeight) targetHeight = sources[0].height * relativeHeight;
- glUseProgram(program);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glrUniform1i("source[0]", 0);
- glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
- glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
- glrParameters(sources[0].filter, sources[0].wrap);
- render(sources[0].width, sources[0].height, outputX, outputY, outputWidth, outputHeight);
- if(history.size() > 0) {
- OpenGLTexture frame = history.takeRight();
- glBindTexture(GL_TEXTURE_2D, frame.texture);
- if(width == frame.width && height == frame.height) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, getFormat(), getType(), buffer);
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, format, frame.width = width, frame.height = height, 0, getFormat(), getType(), buffer);
- }
- history.prepend(frame);
- }
- }
- auto OpenGL::initialize(const string& shader) -> bool {
- if(!OpenGLBind()) return false;
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_POLYGON_SMOOTH);
- glDisable(GL_STENCIL_TEST);
- glEnable(GL_DITHER);
- program = glCreateProgram();
- vertex = glrCreateShader(program, GL_VERTEX_SHADER, OpenGLOutputVertexShader);
- //geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, OpenGLGeometryShader);
- fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, OpenGLFragmentShader);
- OpenGLSurface::allocate();
- glrLinkProgram(program);
- setShader(shader);
- return initialized = true;
- }
- auto OpenGL::terminate() -> void {
- if(!initialized) return;
- setShader(""); //release shader resources (eg frame[] history)
- OpenGLSurface::release();
- if(buffer) { delete[] buffer; buffer = nullptr; }
- initialized = false;
- }
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