4 * Copyright (C) 2011 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
24 #include "bcpbuffer.h"
25 #include "bcresources.h"
26 #include "bcsignals.h"
27 #include "bcsynchronous.h"
28 #include "bctexture.h"
29 #include "bcwindowbase.h"
32 #if defined(HAVE_CONFIG_H)
45 int VFrame::get_opengl_state()
50 void VFrame::set_opengl_state(int value)
55 int VFrame::get_window_id()
57 return texture ? texture->window_id : -1;
60 int VFrame::get_texture_id()
62 return texture ? texture->texture_id : -1;
65 int VFrame::get_texture_w()
67 return texture ? texture->texture_w : 0;
70 int VFrame::get_texture_h()
72 return texture ? texture->texture_h : 0;
76 int VFrame::get_texture_components()
78 return texture ? texture->texture_components : 0;
91 void VFrame::to_texture()
95 // Must be here so user can create textures without copying data by setting
96 // opengl_state to TEXTURE.
97 BC_Texture::new_texture(&texture, get_w(), get_h(), get_color_model());
99 // Determine what to do based on state
100 switch(opengl_state) {
101 case VFrame::TEXTURE:
105 if((get_w() % 4) || (get_h() % 4)) {
106 printf("VFrame::to_texture w=%d h=%d\n", get_w(), get_h());
113 opengl_state = VFrame::TEXTURE;
117 //printf("VFrame::to_texture %d\n", texture_id);
119 switch(color_model) {
122 type = GL_UNSIGNED_BYTE;
128 type = GL_UNSIGNED_BYTE;
144 "VFrame::to_texture: unsupported color model %d.\n",
149 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, get_w(), get_h(),
150 format, type, get_rows()[0]);
151 opengl_state = VFrame::TEXTURE;
155 void VFrame::to_ram()
160 // Only pbuffer is supported since this is only called after the
161 // overlay operation onto the pbuffer.
166 //printf("VFrame::to_ram %d %d\n", get_w(), get_h());
176 opengl_state = VFrame::RAM;
182 void VFrame::create_pbuffer()
185 pbuffer->window_id != BC_WindowBase::get_synchronous()->current_window->get_id())
191 if((get_w() % 4) || (get_h() % 4))
193 printf("VFrame::create_pbuffer w=%d h=%d\n", get_w(), get_h());
199 pbuffer = new BC_PBuffer(get_w(), get_h());
203 void VFrame::enable_opengl()
208 pbuffer->enable_opengl();
212 BC_PBuffer* VFrame::get_pbuffer()
218 void VFrame::screen_to_texture(int x, int y, int w, int h)
222 BC_Texture::new_texture(&texture,
229 glEnable(GL_TEXTURE_2D);
231 // Read canvas into texture, use back texture for DOUBLE_BUFFER
233 // According to the man page, it must be GL_BACK for the onscreen buffer
234 // and GL_FRONT for a single buffered PBuffer. In reality it must be
235 // GL_BACK for a single buffered PBuffer if the PBuffer has alpha and using
236 // GL_FRONT captures the onscreen front buffer.
237 // 10/11/2010 is now generating "illegal operation"
238 glReadBuffer(GL_BACK);
240 glReadBuffer(BC_WindowBase::get_synchronous()->is_pbuffer ?
243 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
244 x >= 0 ? x : 0, y >= 0 ? y : 0,
245 w >= 0 ? w : get_w(), h >= 0 ? h : get_h());
250 void VFrame::draw_texture(float in_x1,
262 glNormal3f(0, 0, 1.0);
264 glTexCoord2f(in_x1 / get_texture_w(), in_y1 / get_texture_h());
265 glVertex3f(out_x1, flip_y ? -out_y1 : -out_y2, 0);
267 glTexCoord2f(in_x2 / get_texture_w(), in_y1 / get_texture_h());
268 glVertex3f(out_x2, flip_y ? -out_y1 : -out_y2, 0);
270 glTexCoord2f(in_x2 / get_texture_w(), in_y2 / get_texture_h());
271 glVertex3f(out_x2, flip_y ? -out_y2 : -out_y1, 0);
273 glTexCoord2f(in_x1 / get_texture_w(), in_y2 / get_texture_h());
274 glVertex3f(out_x1, flip_y ? -out_y2 : -out_y1, 0);
282 void VFrame::draw_texture(int flip_y)
296 void VFrame::bind_texture(int texture_unit)
301 texture->bind(texture_unit);
310 void VFrame::init_screen(int w, int h)
313 glViewport(0, 0, w, h);
314 glMatrixMode(GL_PROJECTION);
318 float frustum_ratio = near / ((near + far)/2);
319 float near_h = (float)h * frustum_ratio;
320 float near_w = (float)w * frustum_ratio;
321 glFrustum(-near_w/2, near_w/2, -near_h/2, near_h/2, near, far);
322 glMatrixMode(GL_MODELVIEW);
324 // Shift down and right so 0,0 is the top left corner
325 glTranslatef(-w/2, h/2, 0.0);
326 glTranslatef(0.0, 0.0, -(far + near) / 2);
328 glDisable(GL_DEPTH_TEST);
329 glShadeModel(GL_SMOOTH);
330 // Default for direct copy playback
332 glDisable(GL_COLOR_MATERIAL);
333 glDisable(GL_CULL_FACE);
334 glEnable(GL_NORMALIZE);
335 glAlphaFunc(GL_ALWAYS, 0);
336 glDisable(GL_ALPHA_TEST);
337 glDisable(GL_LIGHTING);
339 const GLfloat zero[] = { 0, 0, 0, 0 };
340 // const GLfloat one[] = { 1, 1, 1, 1 };
