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 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, 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, 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; }