gl_engine: revised the effect logic
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- consolidated the effect implementation from renderer
- applied the deferred initialization
This commit is contained in:
Hermet Park 2025-07-17 16:43:33 +09:00 committed by Hermet Park
parent a80b0aa188
commit 52f23f6acd
7 changed files with 435 additions and 281 deletions

View file

@ -1,6 +1,7 @@
source_file = [ source_file = [
'tvgGl.h', 'tvgGl.h',
'tvgGlCommon.h', 'tvgGlCommon.h',
'tvgGlEffect.h',
'tvgGlGpuBuffer.h', 'tvgGlGpuBuffer.h',
'tvgGlProgram.h', 'tvgGlProgram.h',
'tvgGlRenderer.h', 'tvgGlRenderer.h',
@ -10,6 +11,7 @@ source_file = [
'tvgGlShader.h', 'tvgGlShader.h',
'tvgGlShaderSrc.h', 'tvgGlShaderSrc.h',
'tvgGl.cpp', 'tvgGl.cpp',
'tvgGlEffect.cpp',
'tvgGlGeometry.cpp', 'tvgGlGeometry.cpp',
'tvgGlGpuBuffer.cpp', 'tvgGlGpuBuffer.cpp',
'tvgGlProgram.cpp', 'tvgGlProgram.cpp',

View file

@ -161,24 +161,5 @@ struct GlCompositor : RenderCompositor
GlCompositor(const RenderRegion& box) : bbox(box) {} GlCompositor(const RenderRegion& box) : bbox(box) {}
}; };
#define GL_GAUSSIAN_MAX_LEVEL 3
struct GlGaussianBlur {
int level{};
float sigma{};
float scale{};
float extend{};
};
struct GlDropShadow: GlGaussianBlur {
float color[4];
float offset[2];
};
struct GlEffectParams {
// fill: [0..3]: color
// tint: [0..2]: black, [4..6]: white, [8]: intensity
// tritone: [0..2]: shadow, [4..6]: midtone, [8..10]: highlight [11]: blender
float params[4+4+4];
};
#endif /* _TVG_GL_COMMON_H_ */ #endif /* _TVG_GL_COMMON_H_ */

View file

@ -0,0 +1,358 @@
/*
* Copyright (c) 2025 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "tvgMath.h"
#include "tvgGlRenderTask.h"
#include "tvgGlGpuBuffer.h"
#include "tvgGlRenderPass.h"
#include "tvgGlShaderSrc.h"
#include "tvgGlEffect.h"
/************************************************************************/
/* Gaussian Blur */
/************************************************************************/
#define GL_GAUSSIAN_MAX_LEVEL 3
struct GlGaussianBlur {
int level{};
float sigma{};
float scale{};
float extend{};
};
bool GlEffect::region(RenderEffectGaussianBlur* effect)
{
auto gaussianBlur = (GlGaussianBlur*)effect->rd;
if (effect->direction != 2) {
effect->extend.min.x = -gaussianBlur->extend;
effect->extend.max.x = +gaussianBlur->extend;
}
if (effect->direction != 1) {
effect->extend.min.y = -gaussianBlur->extend;
effect->extend.max.y = +gaussianBlur->extend;
}
return true;
};
void GlEffect::update(RenderEffectGaussianBlur* effect, const Matrix& transform)
{
GlGaussianBlur* blur = (GlGaussianBlur*)effect->rd;
if (!blur) blur = tvg::malloc<GlGaussianBlur*>(sizeof(GlGaussianBlur));
blur->sigma = effect->sigma;
blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
blur->extend = 2 * blur->sigma * blur->scale;
blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
effect->rd = blur;
effect->valid = (blur->extend > 0);
}
GlRenderTask* GlEffect::render(RenderEffectGaussianBlur* effect, GlRenderTarget* dstFbo, Array<GlRenderTargetPool*>& blendPool, const RenderRegion& vp, uint32_t voffset, uint32_t ioffset)
{
if (!pBlurV) pBlurV = new GlProgram(EFFECT_VERTEX, GAUSSIAN_VERTICAL);
if (!pBlurH) pBlurH = new GlProgram(EFFECT_VERTEX, GAUSSIAN_HORIZONTAL);
// get current and intermidiate framebuffers
auto dstCopyFbo0 = blendPool[0]->getRenderTarget(vp);
auto dstCopyFbo1 = blendPool[1]->getRenderTarget(vp);
// add uniform data
auto blurOffset = gpuBuffer->push((GlGaussianBlur*)(effect->rd), sizeof(GlGaussianBlur), true);
// create gaussian blur tasks
auto task = new GlGaussianBlurTask(dstFbo, dstCopyFbo0, dstCopyFbo1);
task->effect = effect;
task->setViewport({{0, 0}, {vp.sw(), vp.sh()}});
// horizontal blur task and geometry
task->horzTask = new GlRenderTask(pBlurH);
task->horzTask->addBindResource(GlBindingResource{0, pBlurH->getUniformBlockIndex("Gaussian"), gpuBuffer->getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
