4 * Copyright (C) 2009 Adam Williams <broadcast at earthling dot net>
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 #define GL_GLEXT_PROTOTYPES
25 #include "bcsignals.h"
26 #include "bcwindowbase.h"
29 #include "condition.h"
31 #include "maskautos.h"
35 #include "overlayframe.inc"
36 #include "overlayframe.h"
37 #include "playback3d.h"
38 #include "pluginclient.h"
39 #include "pluginvclient.h"
40 #include "edlsession.h"
41 #include "transportque.inc"
59 // These should be passed to VFrame::make_shader to construct shaders.
60 // Can't hard code sampler2D
64 static const char *yuv_to_rgb_frag =
65 "uniform sampler2D tex;\n"
66 "uniform mat3 yuv_to_rgb_matrix;\n"
67 "uniform float yminf;\n"
70 " vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
71 " yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
72 " gl_FragColor = vec4(yuv_to_rgb_matrix * yuva.rgb, yuva.a);\n"
75 static const char *yuva_to_yuv_frag =
76 "uniform sampler2D tex;\n"
79 " vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
80 " float a = yuva.a;\n"
81 " float anti_a = 1.0 - a;\n"
83 " yuva.g = yuva.g * a + 0.5 * anti_a;\n"
84 " yuva.b = yuva.b * a + 0.5 * anti_a;\n"
86 " gl_FragColor = yuva;\n"
89 static const char *yuva_to_rgb_frag =
90 "uniform sampler2D tex;\n"
91 "uniform mat3 yuv_to_rgb_matrix;\n"
92 "uniform float yminf;\n"
95 " vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
96 " yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
97 " yuva.rgb = yuv_to_rgb_matrix * yuva.rgb;\n"
98 " yuva.rgb *= yuva.a;\n"
100 " gl_FragColor = yuva;\n"
103 static const char *rgb_to_yuv_frag =
104 "uniform sampler2D tex;\n"
105 "uniform mat3 rgb_to_yuv_matrix;\n"
106 "uniform float yminf;\n"
109 " vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
110 " rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
111 " rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
112 " gl_FragColor = rgba;\n"
116 static const char *rgba_to_rgb_frag =
117 "uniform sampler2D tex;\n"
120 " vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
121 " rgba.rgb *= rgba.a;\n"
123 " gl_FragColor = rgba;\n"
126 static const char *rgba_to_yuv_frag =
127 "uniform sampler2D tex;\n"
128 "uniform mat3 rgb_to_yuv_matrix;\n"
129 "uniform float yminf;\n"
132 " vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
133 " rgba.rgb *= rgba.a;\n"
135 " rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
136 " rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
137 " gl_FragColor = rgba;\n"
140 //static const char *rgba_to_rgb_flatten =
142 // " gl_FragColor.rgb *= gl_FragColor.a;\n"
143 // " gl_FragColor.a = 1.0;\n"
146 #define GL_STD_BLEND(FN) \
147 static const char *blend_##FN##_frag = \
148 "uniform sampler2D tex2;\n" \
149 "uniform vec2 tex2_dimensions;\n" \
150 "uniform float alpha;\n" \
152 " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
154 " result.rgb = " SS(COLOR_##FN(1.0, gl_FragColor.rgb, gl_FragColor.a, canvas.rgb, canvas.a)) ";\n" \
155 " result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
156 " gl_FragColor = mix(canvas, result, alpha);\n" \
159 #define GL_VEC_BLEND(FN) \
160 static const char *blend_##FN##_frag = \
161 "uniform sampler2D tex2;\n" \
162 "uniform vec2 tex2_dimensions;\n" \
163 "uniform float alpha;\n" \
165 " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
167 " result.r = " SS(COLOR_##FN(1.0, gl_FragColor.r, gl_FragColor.a, canvas.r, canvas.a)) ";\n" \
168 " result.g = " SS(COLOR_##FN(1.0, gl_FragColor.g, gl_FragColor.a, canvas.g, canvas.a)) ";\n" \
169 " result.b = " SS(COLOR_##FN(1.0, gl_FragColor.b, gl_FragColor.a, canvas.b, canvas.a)) ";\n" \
170 " result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
171 " result = clamp(result, 0.0, 1.0);\n" \
172 " gl_FragColor = mix(canvas, result, alpha);\n" \
190 static const char *blend_NORMAL_frag =
191 "uniform sampler2D tex2;\n"
192 "uniform vec2 tex2_dimensions;\n"
193 "uniform float alpha;\n"
195 " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
196 " vec4 result = mix(canvas, gl_FragColor, gl_FragColor.a);\n"
197 " gl_FragColor = mix(canvas, result, alpha);\n"
201 static const char *blend_REPLACE_frag =
202 "uniform float alpha;\n"
207 static const char *blend_ADDITION_frag =
208 "uniform sampler2D tex2;\n"
209 "uniform vec2 tex2_dimensions;\n"
210 "uniform float alpha;\n"
212 " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
213 " vec4 result = clamp(gl_FragColor + canvas, 0.0, 1.0);\n"
214 " gl_FragColor = mix(canvas, result, alpha);\n"
218 static const char *blend_SUBTRACT_frag =
219 "uniform sampler2D tex2;\n"
220 "uniform vec2 tex2_dimensions;\n"
221 "uniform float alpha;\n"
223 " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
224 " vec4 result = clamp(gl_FragColor - canvas, 0.0, 1.0);\n"
225 " gl_FragColor = mix(canvas, result, alpha);\n"
228 GL_STD_BLEND(MULTIPLY);
229 GL_VEC_BLEND(DIVIDE);
232 GL_VEC_BLEND(DARKEN);
233 GL_VEC_BLEND(LIGHTEN);
235 GL_STD_BLEND(DST_ATOP);
236 GL_STD_BLEND(DST_IN);
237 GL_STD_BLEND(DST_OUT);
238 GL_STD_BLEND(DST_OVER);
240 GL_STD_BLEND(SRC_ATOP);
241 GL_STD_BLEND(SRC_IN);
242 GL_STD_BLEND(SRC_OUT);
243 GL_STD_BLEND(SRC_OVER);
247 GL_VEC_BLEND(OVERLAY);
248 GL_STD_BLEND(SCREEN);
251 GL_VEC_BLEND(HARDLIGHT);
252 GL_VEC_BLEND(SOFTLIGHT);
253 GL_VEC_BLEND(DIFFERENCE);
255 static const char *read_texture_frag =
256 "uniform sampler2D tex;\n"
259 " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
262 static const char *multiply_mask4_frag =
263 "uniform sampler2D tex;\n"
264 "uniform sampler2D tex1;\n"
265 "uniform float scale;\n"
268 " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
269 " gl_FragColor.a *= texture2D(tex1, gl_TexCoord[0].st / vec2(scale, scale)).r;\n"
