#include "maskauto.h"
#include "mutex.h"
#include "overlayframe.inc"
+#include "overlayframe.h"
#include "playback3d.h"
#include "pluginclient.h"
#include "pluginvclient.h"
#include <unistd.h>
#include <fcntl.h>
+#define QQ(q)#q
+#define SS(s)QQ(s)
// Shaders
" gl_FragColor.a = 1.0;\n"
"}\n";
+#define GL_STD_BLEND(FN) \
+static const char *blend_##FN##_frag = \
+ "uniform sampler2D tex2;\n" \
+ "uniform vec2 tex2_dimensions;\n" \
+ "uniform float alpha;\n" \
+ "void main() {\n" \
+ " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
+ " vec4 result;\n" \
+ " result.rgb = " SS(COLOR_##FN(1.0, gl_FragColor.rgb, gl_FragColor.a, canvas.rgb, canvas.a)) ";\n" \
+ " result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
+ " gl_FragColor = mix(canvas, result, alpha);\n" \
+ "}\n"
+
+#define GL_VEC_BLEND(FN) \
+static const char *blend_##FN##_frag = \
+ "uniform sampler2D tex2;\n" \
+ "uniform vec2 tex2_dimensions;\n" \
+ "uniform float alpha;\n" \
+ "void main() {\n" \
+ " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
+ " vec4 result;\n" \
+ " result.r = " SS(COLOR_##FN(1.0, gl_FragColor.r, gl_FragColor.a, canvas.r, canvas.a)) ";\n" \
+ " result.g = " SS(COLOR_##FN(1.0, gl_FragColor.g, gl_FragColor.a, canvas.g, canvas.a)) ";\n" \
+ " result.b = " SS(COLOR_##FN(1.0, gl_FragColor.b, gl_FragColor.a, canvas.b, canvas.a)) ";\n" \
+ " result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
+ " result = clamp(result, 0.0, 1.0);\n" \
+ " gl_FragColor = mix(canvas, result, alpha);\n" \
+ "}\n"
+
+#undef mabs
+#define mabs abs
+#undef mmin
+#define mmin min
+#undef mmax
+#define mmax max
+
+#undef ZERO
+#define ZERO 0.0
+#undef ONE
+#define ONE 1.0
+#undef TWO
+#define TWO 2.0
+
// NORMAL
-static const char *blend_normal_frag =
+static const char *blend_NORMAL_frag =
"uniform sampler2D tex2;\n"
"uniform vec2 tex2_dimensions;\n"
"uniform float alpha;\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
-// ADDITION
-static const char *blend_add_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas + gl_FragColor;\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SUBTRACT
-static const char *blend_subtract_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor - canvas;\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// MULTIPLY
-static const char *blend_multiply_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas * gl_FragColor;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DIVIDE
-static const char *blend_divide_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor / canvas;\n"
- " if(canvas.r == 0.) result.r = 1.0;\n"
- " if(canvas.g == 0.) result.g = 1.0;\n"
- " if(canvas.b == 0.) result.b = 1.0;\n"
- " if(canvas.a == 0.) result.a = 1.0;\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
// REPLACE
-static const char *blend_replace_frag =
- "uniform float alpha;\n"
- "void main() {\n"
- "}\n";
-
-// MAX
-static const char *blend_max_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = max(canvas, gl_FragColor);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// MIN
-static const char *blend_min_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = min(canvas, gl_FragColor);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// AVERAGE
-static const char *blend_average_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = (canvas + gl_FragColor) * 0.5;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DARKEN