task->horzTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->horzTask->setDrawRange(ioffset, 6);
// vertical blur task and geometry
task->vertTask = new GlRenderTask(pBlurV);
task->vertTask->addBindResource(GlBindingResource{0, pBlurV->getUniformBlockIndex("Gaussian"), gpuBuffer->getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
task->vertTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->vertTask->setDrawRange(ioffset, 6);
return task;
}
/************************************************************************/
/* DropShadow */
/************************************************************************/
struct GlDropShadow: GlGaussianBlur {
float color[4];
float offset[2];
};
bool GlEffect::region(RenderEffectDropShadow* effect)
{
auto gaussianBlur = (GlDropShadow*)effect->rd;
effect->extend.min.x = -gaussianBlur->extend;
effect->extend.max.x = +gaussianBlur->extend;
effect->extend.min.y = -gaussianBlur->extend;
effect->extend.max.y = +gaussianBlur->extend;
return true;
};
void GlEffect::update(RenderEffectDropShadow* effect, const Matrix& transform)
{
GlDropShadow* dropShadow = (GlDropShadow*)effect->rd;
if (!dropShadow) dropShadow = tvg::malloc<GlDropShadow*>(sizeof(GlDropShadow));
const float sigma = effect->sigma;
const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
const float radian = tvg::deg2rad(90.0f - effect->angle);
const Point offset = {
-effect->distance * cosf(radian) * scale,
-effect->distance * sinf(radian) * scale
};
dropShadow->sigma = sigma;
dropShadow->scale = scale;
dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
dropShadow->color[3] = effect->color[3] / 255.0f;
//Drop shadow effect applies blending in the shader (GL_BLEND disabled), so the color should be premultiplied:
dropShadow->color[0] = effect->color[0] / 255.0f * dropShadow->color[3];
dropShadow->color[1] = effect->color[1] / 255.0f * dropShadow->color[3];
dropShadow->color[2] = effect->color[2] / 255.0f * dropShadow->color[3];
dropShadow->offset[0] = offset.x;
dropShadow->offset[1] = offset.y;
dropShadow->extend = 2 * std::max(sigma * scale + std::abs(offset.x), sigma * scale + std::abs(offset.y));
effect->rd = dropShadow;
effect->valid = (dropShadow->extend > 0);
}
GlRenderTask* GlEffect::render(RenderEffectDropShadow* effect, GlRenderTarget* dstFbo, Array<GlRenderTargetPool*>& blendPool, const RenderRegion& vp, uint32_t voffset, uint32_t ioffset)
{
if (!pBlurV) pBlurV = new GlProgram(EFFECT_VERTEX, GAUSSIAN_VERTICAL);
if (!pBlurH) pBlurH = new GlProgram(EFFECT_VERTEX, GAUSSIAN_HORIZONTAL);
if (!pDropShadow) pDropShadow = new GlProgram(EFFECT_VERTEX, EFFECT_DROPSHADOW);
// get current and intermidiate framebuffers
auto dstCopyFbo0 = blendPool[0]->getRenderTarget(vp);
auto dstCopyFbo1 = blendPool[1]->getRenderTarget(vp);
// add uniform data
GlDropShadow* params = (GlDropShadow*)(effect->rd);
auto paramsOffset = gpuBuffer->push(params, sizeof(GlDropShadow), true);
// create gaussian blur tasks
auto task = new GlEffectDropShadowTask(pDropShadow, dstFbo, dstCopyFbo0, dstCopyFbo1);
task->effect = (RenderEffectDropShadow*)effect;
task->setViewport({{0, 0}, {vp.sw(), vp.sh()}});
task->addBindResource(GlBindingResource{0, pDropShadow->getUniformBlockIndex("DropShadow"), gpuBuffer->getBufferId(), paramsOffset, sizeof(GlDropShadow)});
task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->setDrawRange(ioffset, 6);
// horizontal blur task and geometry
task->horzTask = new GlRenderTask(pBlurH);
task->horzTask->addBindResource(GlBindingResource{0, pBlurH->getUniformBlockIndex("Gaussian"), gpuBuffer->getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
task->horzTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->horzTask->setDrawRange(ioffset, 6);
// vertical blur task and geometry