272 static const char *multiply_mask3_frag =
273 "uniform sampler2D tex;\n"
274 "uniform sampler2D tex1;\n"
275 "uniform float scale;\n"
276 "uniform bool is_yuv;\n"
279 " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
280 " float a = texture2D(tex1, gl_TexCoord[0].st / vec2(scale, scale)).r;\n"
281 " gl_FragColor.rgb *= vec3(a, a, a);\n"
284 static const char *multiply_yuvmask3_frag =
285 "uniform sampler2D tex;\n"
286 "uniform sampler2D tex1;\n"
287 "uniform float scale;\n"
290 " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
291 " float a = texture2D(tex1, gl_TexCoord[0].st / vec2(scale, scale)).r;\n"
292 " gl_FragColor.gb -= vec2(0.5, 0.5);\n"
293 " gl_FragColor.rgb *= vec3(a, a, a);\n"
294 " gl_FragColor.gb += vec2(0.5, 0.5);\n"
297 static const char *fade_rgba_frag =
298 "uniform sampler2D tex;\n"
299 "uniform float alpha;\n"
302 " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
303 " gl_FragColor.a *= alpha;\n"
306 static const char *fade_yuv_frag =
307 "uniform sampler2D tex;\n"
308 "uniform float alpha;\n"
311 " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
312 " gl_FragColor.r *= alpha;\n"
313 " gl_FragColor.gb -= vec2(0.5, 0.5);\n"
314 " gl_FragColor.g *= alpha;\n"
315 " gl_FragColor.b *= alpha;\n"
316 " gl_FragColor.gb += vec2(0.5, 0.5);\n"
322 Playback3DCommand::Playback3DCommand()
323 : BC_SynchronousCommand()
329 void Playback3DCommand::copy_from(BC_SynchronousCommand *command)
331 Playback3DCommand *ptr = (Playback3DCommand*)command;
332 this->canvas = ptr->canvas;
333 this->is_cleared = ptr->is_cleared;
335 this->in_x1 = ptr->in_x1;
336 this->in_y1 = ptr->in_y1;
337 this->in_x2 = ptr->in_x2;
338 this->in_y2 = ptr->in_y2;
339 this->out_x1 = ptr->out_x1;
340 this->out_y1 = ptr->out_y1;
341 this->out_x2 = ptr->out_x2;
342 this->out_y2 = ptr->out_y2;
343 this->alpha = ptr->alpha;
344 this->mode = ptr->mode;
345 this->interpolation_type = ptr->interpolation_type;
347 this->input = ptr->input;
348 this->start_position_project = ptr->start_position_project;
349 this->keyframe_set = ptr->keyframe_set;
350 this->keyframe = ptr->keyframe;
351 this->default_auto = ptr->default_auto;
352 this->plugin_client = ptr->plugin_client;
353 this->want_texture = ptr->want_texture;
354 this->is_nested = ptr->is_nested;
355 this->dst_cmodel = ptr->dst_cmodel;
357 BC_SynchronousCommand::copy_from(command);
361 ///static void glDebugCallback(GLenum src, GLenum typ, GLuint id,
362 /// GLenum svy, GLsizei len, const GLchar* msg, void* dat)
363 //static void glDebugCallback(unsigned int src, unsigned int typ, unsigned int id,
364 // unsigned int svy, int len, const char* msg, const void* dat)
366 // printf("glDebug: %d:%d; %d/%d %s\n",src,typ,id,svy,msg);
370 Playback3D::Playback3D(MWindow *mwindow)
373 this->mwindow = mwindow;
375 //Enabling OpenGL debug output on nVidia drivers
376 // glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
377 // glEnable(GL_DEBUG_OUTPUT);
378 // glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
379 // glDebugMessageCallback(glDebugCallback, 0);
382 Playback3D::~Playback3D()
389 BC_SynchronousCommand* Playback3D::new_command()
391 return new Playback3DCommand;
396 void Playback3D::handle_command(BC_SynchronousCommand *command)
398 //printf("Playback3D::handle_command 1 %d\n", command->command);
399 switch(command->command)
401 case Playback3DCommand::WRITE_BUFFER:
402 write_buffer_sync((Playback3DCommand*)command);
405 case Playback3DCommand::FINISH_OUTPUT:
406 finish_output_sync((Playback3DCommand*)command);
409 case Playback3DCommand::CLEAR_OUTPUT:
410 clear_output_sync((Playback3DCommand*)command);
413 case Playback3DCommand::CLEAR_INPUT:
414 clear_input_sync((Playback3DCommand*)command);
417 case Playback3DCommand::DO_CAMERA:
418 do_camera_sync((Playback3DCommand*)command);
421 case Playback3DCommand::OVERLAY:
422 overlay_sync((Playback3DCommand*)command);
425 case Playback3DCommand::DO_FADE:
426 do_fade_sync((Playback3DCommand*)command);
429 case Playback3DCommand::DO_MASK:
430 do_mask_sync((Playback3DCommand*)command);
433 case Playback3DCommand::PLUGIN:
434 run_plugin_sync((Playback3DCommand*)command);
437 case Playback3DCommand::COPY_FROM:
438 copy_from_sync((Playback3DCommand*)command);
441 case Playback3DCommand::CONVERT_CMODEL:
442 convert_cmodel_sync((Playback3DCommand*)command);
445 // case Playback3DCommand::DRAW_REFRESH:
446 // draw_refresh_sync((Playback3DCommand*)command);
449 //printf("Playback3D::handle_command 10\n");
455 void Playback3D::copy_from(Canvas *canvas,
460 Playback3DCommand command;
461 command.command = Playback3DCommand::COPY_FROM;
462 command.canvas = canvas;
465 command.want_texture = want_texture;
466 send_command(&command);
469 void Playback3D::copy_from_sync(Playback3DCommand *command)
472 BC_WindowBase *window =
473 command->canvas->lock_canvas("Playback3D::copy_from_sync");
475 window->enable_opengl();
476 int w = command->input->get_w();
477 int h = command->input->get_h();
479 if(command->input->get_opengl_state() == VFrame::SCREEN &&
480 w == command->frame->get_w() && h == command->frame->get_h())
482 // printf("Playback3D::copy_from_sync 1 %d %d %d %d %d\n",
483 // command->input->get_w(),
484 // command->input->get_h(),
485 // command->frame->get_w(),
486 // command->frame->get_h(),
487 // command->frame->get_color_model());
488 // With NVidia at least,
491 printf("Playback3D::copy_from_sync: w=%d not supported because it is not divisible by 4.\n", w);
495 if(command->want_texture)
497 //printf("Playback3D::copy_from_sync 1 dst=%p src=%p\n", command->frame, command->input);
498 // Screen_to_texture requires the source pbuffer enabled.