-static const char *blend_darken_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb * (1.0 - gl_FragColor.a) +"
- " gl_FragColor.rgb * (1.0 - canvas.a) +"
- " min(canvas.rgb, gl_FragColor.rgb), "
- " canvas.a + gl_FragColor.a - canvas.a * gl_FragColor.a);\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// LIGHTEN
-static const char *blend_lighten_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb * (1.0 - gl_FragColor.a) +"
- " gl_FragColor.rgb * (1.0 - canvas.a) +"
- " max(canvas.rgb, gl_FragColor.rgb), "
- " canvas.a + gl_FragColor.a - canvas.a * gl_FragColor.a);\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DST
-static const char *blend_dst_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
-// " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
-// " vec4 result = canvas;\n"
-// " gl_FragColor = mix(result, canvas, alpha);\n"
- " gl_FragColor = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- "}\n";
-
-// DST_ATOP
-static const char *blend_dst_atop_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
+static const char *blend_REPLACE_frag =
"uniform float alpha;\n"
"void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb * gl_FragColor.a + "
- "(1.0 - canvas.a) * gl_FragColor.rgb, gl_FragColor.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DST_IN
-static const char *blend_dst_in_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas * gl_FragColor.a;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
-// DST_OUT
-static const char *blend_dst_out_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas * (1.0 - gl_FragColor.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DST_OVER
-static const char *blend_dst_over_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb + (1.0 - canvas.a) * gl_FragColor.rgb, "
- " gl_FragColor.a + canvas.a - gl_FragColor.a * canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SRC
-static const char *blend_src_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SRC_ATOP
-static const char *blend_src_atop_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(gl_FragColor.rgb * canvas.a + "
- "canvas.rgb * (1.0 - gl_FragColor.a), canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SRC_IN
-static const char *blend_src_in_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor * canvas.a;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SRC_OUT
-static const char *blend_src_out_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor * (1.0 - canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SRC_OVER
-static const char *blend_src_over_frag =
+// ADDITION
+static const char *blend_ADDITION_frag =
"uniform sampler2D tex2;\n"
"uniform vec2 tex2_dimensions;\n"
"uniform float alpha;\n"
"void main() {\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(gl_FragColor.rgb + (1.0 - gl_FragColor.a) * canvas.rgb, "
- "gl_FragColor.a + canvas.a - gl_FragColor.a * canvas.a);\n"
+ " vec4 result = clamp(gl_FragColor + canvas, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
-// OR
-static const char *blend_or_frag =
+// SUBTRACT
+static const char *blend_SUBTRACT_frag =
"uniform sampler2D tex2;\n"
"uniform vec2 tex2_dimensions;\n"
"uniform float alpha;\n"
"void main() {\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas + gl_FragColor - canvas * gl_FragColor;\n"
+ " vec4 result = clamp(gl_FragColor - canvas, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
-// XOR