task->vertTask = new GlRenderTask(pBlurV);
task->vertTask->addBindResource(GlBindingResource{0, pBlurV->getUniformBlockIndex("Gaussian"), gpuBuffer->getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
task->vertTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->vertTask->setDrawRange(ioffset, 6);
return task;
}
/************************************************************************/
/* ColorReplacement */
/************************************************************************/
struct GlEffectParams {
// fill: [0..3]: color
// tint: [0..2]: black, [4..6]: white, [8]: intensity
// tritone: [0..2]: shadow, [4..6]: midtone, [8..10]: highlight [11]: blender
float params[4+4+4];
};
void GlEffect::update(RenderEffectFill* effect, const Matrix& transform)
{
auto params = (GlEffectParams*)effect->rd;
if (!params) params = tvg::malloc<GlEffectParams*>(sizeof(GlEffectParams));
params->params[0] = effect->color[0] / 255.0f;
params->params[1] = effect->color[1] / 255.0f;
params->params[2] = effect->color[2] / 255.0f;
params->params[3] = effect->color[3] / 255.0f;
effect->rd = params;
effect->valid = true;
}
void GlEffect::update(RenderEffectTint* effect, const Matrix& transform)
{
effect->valid = (effect->intensity > 0);
if (!effect->valid) return;
auto params = (GlEffectParams*)effect->rd;
if (!params) params = tvg::malloc<GlEffectParams*>(sizeof(GlEffectParams));
params->params[0] = effect->black[0] / 255.0f;
params->params[1] = effect->black[1] / 255.0f;
params->params[2] = effect->black[2] / 255.0f;
params->params[3] = 0.0f;
params->params[4] = effect->white[0] / 255.0f;
params->params[5] = effect->white[1] / 255.0f;
params->params[6] = effect->white[2] / 255.0f;
params->params[7] = 0.0f;
params->params[8] = effect->intensity / 255.0f;
effect->rd = params;
}
void GlEffect::update(RenderEffectTritone* effect, const Matrix& transform)
{
effect->valid = (effect->blender < 255);
if (!effect->valid) return;
auto params = (GlEffectParams*)effect->rd;
if (!params) params = tvg::malloc<GlEffectParams*>(sizeof(GlEffectParams));
params->params[0] = effect->shadow[0] / 255.0f;
params->params[1] = effect->shadow[1] / 255.0f;
params->params[2] = effect->shadow[2] / 255.0f;
params->params[3] = 0.0f;
params->params[4] = effect->midtone[0] / 255.0f;
params->params[5] = effect->midtone[1] / 255.0f;
params->params[6] = effect->midtone[2] / 255.0f;
params->params[7] = 0.0f;
params->params[8] = effect->highlight[0] / 255.0f;
params->params[9] = effect->highlight[1] / 255.0f;
params->params[10] = effect->highlight[2] / 255.0f;
params->params[11] = effect->blender / 255.0f;
effect->rd = params;
}
GlRenderTask* GlEffect::render(RenderEffect* effect, GlRenderTarget* dstFbo, Array<GlRenderTargetPool*>& blendPool, const RenderRegion& vp, uint32_t voffset, uint32_t ioffset)
{
//common color replacement effects
GlProgram* program = nullptr;
if (effect->type == SceneEffect::Fill) {
if (!pFill) pFill = new GlProgram(EFFECT_VERTEX, EFFECT_FILL);
program = pFill;
} else if (effect->type == SceneEffect::Tint) {
if (!pTint) pTint = new GlProgram(EFFECT_VERTEX, EFFECT_TINT);
program = pTint;
} else if (effect->type == SceneEffect::Tritone) {
if (!pTritone) pTritone = new GlProgram(EFFECT_VERTEX, EFFECT_TRITONE);
program = pTritone;
} else return nullptr;
// get current and intermidiate framebuffers
auto dstCopyFbo = blendPool[0]->getRenderTarget(vp);
// add uniform data
auto params = (GlEffectParams*)(effect->rd);
auto paramsOffset = gpuBuffer->push(params, sizeof(GlEffectParams), true);
// create and setup task
auto task = new GlEffectColorTransformTask(program, dstFbo, dstCopyFbo);
task->setViewport({{0, 0}, {vp.sw(), vp.sh()}});
task->addBindResource(GlBindingResource{0, program->getUniformBlockIndex("Params"), gpuBuffer->getBufferId(), paramsOffset, sizeof(GlEffectParams)});