499 command->input->enable_opengl();
500 command->frame->screen_to_texture();
501 command->frame->set_opengl_state(VFrame::TEXTURE);
506 command->input->to_texture();
507 command->input->bind_texture(0);
508 command->frame->enable_opengl();
509 command->frame->init_screen();
510 unsigned int shader = BC_CModels::is_yuv(command->input->get_color_model()) ?
511 VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
513 glUseProgram(shader);
514 int variable = glGetUniformLocation(shader, "tex");
515 glUniform1i(variable, 0);
516 BC_GL_YUV_TO_RGB(shader);
520 command->input->draw_texture(1);
521 command->frame->screen_to_ram();
527 printf("Playback3D::copy_from_sync: invalid formats opengl_state=%d %dx%d -> %dx%d\n",
528 command->input->get_opengl_state(), w, h,
529 command->frame->get_w(), command->frame->get_h());
532 command->canvas->unlock_canvas();
539 // void Playback3D::draw_refresh(Canvas *canvas,
550 // Playback3DCommand command;
551 // command.command = Playback3DCommand::DRAW_REFRESH;
552 // command.canvas = canvas;
553 // command.frame = frame;
554 // command.in_x1 = in_x1;
555 // command.in_y1 = in_y1;
556 // command.in_x2 = in_x2;
557 // command.in_y2 = in_y2;
558 // command.out_x1 = out_x1;
559 // command.out_y1 = out_y1;
560 // command.out_x2 = out_x2;
561 // command.out_y2 = out_y2;
562 // send_command(&command);
565 // void Playback3D::draw_refresh_sync(Playback3DCommand *command)
568 // BC_WindowBase *window =
569 // command->canvas->lock_canvas("Playback3D::draw_refresh_sync");
571 // window->enable_opengl();
573 // // Read output pbuffer back to RAM in project colormodel
574 // // RGB 8bit is fastest for OpenGL to read back.
575 // command->frame->reallocate(0,
579 // command->frame->get_w(),
580 // command->frame->get_h(),
583 // command->frame->screen_to_ram();
585 // window->clear_box(0,
589 // window->draw_vframe(command->frame,
590 // (int)command->out_x1,
591 // (int)command->out_y1,
592 // (int)(command->out_x2 - command->out_x1),
593 // (int)(command->out_y2 - command->out_y1),
594 // (int)command->in_x1,
595 // (int)command->in_y1,
596 // (int)(command->in_x2 - command->in_x1),
597 // (int)(command->in_y2 - command->in_y1),
601 // command->canvas->unlock_canvas();
609 void Playback3D::write_buffer(Canvas *canvas,
621 Playback3DCommand command;
622 command.command = Playback3DCommand::WRITE_BUFFER;
623 command.canvas = canvas;
624 command.frame = frame;
625 command.in_x1 = in_x1;
626 command.in_y1 = in_y1;
627 command.in_x2 = in_x2;
628 command.in_y2 = in_y2;
629 command.out_x1 = out_x1;
630 command.out_y1 = out_y1;
631 command.out_x2 = out_x2;
632 command.out_y2 = out_y2;
633 command.is_cleared = is_cleared;
634 send_command(&command);
638 void Playback3D::write_buffer_sync(Playback3DCommand *command)
641 BC_WindowBase *window =
642 command->canvas->lock_canvas("Playback3D::write_buffer_sync");
644 // Update hidden cursor
645 window->update_video_cursor();
646 // Make sure OpenGL is enabled first.
647 window->enable_opengl();
649 //printf("Playback3D::write_buffer_sync 1 %d\n", window->get_id());
650 int flip_y = 0, frame_state = command->frame->get_opengl_state();
651 switch( frame_state ) {
652 // Upload texture and composite to screen
656 command->frame->to_texture();
657 window->enable_opengl();
658 // Composite texture to screen and swap buffer
659 case VFrame::TEXTURE:
661 int fh1 = command->frame->get_h()-1;
662 float in_y1 = fh1 - command->in_y1;
663 float in_y2 = fh1 - command->in_y2;
664 command->in_y1 = in_y2;
665 command->in_y2 = in_y1;
667 draw_output(command, flip_y);
670 printf("Playback3D::write_buffer_sync unknown state\n");
673 command->frame->set_opengl_state(frame_state);
675 command->canvas->unlock_canvas();
681 void Playback3D::draw_output(Playback3DCommand *command, int flip_y)
684 int texture_id = command->frame->get_texture_id();
685 BC_WindowBase *window = command->canvas->get_canvas();
687 // printf("Playback3D::draw_output 1 texture_id=%d window=%p\n",
689 // command->canvas->get_canvas());
694 // If virtual console is being used, everything in this function has
695 // already been done except the page flip.
698 canvas_w = window->get_w();
699 canvas_h = window->get_h();
700 VFrame::init_screen(canvas_w, canvas_h);
701 int color_model = command->frame->get_color_model();
702 int is_yuv = BC_CModels::is_yuv(color_model);
704 if(!command->is_cleared)
706 // If we get here, the virtual console was not used.