-static const char *blend_xor_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(gl_FragColor.rgb * (1.0 - canvas.a) + "
- "(1.0 - gl_FragColor.a) * canvas.rgb, "
- "gl_FragColor.a + canvas.a - 2.0 * gl_FragColor.a * canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
+GL_STD_BLEND(MULTIPLY);
+GL_VEC_BLEND(DIVIDE);
+GL_VEC_BLEND(MAX);
+GL_VEC_BLEND(MIN);
+GL_VEC_BLEND(DARKEN);
+GL_VEC_BLEND(LIGHTEN);
+GL_STD_BLEND(DST);
+GL_STD_BLEND(DST_ATOP);
+GL_STD_BLEND(DST_IN);
+GL_STD_BLEND(DST_OUT);
+GL_STD_BLEND(DST_OVER);
+GL_STD_BLEND(SRC);
+GL_STD_BLEND(SRC_ATOP);
+GL_STD_BLEND(SRC_IN);
+GL_STD_BLEND(SRC_OUT);
+GL_STD_BLEND(SRC_OVER);
+GL_STD_BLEND(AND);
+GL_STD_BLEND(OR);
+GL_STD_BLEND(XOR);
+GL_VEC_BLEND(OVERLAY);
+GL_STD_BLEND(SCREEN);
+GL_VEC_BLEND(BURN);
+GL_VEC_BLEND(DODGE);
+GL_VEC_BLEND(HARDLIGHT);
+GL_VEC_BLEND(SOFTLIGHT);
+GL_VEC_BLEND(DIFFERENCE);
static const char *read_texture_frag =
"uniform sampler2D tex;\n"
command->frame->set_opengl_state(VFrame::SCREEN);
+ command->frame->screen_to_ram();
command->canvas->get_canvas()->unlock_window();
}
command->canvas->unlock_canvas();
// To do these operations, we need to copy the input buffer to a texture
// and blend 2 textures in a shader
static const char * const overlay_shaders[TRANSFER_TYPES] = {
- blend_normal_frag, // TRANSFER_NORMAL
- blend_add_frag, // TRANSFER_ADDITION
- blend_subtract_frag, // TRANSFER_SUBTRACT
- blend_multiply_frag, // TRANSFER_MULTIPLY
- blend_divide_frag, // TRANSFER_DIVIDE
- blend_replace_frag, // TRANSFER_REPLACE
- blend_max_frag, // TRANSFER_MAX
- blend_min_frag, // TRANSFER_MIN
- blend_average_frag, // TRANSFER_AVERAGE
- blend_darken_frag, // TRANSFER_DARKEN
- blend_lighten_frag, // TRANSFER_LIGHTEN
- blend_dst_frag, // TRANSFER_DST
- blend_dst_atop_frag, // TRANSFER_DST_ATOP
- blend_dst_in_frag, // TRANSFER_DST_IN
- blend_dst_out_frag, // TRANSFER_DST_OUT
- blend_dst_over_frag, // TRANSFER_DST_OVER
- blend_src_frag, // TRANSFER_SRC
- blend_src_atop_frag, // TRANSFER_SRC_ATOP
- blend_src_in_frag, // TRANSFER_SRC_IN
- blend_src_out_frag, // TRANSFER_SRC_OUT
- blend_src_over_frag, // TRANSFER_SRC_OVER
- blend_or_frag, // TRANSFER_OR
- blend_xor_frag // TRANSFER_XOR
+ blend_NORMAL_frag, // TRANSFER_NORMAL
+ blend_ADDITION_frag, // TRANSFER_ADDITION
+ blend_SUBTRACT_frag, // TRANSFER_SUBTRACT
+ blend_MULTIPLY_frag, // TRANSFER_MULTIPLY
+ blend_DIVIDE_frag, // TRANSFER_DIVIDE
+ blend_REPLACE_frag, // TRANSFER_REPLACE
+ blend_MAX_frag, // TRANSFER_MAX
+ blend_MIN_frag, // TRANSFER_MIN
+ blend_DARKEN_frag, // TRANSFER_DARKEN
+ blend_LIGHTEN_frag, // TRANSFER_LIGHTEN
+ blend_DST_frag, // TRANSFER_DST
+ blend_DST_ATOP_frag, // TRANSFER_DST_ATOP
+ blend_DST_IN_frag, // TRANSFER_DST_IN
+ blend_DST_OUT_frag, // TRANSFER_DST_OUT
+ blend_DST_OVER_frag, // TRANSFER_DST_OVER
+ blend_SRC_frag, // TRANSFER_SRC
+ blend_SRC_ATOP_frag, // TRANSFER_SRC_ATOP
+ blend_SRC_IN_frag, // TRANSFER_SRC_IN
+ blend_SRC_OUT_frag, // TRANSFER_SRC_OUT
+ blend_SRC_OVER_frag, // TRANSFER_SRC_OVER
+ blend_AND_frag, // TRANSFER_AND
+ blend_OR_frag, // TRANSFER_OR
+ blend_XOR_frag, // TRANSFER_XOR
+ blend_OVERLAY_frag, // TRANSFER_OVERLAY
+ blend_SCREEN_frag, // TRANSFER_SCREEN
+ blend_BURN_frag, // TRANSFER_BURN
+ blend_DODGE_frag, // TRANSFER_DODGE
+ blend_HARDLIGHT_frag, // TRANSFER_HARDLIGHT
+ blend_SOFTLIGHT_frag, // TRANSFER_SOFTLIGHT
+ blend_DIFFERENCE_frag, // TRANSFER_DIFFERENCE
};
command->canvas->lock_canvas("Playback3D::overlay_sync");