task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->setDrawRange(ioffset, 6);
return task;
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
void GlEffect::update(RenderEffect* effect, const Matrix& transform)
{
switch (effect->type) {
case SceneEffect::GaussianBlur: update(static_cast<RenderEffectGaussianBlur*>(effect), transform); break;
case SceneEffect::DropShadow : update(static_cast<RenderEffectDropShadow*>(effect), transform); break;
case SceneEffect::Fill: update(static_cast<RenderEffectFill*>(effect), transform); break;
case SceneEffect::Tint: update(static_cast<RenderEffectTint*>(effect), transform); break;
case SceneEffect::Tritone: update(static_cast<RenderEffectTritone*>(effect), transform); break;
default: break;
}
}
bool GlEffect::region(RenderEffect* effect)
{
switch (effect->type) {
case SceneEffect::GaussianBlur: return region(static_cast<RenderEffectGaussianBlur*>(effect));
case SceneEffect::DropShadow : return region(static_cast<RenderEffectDropShadow*>(effect));
default: return false;
}
}
bool GlEffect::render(RenderEffect* effect, GlRenderPass* pass, Array<GlRenderTargetPool*>& blendPool)
{
if (pass->isEmpty()) return false;
auto vp = pass->getViewport();
// add render geometry
const float vdata[] = {-1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, -1.0f, -1.0f};
const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
auto voffset = gpuBuffer->push((void*)vdata, sizeof(vdata));
auto ioffset = gpuBuffer->pushIndex((void*)idata, sizeof(idata));
GlRenderTask* output = nullptr;
if (effect->type == SceneEffect::GaussianBlur) {
output = render(static_cast<RenderEffectGaussianBlur*>(effect), pass->getFbo(), blendPool, vp, voffset, ioffset);
} else if (effect->type == SceneEffect::DropShadow) {
output = render(static_cast<RenderEffectDropShadow*>(effect), pass->getFbo(), blendPool, vp, voffset, ioffset);
} else {
output = render(effect, pass->getFbo(), blendPool, vp, voffset, ioffset);
}
if (!output) return false;
pass->addRenderTask(output);
return true;
}
GlEffect::GlEffect(GlStageBuffer* buffer) : gpuBuffer(buffer)
{
}
GlEffect::~GlEffect()
{
delete(pBlurV);
delete(pBlurH);
delete(pDropShadow);
delete(pFill);
delete(pTint);
delete(pTritone);
}

View file

@ -0,0 +1,64 @@
/*
* Copyright (c) 2025 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef _TVG_GL_EFFECT_H_
#define _TVG_GL_EFFECT_H_
#include "tvgRender.h"
#include "tvgGlProgram.h"
class GlEffect
{
private:
GlStageBuffer* gpuBuffer; //shared resource with GlRenderer
GlProgram* pBlurV{};
GlProgram* pBlurH{};
GlProgram* pDropShadow{};
GlProgram* pFill{};
GlProgram* pTint{};
GlProgram* pTritone{};
void update(RenderEffectGaussianBlur* effect, const Matrix& transform);
void update(RenderEffectDropShadow* effect, const Matrix& transform);
void update(RenderEffectFill* effect, const Matrix& transform);
void update(RenderEffectTint* effect, const Matrix& transform);
void update(RenderEffectTritone* effect, const Matrix& transform);
bool region(RenderEffectGaussianBlur* effect);
bool region(RenderEffectDropShadow* effect);
GlRenderTask* render(RenderEffectGaussianBlur* effect, GlRenderTarget* dstFbo, Array<GlRenderTargetPool*>& blendPool, const RenderRegion& vp, uint32_t voffset, uint32_t ioffset);
GlRenderTask* render(RenderEffectDropShadow* effect, GlRenderTarget* dstFbo, Array<GlRenderTargetPool*>& blendPool, const RenderRegion& vp, uint32_t voffset, uint32_t ioffset);
GlRenderTask* render(RenderEffect* effect, GlRenderTarget* dstFbo, Array<GlRenderTargetPool*>& blendPool, const RenderRegion& vp, uint32_t voffset, uint32_t ioffset);
public:
GlEffect(GlStageBuffer* buffer);
~GlEffect();
void update(RenderEffect* effect, const Matrix& transform);
bool region(RenderEffect* effect);
bool render(RenderEffect* effect, GlRenderPass* pass, Array<GlRenderTargetPool*>& blendPool);
};