707 init_frame(command, 0);
711 // Undo any previous shader settings
712 command->frame->bind_texture(0);
714 // Convert colormodel
715 unsigned int shader = is_yuv ? VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
717 glUseProgram(shader);
718 // Set texture unit of the texture
719 int variable = glGetUniformLocation(shader, "tex");
720 glUniform1i(variable, 0);
721 BC_GL_YUV_TO_RGB(shader);
724 // if(BC_CModels::components(color_model) == 4)
726 // glEnable(GL_BLEND);
727 // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
730 command->frame->draw_texture(
731 command->in_x1, command->in_y1, command->in_x2, command->in_y2,
732 command->out_x1, command->out_y1, command->out_x2, command->out_y2,
736 //printf("Playback3D::draw_output 2 %f,%f %f,%f -> %f,%f %f,%f\n",
748 command->canvas->get_canvas()->flip_opengl();
755 void Playback3D::init_frame(Playback3DCommand *command, int is_yuv)
758 float gbuv = is_yuv ? 0.5 : 0.0;
759 glClearColor(0.0, gbuv, gbuv, 0.0);
760 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
765 void Playback3D::finish_output(Canvas *canvas)
767 Playback3DCommand command;
768 command.canvas = canvas;
769 command.command = Playback3DCommand::FINISH_OUTPUT;
770 send_command(&command);
773 void Playback3D::finish_output_sync(Playback3DCommand *command)
776 BC_WindowBase *window =
777 command->canvas->lock_canvas("Playback3D::finish_output_sync");
779 command->canvas->get_canvas()->enable_opengl();
782 command->canvas->unlock_canvas();
787 void Playback3D::clear_output(Canvas *canvas, VFrame *output)
789 Playback3DCommand command;
790 command.command = Playback3DCommand::CLEAR_OUTPUT;
791 command.canvas = canvas;
792 command.frame = output;
793 send_command(&command);
796 void Playback3D::clear_output_sync(Playback3DCommand *command)
799 BC_WindowBase *window =
800 command->canvas->lock_canvas("Playback3D::clear_output_sync");
802 // If we get here, the virtual console is being used.
803 command->canvas->get_canvas()->enable_opengl();
805 // Using pbuffer for refresh frame.
806 if( command->frame ) {
807 command->frame->enable_opengl();
808 int color_model = command->canvas->mwindow->edl->session->color_model;
809 is_yuv = BC_CModels::is_yuv(color_model);
812 init_frame(command, is_yuv);
814 command->canvas->unlock_canvas();
819 void Playback3D::clear_input(Canvas *canvas, VFrame *frame)
821 Playback3DCommand command;
822 command.command = Playback3DCommand::CLEAR_INPUT;
823 command.canvas = canvas;
824 command.frame = frame;
825 send_command(&command);
828 void Playback3D::clear_input_sync(Playback3DCommand *command)
831 BC_WindowBase *window =
832 command->canvas->lock_canvas("Playback3D::clear_input_sync");
834 command->canvas->get_canvas()->enable_opengl();
835 command->frame->enable_opengl();
836 command->frame->clear_pbuffer();
837 command->frame->set_opengl_state(VFrame::SCREEN);
839 command->canvas->unlock_canvas();
843 void Playback3D::do_camera(Canvas *canvas,
855 Playback3DCommand command;
856 command.command = Playback3DCommand::DO_CAMERA;
857 command.canvas = canvas;
858 command.input = input;
859 command.frame = output;
860 command.in_x1 = in_x1;
861 command.in_y1 = in_y1;
862 command.in_x2 = in_x2;
863 command.in_y2 = in_y2;
864 command.out_x1 = out_x1;
865 command.out_y1 = out_y1;
866 command.out_x2 = out_x2;
867 command.out_y2 = out_y2;
868 send_command(&command);
871 void Playback3D::do_camera_sync(Playback3DCommand *command)
874 BC_WindowBase *window =
875 command->canvas->lock_canvas("Playback3D::do_camera_sync");
877 command->canvas->get_canvas()->enable_opengl();
879 command->input->to_texture();
880 command->frame->enable_opengl();
881 command->frame->init_screen();
882 command->frame->clear_pbuffer();
884 command->input->bind_texture(0);
885 // Must call draw_texture in input frame to get the texture coordinates right.
887 // printf("Playback3D::do_camera_sync 1 %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f\n",
893 // (float)command->input->get_h() - command->out_y1,
895 // (float)command->input->get_h() - command->out_y2);
896 command->input->draw_texture(
897 command->in_x1, command->in_y2,
898 command->in_x2, command->in_y1,
900 (float)command->frame->get_h() - command->out_y1,
902 (float)command->frame->get_h() - command->out_y2);
905 command->frame->set_opengl_state(VFrame::SCREEN);
906 command->frame->screen_to_ram();
908 command->canvas->unlock_canvas();
912 void Playback3D::overlay(Canvas *canvas, VFrame *input,
913 float in_x1, float in_y1, float in_x2, float in_y2,
914 float out_x1, float out_y1, float out_x2, float out_y2,
915 float alpha, int mode, int interpolation_type,
916 VFrame *output, int is_nested)
918 Playback3DCommand command;
919 command.command = Playback3DCommand::OVERLAY;
920 command.canvas = canvas;
921 command.frame = output;
922 command.input = input;
923 command.in_x1 = in_x1;
924 command.in_y1 = in_y1;
925 command.in_x2 = in_x2;
926 command.in_y2 = in_y2;
927 command.out_x1 = out_x1;
928 command.out_y1 = out_y1;
929 command.out_x2 = out_x2;
930 command.out_y2 = out_y2;
931 command.alpha = alpha;
933 command.interpolation_type = interpolation_type;
934 command.is_nested = is_nested;
935 send_command(&command);
938 void Playback3D::overlay_sync(Playback3DCommand *command)
941 // To do these operations, we need to copy the input buffer to a texture
942 // and blend 2 textures in a shader
943 static const char * const overlay_shaders[TRANSFER_TYPES] = {
944 blend_NORMAL_frag, // TRANSFER_NORMAL
945 blend_ADDITION_frag, // TRANSFER_ADDITION
946 blend_SUBTRACT_frag, // TRANSFER_SUBTRACT
947 blend_MULTIPLY_frag, // TRANSFER_MULTIPLY
948 blend_DIVIDE_frag, // TRANSFER_DIVIDE
949 blend_REPLACE_frag, // TRANSFER_REPLACE
950 blend_MAX_frag, // TRANSFER_MAX
951 blend_MIN_frag, // TRANSFER_MIN
952 blend_DARKEN_frag, // TRANSFER_DARKEN