341 // const GLfloat light_position[] = { 0, 0, -1, 0 };
342 // const GLfloat light_direction[] = { 0, 0, 1, 0 };
344 // glEnable(GL_LIGHT0);
345 // glLightfv(GL_LIGHT0, GL_AMBIENT, zero);
346 // glLightfv(GL_LIGHT0, GL_DIFFUSE, one);
347 // glLightfv(GL_LIGHT0, GL_SPECULAR, one);
348 // glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 180);
349 // glLightfv(GL_LIGHT0, GL_POSITION, light_position);
350 // glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_direction);
351 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
352 // glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
353 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
354 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
355 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, zero);
356 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, zero);
357 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0);
361 void VFrame::init_screen()
363 init_screen(get_w(), get_h());
366 static int print_error(char *source, unsigned int object, int is_program)
369 char string[BCTEXTLEN];
372 glGetProgramInfoLog(object, BCTEXTLEN, &len, string);
374 glGetShaderInfoLog(object, BCTEXTLEN, &len, string);
375 if(len > 0) printf("Playback3D::print_error:\n%s\n%s\n", source, string);
376 if(len > 0) return 1;
385 unsigned int VFrame::make_shader(int x, ...)
387 unsigned int result = 0;
389 // Construct single source file out of arguments
390 char *complete_program = 0;
391 int complete_size = 0;
392 int current_shader = 0;
399 char *text = va_arg(list, char*);
402 // Replace one occurrance in each source of main() with a unique id.
403 char main_replacement[BCTEXTLEN];
404 sprintf(main_replacement, "main%03d()", current_shader);
405 //printf("VFrame::make_shader %s %s\n", text, main_replacement);
406 char *source_replacement = new char[strlen(text) + strlen(main_replacement) + 1];
407 char *ptr = strstr(text, "main()");
411 memcpy(source_replacement, text, ptr - text);
412 source_replacement[ptr - text] = 0;
413 strcat(source_replacement, main_replacement);
414 ptr += strlen("main()");
415 strcat(source_replacement, ptr);
420 memcpy(source_replacement, text, strlen(text));
421 source_replacement[strlen(text)] = 0;
424 if(!complete_program)
426 complete_size = strlen(source_replacement) + 1;
427 complete_program = (char*)malloc(complete_size);
428 strcpy(complete_program, source_replacement);
432 complete_size += strlen(source_replacement);
433 complete_program = (char*)realloc(complete_program, complete_size);
434 strcat(complete_program, source_replacement);
437 delete [] source_replacement;
441 // Add main() function which calls all the unique main replacements in order
442 char main_function[BCTEXTLEN];
443 sprintf(main_function,
448 for(int i = 0; i < current_shader; i++)
450 char main_replacement[BCTEXTLEN];
451 sprintf(main_replacement, "\tmain%03d();\n", i);
452 strcat(main_function, main_replacement);
455 strcat(main_function, "}\n");
456 if(!complete_program)
458 complete_size = strlen(main_function) + 1;
459 complete_program = (char*)malloc(complete_size);
460 strcpy(complete_program, main_function);
464 complete_size += strlen(main_function);
465 complete_program = (char*)realloc(complete_program, complete_size);
466 strcat(complete_program, main_function);
474 result = BC_WindowBase::get_synchronous()->get_shader(complete_program,
479 result = glCreateProgram();
482 shader = glCreateShader(GL_FRAGMENT_SHADER);
483 const GLchar *text_ptr = complete_program;
484 glShaderSource(shader, 1, &text_ptr, NULL);
485 glCompileShader(shader);
486 int error = print_error(complete_program, shader, 0);
487 glAttachShader(result, shader);
488 glDeleteShader(shader);
490 glLinkProgram(result);
491 if(!error) error = print_error(complete_program, result, 1);
494 // printf("BC_WindowBase::make_shader: shader=%d window_id=%d\n",
496 // BC_WindowBase::get_synchronous()->current_window->get_id());
497 BC_WindowBase::get_synchronous()->put_shader(result, complete_program);
500 //printf("VFrame::make_shader\n%s\n", complete_program);
501 free(complete_program);
502 complete_program = NULL;
508 void VFrame::dump_shader(int shader_id)
510 BC_WindowBase::get_synchronous()->dump_shader(shader_id);
514 void VFrame::clear_pbuffer()
517 if(BC_CModels::is_yuv(get_color_model()))
518 glClearColor(0.0, 0.5, 0.5, 0.0);
520 glClearColor(0.0, 0.0, 0.0, 0.0);
521 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);