#endif /* _TVG_GL_EFFECT_H_ */

View file

@ -21,13 +21,14 @@
*/ */
#include <atomic> #include <atomic>
#include "tvgFill.h"
#include "tvgGlCommon.h" #include "tvgGlCommon.h"
#include "tvgGlRenderer.h" #include "tvgGlRenderer.h"
#include "tvgGlGpuBuffer.h" #include "tvgGlGpuBuffer.h"
#include "tvgGlRenderTask.h" #include "tvgGlRenderTask.h"
#include "tvgGlProgram.h" #include "tvgGlProgram.h"
#include "tvgGlShaderSrc.h" #include "tvgGlShaderSrc.h"
#include "tvgFill.h"
/************************************************************************/ /************************************************************************/
/* Internal Class Implementation */ /* Internal Class Implementation */
@ -79,7 +80,7 @@ void GlRenderer::currentContext()
} }
GlRenderer::GlRenderer() GlRenderer::GlRenderer() : mEffect(GlEffect(&mGpuBuffer))
{ {
++rendererCnt; ++rendererCnt;
} }
@ -92,8 +93,6 @@ GlRenderer::~GlRenderer()
flush(); flush();
ARRAY_FOREACH(p, mPrograms) delete(*p); ARRAY_FOREACH(p, mPrograms) delete(*p);
} }
@ -159,14 +158,6 @@ void GlRenderer::initShaders()
mPrograms.push(new GlProgram(MASK_VERT_SHADER, SOFT_LIGHT_BLEND_FRAG)); mPrograms.push(new GlProgram(MASK_VERT_SHADER, SOFT_LIGHT_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, DIFFERENCE_BLEND_FRAG)); mPrograms.push(new GlProgram(MASK_VERT_SHADER, DIFFERENCE_BLEND_FRAG));
mPrograms.push(new GlProgram(MASK_VERT_SHADER, EXCLUSION_BLEND_FRAG)); mPrograms.push(new GlProgram(MASK_VERT_SHADER, EXCLUSION_BLEND_FRAG));
// effects
mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_VERTICAL));
mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_HORIZONTAL));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_DROPSHADOW));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_FILL));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_TINT));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_TRITONE));
} }
@ -946,254 +937,25 @@ bool GlRenderer::endComposite(RenderCompositor* cmp)
} }
void GlRenderer::effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform)
{
GlGaussianBlur* blur = (GlGaussianBlur*)effect->rd;
if (!blur) blur = tvg::malloc<GlGaussianBlur*>(sizeof(GlGaussianBlur));
blur->sigma = effect->sigma;
blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
blur->extend = 2 * blur->sigma * blur->scale;
blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
effect->rd = blur;
effect->valid = (blur->extend > 0);
}
void GlRenderer::effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform)
{
GlDropShadow* dropShadow = (GlDropShadow*)effect->rd;
if (!dropShadow) dropShadow = tvg::malloc<GlDropShadow*>(sizeof(GlDropShadow));
const float sigma = effect->sigma;
const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
const float radian = tvg::deg2rad(90.0f - effect->angle);
const Point offset = {
-effect->distance * cosf(radian) * scale,
-effect->distance * sinf(radian) * scale
};
dropShadow->sigma = sigma;
dropShadow->scale = scale;
dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
dropShadow->color[3] = effect->color[3] / 255.0f;
//Drop shadow effect applies blending in the shader (GL_BLEND disabled), so the color should be premultiplied:
dropShadow->color[0] = effect->color[0] / 255.0f * dropShadow->color[3];
dropShadow->color[1] = effect->color[1] / 255.0f * dropShadow->color[3];
dropShadow->color[2] = effect->color[2] / 255.0f * dropShadow->color[3];
dropShadow->offset[0] = offset.x;
dropShadow->offset[1] = offset.y;
dropShadow->extend = 2 * std::max(sigma * scale + std::abs(offset.x), sigma * scale + std::abs(offset.y));
effect->rd = dropShadow;
effect->valid = (dropShadow->extend > 0);
}
void GlRenderer::effectFillUpdate(RenderEffectFill* effect, const Matrix& transform)
{
auto params = (GlEffectParams*)effect->rd;
if (!params) params = tvg::malloc<GlEffectParams*>(sizeof(GlEffectParams));