953 blend_LIGHTEN_frag, // TRANSFER_LIGHTEN
954 blend_DST_frag, // TRANSFER_DST
955 blend_DST_ATOP_frag, // TRANSFER_DST_ATOP
956 blend_DST_IN_frag, // TRANSFER_DST_IN
957 blend_DST_OUT_frag, // TRANSFER_DST_OUT
958 blend_DST_OVER_frag, // TRANSFER_DST_OVER
959 blend_SRC_frag, // TRANSFER_SRC
960 blend_SRC_ATOP_frag, // TRANSFER_SRC_ATOP
961 blend_SRC_IN_frag, // TRANSFER_SRC_IN
962 blend_SRC_OUT_frag, // TRANSFER_SRC_OUT
963 blend_SRC_OVER_frag, // TRANSFER_SRC_OVER
964 blend_AND_frag, // TRANSFER_AND
965 blend_OR_frag, // TRANSFER_OR
966 blend_XOR_frag, // TRANSFER_XOR
967 blend_OVERLAY_frag, // TRANSFER_OVERLAY
968 blend_SCREEN_frag, // TRANSFER_SCREEN
969 blend_BURN_frag, // TRANSFER_BURN
970 blend_DODGE_frag, // TRANSFER_DODGE
971 blend_HARDLIGHT_frag, // TRANSFER_HARDLIGHT
972 blend_SOFTLIGHT_frag, // TRANSFER_SOFTLIGHT
973 blend_DIFFERENCE_frag, // TRANSFER_DIFFERENCE
976 BC_WindowBase *window =
977 command->canvas->lock_canvas("Playback3D::overlay_sync");
979 // Make sure OpenGL is enabled first.
980 window->enable_opengl();
981 window->update_video_cursor();
983 glColor4f(1, 1, 1, 1);
987 //printf("Playback3D::overlay_sync 1 %d\n", command->input->get_opengl_state());
988 switch( command->input->get_opengl_state() ) {
989 // Upload texture and composite to screen
991 command->input->to_texture();
993 // Just composite texture to screen
994 case VFrame::TEXTURE:
996 // read from PBuffer to texture, then composite texture to screen
998 command->input->enable_opengl();
999 command->input->screen_to_texture();
1002 printf("Playback3D::overlay_sync unknown state\n");
1006 if(command->frame) {
1007 // Render to PBuffer
1008 command->frame->enable_opengl();
1009 command->frame->set_opengl_state(VFrame::SCREEN);
1010 canvas_w = command->frame->get_w();
1011 canvas_h = command->frame->get_h();
1015 window->enable_opengl();
1016 canvas_w = window->get_w();
1017 canvas_h = window->get_h();
1021 const char *shader_stack[16];
1022 memset(shader_stack,0, sizeof(shader_stack));
1023 int total_shaders = 0, need_matrix = 0;
1025 VFrame::init_screen(canvas_w, canvas_h);
1028 command->input->bind_texture(0);
1030 // Convert colormodel to RGB if not nested.
1031 // The color model setting in the output frame is ignored.
1032 // if( command->is_nested <= 0 && // not nested
1033 // BC_CModels::is_yuv(command->input->get_color_model()) ) {
1035 // shader_stack[total_shaders++] = yuv_to_rgb_frag;
1039 #define add_shader(s) \
1040 if(!total_shaders) shader_stack[total_shaders++] = read_texture_frag; \
1041 shader_stack[total_shaders++] = s
1043 switch(command->mode) {
1044 case TRANSFER_REPLACE:
1045 // This requires overlaying an alpha multiplied image on a black screen.
1046 if( command->input->get_texture_components() != 4 ) break;
1047 add_shader(overlay_shaders[command->mode]);
1050 enable_overlay_texture(command);
1051 add_shader(overlay_shaders[command->mode]);
1055 // if to flatten alpha
1056 // if( command->is_nested < 0 ) {
1057 // switch(command->input->get_color_model()) {
1058 //// yuv has already been converted to rgb
1059 // case BC_YUVA8888:
1060 // case BC_RGBA_FLOAT:
1061 // case BC_RGBA8888:
1062 // add_shader(rgba_to_rgb_flatten);
1069 unsigned int shader = !shader_stack[0] ? 0 :
1070 VFrame::make_shader(shader_stack);
1072 glUseProgram(shader);
1073 if( need_matrix ) BC_GL_YUV_TO_RGB(shader);
1074 // Set texture unit of the texture
1075 glUniform1i(glGetUniformLocation(shader, "tex"), 0);
1076 // Set texture unit of the temp texture
1077 glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
1079 int variable = glGetUniformLocation(shader, "alpha");
1080 glUniform1f(variable, command->alpha);
1081 // Set dimensions of the temp texture
1083 glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
1084 (float)temp_texture->get_texture_w(),
1085 (float)temp_texture->get_texture_h());
1091 //printf("Playback3D::overlay_sync %f %f %f %f %f %f %f %f\n",
1092 // command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1093 // command->out_x1, command->out_y1, command->out_x2, command->out_y2);
1095 command->input->draw_texture(
1096 command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1097 command->out_x1, command->out_y1, command->out_x2, command->out_y2,
1098 !command->is_nested);
1101 // Delete temp texture
1103 delete temp_texture;
1105 glActiveTexture(GL_TEXTURE1);
1106 glDisable(GL_TEXTURE_2D);
1108 glActiveTexture(GL_TEXTURE0);
1109 glDisable(GL_TEXTURE_2D);
1111 command->canvas->unlock_canvas();
1115 void Playback3D::enable_overlay_texture(Playback3DCommand *command)
1118 glDisable(GL_BLEND);
1120 glActiveTexture(GL_TEXTURE1);
1121 BC_Texture::new_texture(&temp_texture, canvas_w, canvas_h,
1122 command->input->get_color_model());
1123 temp_texture->bind(1);
1125 // Read canvas into texture
1126 glReadBuffer(GL_BACK);
1127 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, canvas_w, canvas_h);
1132 void Playback3D::do_mask(Canvas *canvas,
1134 int64_t start_position_project,
1135 MaskAutos *keyframe_set,
1137 MaskAuto *default_auto)
1139 Playback3DCommand command;
1140 command.command = Playback3DCommand::DO_MASK;
1141 command.canvas = canvas;
1142 command.frame = output;
1143 command.start_position_project = start_position_project;
1144 command.keyframe_set = keyframe_set;
1145 command.keyframe = keyframe;
1146 command.default_auto = default_auto;
1148 send_command(&command);
1154 struct Vertex : ListItem<Vertex>
1158 // this list is only used from the main thread, no locking needed
1159 // this must be a list so that pointers to allocated entries remain valid
1160 // when new entries are added
1161 static List<Vertex> *vertex_cache = 0;
1163 static void combine_callback(GLdouble coords[3],
1164 GLdouble *vertex_data[4],
1168 // can't use malloc here; GLU doesn't delete the memory for us!