params->params[0] = effect->color[0] / 255.0f;
params->params[1] = effect->color[1] / 255.0f;
params->params[2] = effect->color[2] / 255.0f;
params->params[3] = effect->color[3] / 255.0f;
effect->rd = params;
effect->valid = true;
}
void GlRenderer::effectTintUpdate(RenderEffectTint* effect, const Matrix& transform)
{
effect->valid = (effect->intensity > 0);
if (!effect->valid) return;
auto params = (GlEffectParams*)effect->rd;
if (!params) params = tvg::malloc<GlEffectParams*>(sizeof(GlEffectParams));
params->params[0] = effect->black[0] / 255.0f;
params->params[1] = effect->black[1] / 255.0f;
params->params[2] = effect->black[2] / 255.0f;
params->params[3] = 0.0f;
params->params[4] = effect->white[0] / 255.0f;
params->params[5] = effect->white[1] / 255.0f;
params->params[6] = effect->white[2] / 255.0f;
params->params[7] = 0.0f;
params->params[8] = effect->intensity / 255.0f;
effect->rd = params;
}
void GlRenderer::effectTritoneUpdate(RenderEffectTritone* effect, const Matrix& transform)
{
effect->valid = (effect->blender < 255);
if (!effect->valid) return;
auto params = (GlEffectParams*)effect->rd;
if (!params) params = tvg::malloc<GlEffectParams*>(sizeof(GlEffectParams));
params->params[0] = effect->shadow[0] / 255.0f;
params->params[1] = effect->shadow[1] / 255.0f;
params->params[2] = effect->shadow[2] / 255.0f;
params->params[3] = 0.0f;
params->params[4] = effect->midtone[0] / 255.0f;
params->params[5] = effect->midtone[1] / 255.0f;
params->params[6] = effect->midtone[2] / 255.0f;
params->params[7] = 0.0f;
params->params[8] = effect->highlight[0] / 255.0f;
params->params[9] = effect->highlight[1] / 255.0f;
params->params[10] = effect->highlight[2] / 255.0f;
params->params[11] = effect->blender / 255.0f;
effect->rd = params;
}
bool GlRenderer::effectGaussianBlurRegion(RenderEffectGaussianBlur* effect)
{
auto gaussianBlur = (GlGaussianBlur*)effect->rd;
if (effect->direction != 2) {
effect->extend.min.x = -gaussianBlur->extend;
effect->extend.max.x = +gaussianBlur->extend;
}
if (effect->direction != 1) {
effect->extend.min.y = -gaussianBlur->extend;
effect->extend.max.y = +gaussianBlur->extend;
}
return true;
};
bool GlRenderer::effectDropShadowRegion(RenderEffectDropShadow* effect)
{
auto gaussianBlur = (GlDropShadow*)effect->rd;
effect->extend.min.x = -gaussianBlur->extend;
effect->extend.max.x = +gaussianBlur->extend;
effect->extend.min.y = -gaussianBlur->extend;
effect->extend.max.y = +gaussianBlur->extend;
return true;
};
void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform) void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform)
{ {
// we must be sure, that we have intermidiate FBOs // we must be sure, that we have intermidiate FBOs
if (mBlendPool.count < 1) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h)); if (mBlendPool.count < 1) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h));
if (mBlendPool.count < 2) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h)); if (mBlendPool.count < 2) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h));
switch (effect->type) { mEffect.update(effect, transform);
case SceneEffect::GaussianBlur: effectGaussianBlurUpdate(static_cast<RenderEffectGaussianBlur*>(effect), transform); break;
case SceneEffect::DropShadow : effectDropShadowUpdate(static_cast<RenderEffectDropShadow*>(effect), transform); break;
case SceneEffect::Fill: effectFillUpdate(static_cast<RenderEffectFill*>(effect), transform); break;
case SceneEffect::Tint: effectTintUpdate(static_cast<RenderEffectTint*>(effect), transform); break;
case SceneEffect::Tritone: effectTritoneUpdate(static_cast<RenderEffectTritone*>(effect), transform); break;
default: break;
}
} }
bool GlRenderer::region(RenderEffect* effect) bool GlRenderer::region(RenderEffect* effect)
{ {
switch (effect->type) { return mEffect.region(effect);
case SceneEffect::GaussianBlur: return effectGaussianBlurRegion(static_cast<RenderEffectGaussianBlur*>(effect));
case SceneEffect::DropShadow : return effectDropShadowRegion(static_cast<RenderEffectDropShadow*>(effect));
case SceneEffect::Fill:
case SceneEffect::Tint:
case SceneEffect::Tritone: return true;
default: return false;
}
return false;
} }
bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* effect, bool direct) bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* effect, TVG_UNUSED bool direct)
{ {
// get current pass and properties return mEffect.render(const_cast<RenderEffect*>(effect), currentPass(), mBlendPool);
auto pass = currentPass();
if (pass->isEmpty()) return false;
auto vp = pass->getViewport();
// add render geometry
const float vdata[] = {-1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, -1.0f, -1.0f};
const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
auto voffset = mGpuBuffer.push((void*)vdata, sizeof(vdata));
auto ioffset = mGpuBuffer.pushIndex((void*)idata, sizeof(idata));
if (effect->type == SceneEffect::GaussianBlur) {
// get gaussian programs
GlProgram* programHorz = mPrograms[RT_GaussianHorz];
GlProgram* programVert = mPrograms[RT_GaussianVert];
// get current and intermidiate framebuffers
auto dstFbo = pass->getFbo();
auto dstCopyFbo0 = mBlendPool[0]->getRenderTarget(vp);
auto dstCopyFbo1 = mBlendPool[1]->getRenderTarget(vp);
// add uniform data
GlGaussianBlur* blur = (GlGaussianBlur*)(effect->rd);
auto blurOffset = mGpuBuffer.push(blur, sizeof(GlGaussianBlur), true);
// create gaussian blur tasks
auto gaussianTask = new GlGaussianBlurTask(dstFbo, dstCopyFbo0, dstCopyFbo1);
gaussianTask->effect = (RenderEffectGaussianBlur*)effect;
gaussianTask->setViewport({{0, 0}, {vp.sw(), vp.sh()}});
// horizontal blur task and geometry
gaussianTask->horzTask = new GlRenderTask(programHorz);
gaussianTask->horzTask->addBindResource(GlBindingResource{0, programHorz->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
gaussianTask->horzTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
gaussianTask->horzTask->setDrawRange(ioffset, 6);
// vertical blur task and geometry
gaussianTask->vertTask = new GlRenderTask(programVert);
gaussianTask->vertTask->addBindResource(GlBindingResource{0, programVert->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
gaussianTask->vertTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
gaussianTask->vertTask->setDrawRange(ioffset, 6);
// add task to render pipeline
pass->addRenderTask(gaussianTask);
} else if (effect->type == SceneEffect::DropShadow) {
// get programs
GlProgram* program = mPrograms[RT_DropShadow];
GlProgram* programHorz = mPrograms[RT_GaussianHorz];
GlProgram* programVert = mPrograms[RT_GaussianVert];
// get current and intermidiate framebuffers
auto dstFbo = pass->getFbo();
auto dstCopyFbo0 = mBlendPool[0]->getRenderTarget(vp);
auto dstCopyFbo1 = mBlendPool[1]->getRenderTarget(vp);
// add uniform data
GlDropShadow* params = (GlDropShadow*)(effect->rd);
auto paramsOffset = mGpuBuffer.push(params, sizeof(GlDropShadow), true);
// create gaussian blur tasks
auto task = new GlEffectDropShadowTask(program, dstFbo, dstCopyFbo0, dstCopyFbo1);
task->effect = (RenderEffectDropShadow*)effect;
task->setViewport({{0, 0}, {vp.sw(), vp.sh()}});
task->addBindResource(GlBindingResource{0, program->getUniformBlockIndex("DropShadow"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlDropShadow)});
task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->setDrawRange(ioffset, 6);
// horizontal blur task and geometry
task->horzTask = new GlRenderTask(programHorz);
task->horzTask->addBindResource(GlBindingResource{0, programHorz->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
task->horzTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->horzTask->setDrawRange(ioffset, 6);