1169 Vertex* vertex = vertex_cache->append();
1170 vertex->c[0] = coords[0];
1171 vertex->c[1] = coords[1];
1172 vertex->c[2] = coords[2];
1173 // we don't need to interpolate anything
1175 *dataOut = &vertex->c[0];
1180 void Playback3D::do_mask_sync(Playback3DCommand *command)
1183 BC_WindowBase *window =
1184 command->canvas->lock_canvas("Playback3D::do_mask_sync");
1186 window->enable_opengl();
1188 switch( command->frame->get_opengl_state() ) {
1190 // Time to upload to the texture
1191 command->frame->to_texture();
1194 case VFrame::SCREEN:
1195 // Read back from PBuffer
1196 // Bind context to pbuffer
1197 command->frame->enable_opengl();
1198 command->frame->screen_to_texture();
1201 // Create PBuffer and draw the mask on it
1202 command->frame->enable_opengl();
1204 // Initialize coordinate system
1205 int w = command->frame->get_w();
1206 int h = command->frame->get_h();
1207 command->frame->init_screen();
1210 glDisable(GL_TEXTURE_2D);
1211 float value = command->keyframe->value / 100.f;
1213 if( command->default_auto->mode == MASK_MULTIPLY_ALPHA ) {
1214 glClearColor(0.f, 0.f, 0.f, 0.f);
1215 glColor4f(value, value, value, 1.f);
1218 glClearColor(1.f, 1.f, 1.f, 1.f);
1219 value = 1.f - value;
1220 glColor4f(value, value, value, 1.f);
1224 if( command->default_auto->mode == MASK_MULTIPLY_ALPHA ) {
1226 glClearColor(value, value, value, 1.f);
1227 glColor4f(0.f, 0.f, 0.f, 0.f);
1230 value = 1.f + value;
1231 glClearColor(value, value, value, 1.f);
1232 glColor4f(1.f, 1.f, 1.f, 1.f);
1235 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1238 // Draw mask with scaling to simulate feathering
1239 GLUtesselator *tesselator = gluNewTess();
1240 gluTessProperty(tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
1241 gluTessCallback(tesselator, GLU_TESS_VERTEX, (GLvoid (*) ( )) &glVertex3dv);
1242 gluTessCallback(tesselator, GLU_TESS_BEGIN, (GLvoid (*) ( )) &glBegin);
1243 gluTessCallback(tesselator, GLU_TESS_END, (GLvoid (*) ( )) &glEnd);
1244 gluTessCallback(tesselator, GLU_TESS_COMBINE, (GLvoid (*) ( ))&combine_callback);
1246 vertex_cache = new List<Vertex>;
1249 // Draw every submask as a new polygon
1250 int total_submasks = command->keyframe_set->total_submasks(
1251 command->start_position_project,
1253 float scale = command->keyframe->feather + 1;
1254 int display_list = glGenLists(1);
1255 glNewList(display_list, GL_COMPILE);
1256 for(int k = 0; k < total_submasks; k++)
1258 gluTessBeginPolygon(tesselator, NULL);
1259 gluTessBeginContour(tesselator);
1260 ArrayList<MaskPoint*> *points = new ArrayList<MaskPoint*>;
1261 command->keyframe_set->get_points(points,
1263 command->start_position_project,
1266 int first_point = 0;
1267 // Need to tabulate every vertex in persistent memory because
1268 // gluTessVertex doesn't copy them.
1269 ArrayList<GLdouble*> coords;
1270 coords.set_array_delete();
1271 for(int i = 0; i < points->total; i++)
1273 MaskPoint *point1 = points->values[i];
1274 MaskPoint *point2 = (i >= points->total - 1) ?
1276 points->values[i + 1];
1280 if(point1->control_x2 == 0 &&
1281 point1->control_y2 == 0 &&
1282 point2->control_x1 == 0 &&
1283 point2->control_y1 == 0)
1286 float x0 = point1->x;
1287 float y0 = point1->y;
1288 float x1 = point1->x + point1->control_x2;
1289 float y1 = point1->y + point1->control_y2;
1290 float x2 = point2->x + point2->control_x1;
1291 float y2 = point2->y + point2->control_y1;
1292 float x3 = point2->x;
1293 float y3 = point2->y;
1295 // forward differencing bezier curves implementation taken from GPL code at
1296 // http://cvs.sourceforge.net/viewcvs.py/guliverkli/guliverkli/src/subtitles/Rasterizer.cpp?rev=1.3
1298 float cx3, cx2, cx1, cx0, cy3, cy2, cy1, cy0;
1305 cx3 = - x0 + 3*x1 - 3*x2 + x3;
1306 cx2 = 3*x0 - 6*x1 + 3*x2;
1310 cy3 = - y0 + 3*y1 - 3*y2 + y3;
1311 cy2 = 3*y0 - 6*y1 + 3*y2;
1315 // This equation is from Graphics Gems I.