// vertical blur task and geometry
task->vertTask = new GlRenderTask(programVert);
task->vertTask->addBindResource(GlBindingResource{0, programVert->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
task->vertTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->vertTask->setDrawRange(ioffset, 6);
// add task to render pipeline
pass->addRenderTask(task);
} else if ((effect->type == SceneEffect::Fill) || (effect->type == SceneEffect::Tint) || (effect->type == SceneEffect::Tritone)) {
GlProgram* program{};
if (effect->type == SceneEffect::Fill) program = mPrograms[RT_EffectFill];
else if (effect->type == SceneEffect::Tint) program = mPrograms[RT_EffectTint];
else if (effect->type == SceneEffect::Tritone) program = mPrograms[RT_EffectTritone];
else return false;
// get current and intermidiate framebuffers
auto dstFbo = pass->getFbo();
auto dstCopyFbo = mBlendPool[0]->getRenderTarget(vp);
// add uniform data
auto params = (GlEffectParams*)(effect->rd);
auto paramsOffset = mGpuBuffer.push(params, sizeof(GlEffectParams), true);
// create and setup task
auto task = new GlEffectColorTransformTask(program, dstFbo, dstCopyFbo);
task->setViewport({{0, 0}, {vp.sw(), vp.sh()}});
task->addBindResource(GlBindingResource{0, program->getUniformBlockIndex("Params"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlEffectParams)});
task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->setDrawRange(ioffset, 6);
// add task to render pipeline
pass->addRenderTask(task);
}
return false;
} }

View file

@ -28,6 +28,7 @@
#include "tvgGlRenderTask.h" #include "tvgGlRenderTask.h"
#include "tvgGlGpuBuffer.h" #include "tvgGlGpuBuffer.h"
#include "tvgGlRenderPass.h" #include "tvgGlRenderPass.h"
#include "tvgGlEffect.h"
class GlRenderer : public RenderMethod class GlRenderer : public RenderMethod
{ {
@ -60,13 +61,6 @@ public:
RT_DifferenceBlend, RT_DifferenceBlend,
RT_ExclusionBlend, RT_ExclusionBlend,
RT_GaussianVert,
RT_GaussianHorz,
RT_DropShadow,
RT_EffectFill,
RT_EffectTint,
RT_EffectTritone,
RT_None, RT_None,
}; };
@ -125,15 +119,6 @@ private:
void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight); void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
void endRenderPass(RenderCompositor* cmp); void endRenderPass(RenderCompositor* cmp);
void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform);
void effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform);
void effectFillUpdate(RenderEffectFill* effect, const Matrix& transform);
void effectTintUpdate(RenderEffectTint* effect, const Matrix& transform);
void effectTritoneUpdate(RenderEffectTritone* effect, const Matrix& transform);
bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect);
bool effectDropShadowRegion(RenderEffectDropShadow* effect);
void flush(); void flush();
void clearDisposes(); void clearDisposes();
void currentContext(); void currentContext();
@ -143,6 +128,7 @@ private:
GLint mTargetFboId = 0; GLint mTargetFboId = 0;
GlStageBuffer mGpuBuffer; GlStageBuffer mGpuBuffer;
GlRenderTarget mRootTarget; GlRenderTarget mRootTarget;
GlEffect mEffect;
Array<GlProgram*> mPrograms; Array<GlProgram*> mPrograms;
Array<GlRenderTargetPool*> mComposePool; Array<GlRenderTargetPool*> mComposePool;
Array<GlRenderTargetPool*> mBlendPool; Array<GlRenderTargetPool*> mBlendPool;

View file

@ -58,6 +58,7 @@ extern const char* HARD_LIGHT_BLEND_FRAG;
extern const char* SOFT_LIGHT_BLEND_FRAG; extern const char* SOFT_LIGHT_BLEND_FRAG;
extern const char* DIFFERENCE_BLEND_FRAG; extern const char* DIFFERENCE_BLEND_FRAG;
extern const char* EXCLUSION_BLEND_FRAG; extern const char* EXCLUSION_BLEND_FRAG;
extern const char* EFFECT_VERTEX; extern const char* EFFECT_VERTEX;
extern const char* GAUSSIAN_VERTICAL; extern const char* GAUSSIAN_VERTICAL;
extern const char* GAUSSIAN_HORIZONTAL; extern const char* GAUSSIAN_HORIZONTAL;