1317 // The idea is that since we're approximating a cubic curve with lines,
1318 // any error we incur is due to the curvature of the line, which we can
1319 // estimate by calculating the maximum acceleration of the curve. For
1320 // a cubic, the acceleration (second derivative) is a line, meaning that
1321 // the absolute maximum acceleration must occur at either the beginning
1322 // (|c2|) or the end (|c2+c3|). Our bounds here are a little more
1323 // conservative than that, but that's okay.
1326 float maxaccel1 = fabs(2*cy2) + fabs(6*cy3);
1327 float maxaccel2 = fabs(2*cx2) + fabs(6*cx3);
1329 float maxaccel = maxaccel1 > maxaccel2 ? maxaccel1 : maxaccel2;
1332 if(maxaccel > 8.0) h = sqrt((8.0) / maxaccel);
1333 segments = int(1/h);
1336 for(int j = 0; j <= segments; j++)
1338 float t = (float)j / segments;
1339 x = cx0 + t*(cx1 + t*(cx2 + t*cx3));
1340 y = cy0 + t*(cy1 + t*(cy2 + t*cy3));
1342 if(j > 0 || first_point)
1344 GLdouble *coord = new GLdouble[3];
1345 coord[0] = x / scale;
1346 coord[1] = -h + y / scale;
1348 coords.append(coord);
1354 // Now that we know the total vertices, send them to GLU
1355 for(int i = 0; i < coords.total; i++)
1356 gluTessVertex(tesselator, coords.values[i], coords.values[i]);
1358 gluTessEndContour(tesselator);
1359 gluTessEndPolygon(tesselator);
1360 points->remove_all_objects();
1362 coords.remove_all_objects();
1365 glCallList(display_list);
1366 glDeleteLists(display_list, 1);
1367 gluDeleteTess(tesselator);
1369 delete vertex_cache;
1372 glColor4f(1, 1, 1, 1);
1375 // Read mask into temporary texture.
1376 // For feathering, just read the part of the screen after the downscaling.
1379 float w_scaled = w / scale;
1380 float h_scaled = h / scale;
1381 // Don't vary the texture size according to scaling because that
1382 // would waste memory.
1383 // This enables and binds the temporary texture.
1384 glActiveTexture(GL_TEXTURE1);
1385 BC_Texture::new_texture(&temp_texture,
1388 command->frame->get_color_model());
1389 temp_texture->bind(1);
1390 glReadBuffer(GL_BACK);
1392 // Need to add extra size to fill in the bottom right
1393 glCopyTexSubImage2D(GL_TEXTURE_2D,
1399 (int)MIN(w_scaled + 2, w),
1400 (int)MIN(h_scaled + 2, h));
1402 command->frame->bind_texture(0);
1405 // For feathered masks, use a shader to multiply.
1406 // For unfeathered masks, we could use a stencil buffer
1407 // for further optimization but we also need a YUV algorithm.
1408 unsigned int frag_shader = 0;
1409 switch(temp_texture->get_texture_components()) {
1411 frag_shader = VFrame::make_shader(0,
1412 command->frame->get_color_model() == BC_YUV888 ?
1413 multiply_yuvmask3_frag : multiply_mask3_frag,
1417 frag_shader = VFrame::make_shader(0, multiply_mask4_frag, 0);
1423 glUseProgram(frag_shader);
1424 if((variable = glGetUniformLocation(frag_shader, "tex")) >= 0)
1425 glUniform1i(variable, 0);
1426 if((variable = glGetUniformLocation(frag_shader, "tex1")) >= 0)
1427 glUniform1i(variable, 1);
1428 if((variable = glGetUniformLocation(frag_shader, "scale")) >= 0)
1429 glUniform1f(variable, scale);
1434 // Write texture to PBuffer with multiply and scaling for feather.
1437 command->frame->draw_texture(0, 0, w, h, 0, 0, w, h);
1438 command->frame->set_opengl_state(VFrame::SCREEN);
1441 // Disable temp texture
1444 glActiveTexture(GL_TEXTURE1);
1445 glDisable(GL_TEXTURE_2D);
1446 delete temp_texture;
1449 glActiveTexture(GL_TEXTURE0);
1450 glDisable(GL_TEXTURE_2D);
1453 window->enable_opengl();
1455 command->canvas->unlock_canvas();
1468 void Playback3D::convert_cmodel(Canvas *canvas,
1472 // Do nothing if colormodels are equivalent in OpenGL & the image is in hardware.
1473 int src_cmodel = output->get_color_model();
1475 (output->get_opengl_state() == VFrame::TEXTURE ||
1476 output->get_opengl_state() == VFrame::SCREEN) &&
1477 // OpenGL has no floating point.
1478 ( (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGB_FLOAT) ||
1479 (src_cmodel == BC_RGBA8888 && dst_cmodel == BC_RGBA_FLOAT) ||
1480 (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGB888) ||
1481 (src_cmodel == BC_RGBA_FLOAT && dst_cmodel == BC_RGBA8888) ||
1482 // OpenGL sets alpha to 1 on import
1483 (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGBA8888) ||
1484 (src_cmodel == BC_YUV888 && dst_cmodel == BC_YUVA8888) ||
1485 (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGBA_FLOAT) )
1490 Playback3DCommand command;
1491 command.command = Playback3DCommand::CONVERT_CMODEL;
1492 command.canvas = canvas;
1493 command.frame = output;
1494 command.dst_cmodel = dst_cmodel;
1495 send_command(&command);
1498 void Playback3D::convert_cmodel_sync(Playback3DCommand *command)
1501 BC_WindowBase *window =
1502 command->canvas->lock_canvas("Playback3D::convert_cmodel_sync");
1504 window->enable_opengl();
1506 // Import into hardware
1507 command->frame->enable_opengl();
1508 command->frame->init_screen();
1509 command->frame->to_texture();
1511 // Colormodel permutation
1512 int src_cmodel = command->frame->get_color_model();
1513 int dst_cmodel = command->dst_cmodel;
1517 } cmodel_shader_table_t;
1518 enum { rgb_to_rgb, rgb_to_yuv, yuv_to_rgb, yuv_to_yuv, };
1520 static cmodel_shader_table_t cmodel_shader_table[] = {
1521 { BC_RGB888, BC_YUV888, rgb_to_yuv, rgb_to_yuv_frag },
1522 { BC_RGB888, BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
1523 { BC_RGBA8888, BC_RGB888, rgb_to_rgb, rgba_to_rgb_frag },
1524 { BC_RGBA8888, BC_RGB_FLOAT, rgb_to_rgb, rgba_to_rgb_frag },
1525 { BC_RGBA8888, BC_YUV888, rgb_to_yuv, rgba_to_yuv_frag },
1526 { BC_RGBA8888, BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
1527 { BC_RGB_FLOAT, BC_YUV888, rgb_to_yuv, rgb_to_yuv_frag },
1528 { BC_RGB_FLOAT, BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
1529 { BC_RGBA_FLOAT,BC_RGB888, rgb_to_rgb, rgba_to_rgb_frag },
1530 { BC_RGBA_FLOAT,BC_RGB_FLOAT, rgb_to_rgb, rgba_to_rgb_frag },
1531 { BC_RGBA_FLOAT,BC_YUV888, rgb_to_yuv, rgba_to_yuv_frag },
1532 { BC_RGBA_FLOAT,BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
1533 { BC_YUV888, BC_RGB888, yuv_to_rgb, yuv_to_rgb_frag },
1534 { BC_YUV888, BC_RGBA8888, yuv_to_rgb, yuv_to_rgb_frag },
1535 { BC_YUV888, BC_RGB_FLOAT, yuv_to_rgb, yuv_to_rgb_frag },
1536 { BC_YUV888, BC_RGBA_FLOAT, yuv_to_rgb, yuv_to_rgb_frag },
1537 { BC_YUVA8888, BC_RGB888, yuv_to_rgb, yuva_to_rgb_frag },
1538 { BC_YUVA8888, BC_RGBA8888, yuv_to_rgb, yuv_to_rgb_frag },
1539 { BC_YUVA8888, BC_RGB_FLOAT, yuv_to_rgb, yuva_to_rgb_frag },
1540 { BC_YUVA8888, BC_RGBA_FLOAT, yuv_to_rgb, yuv_to_rgb_frag },
1541 { BC_YUVA8888, BC_YUV888, yuv_to_yuv, yuva_to_yuv_frag },
1544 const char *shader = 0;
1545 int table_size = sizeof(cmodel_shader_table) / sizeof(cmodel_shader_table_t);
1546 for( int i=0; i<table_size; ++i ) {
1547 if( cmodel_shader_table[i].src == src_cmodel &&
1548 cmodel_shader_table[i].dst == dst_cmodel ) {
1549 shader = cmodel_shader_table[i].shader;
1550 type = cmodel_shader_table[i].typ;
1555 // printf("Playback3D::convert_cmodel_sync %d %d %d shader=\n%s",
1557 // command->frame->get_color_model(),
1558 // command->dst_cmodel,
1561 const char *shader_stack[9];
1562 memset(shader_stack,0, sizeof(shader_stack));
1563 int current_shader = 0;
1566 //printf("Playback3D::convert_cmodel_sync %d\n", __LINE__);
1567 shader_stack[current_shader++] = shader;
1568 shader_stack[current_shader] = 0;
1569 unsigned int shader_id = VFrame::make_shader(shader_stack);
1571 command->frame->bind_texture(0);
1572 glUseProgram(shader_id);
1574 glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
1577 BC_GL_RGB_TO_YUV(shader_id);
1580 BC_GL_YUV_TO_RGB(shader_id);
1584 command->frame->draw_texture();
1585 if(shader) glUseProgram(0);
1586 command->frame->set_opengl_state(VFrame::SCREEN);
1590 command->canvas->unlock_canvas();
1594 void Playback3D::do_fade(Canvas *canvas, VFrame *frame, float fade)
1596 Playback3DCommand command;
1597 command.command = Playback3DCommand::DO_FADE;
1598 command.canvas = canvas;
1599 command.frame = frame;
1600 command.alpha = fade;
1601 send_command(&command);
1604 void Playback3D::do_fade_sync(Playback3DCommand *command)
1607 BC_WindowBase *window =
1608 command->canvas->lock_canvas("Playback3D::do_fade_sync");
1610 window->enable_opengl();
1611 switch( command->frame->get_opengl_state() ) {
1613 command->frame->to_texture();
1616 case VFrame::SCREEN:
1617 // Read back from PBuffer
1618 // Bind context to pbuffer
1619 command->frame->enable_opengl();
1620 command->frame->screen_to_texture();
1624 command->frame->enable_opengl();
1625 command->frame->init_screen();
1626 command->frame->bind_texture(0);
1628 // glClearColor(0.0, 0.0, 0.0, 0.0);
1629 // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1630 glDisable(GL_BLEND);
1631 unsigned int frag_shader = 0;
1632 switch(command->frame->get_color_model())
1634 // For the alpha colormodels, the native function seems to multiply the
1635 // components by the alpha instead of just the alpha.
1639 frag_shader = VFrame::make_shader(0, fade_rgba_frag, 0);
1644 glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1645 glColor4f(command->alpha, command->alpha, command->alpha, 1);
1650 frag_shader = VFrame::make_shader(0, fade_yuv_frag, 0);
1656 glUseProgram(frag_shader);
1658 if((variable = glGetUniformLocation(frag_shader, "tex")) >= 0)
1659 glUniform1i(variable, 0);
1660 if((variable = glGetUniformLocation(frag_shader, "alpha")) >= 0)
1661 glUniform1f(variable, command->alpha);
1664 command->frame->draw_texture();
1665 command->frame->set_opengl_state(VFrame::SCREEN);
1672 glColor4f(1, 1, 1, 1);
1673 glDisable(GL_BLEND);
1675 command->canvas->unlock_canvas();
1680 int Playback3D::run_plugin(Canvas *canvas, PluginClient *client)
1682 Playback3DCommand command;
1683 command.command = Playback3DCommand::PLUGIN;
1684 command.canvas = canvas;
1685 command.plugin_client = client;
1686 return send_command(&command);
1689 void Playback3D::run_plugin_sync(Playback3DCommand *command)
1691 BC_WindowBase *window =
1692 command->canvas->lock_canvas("Playback3D::run_plugin_sync");
1694 window->enable_opengl();
1695 command->result = ((PluginVClient*)command->plugin_client)->handle_opengl();
1697 command->canvas->unlock_canvas();