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"
42 int VFrame::get_opengl_state()
47 void VFrame::set_opengl_state(int value)
52 int VFrame::get_window_id()
54 return texture ? texture->window_id : -1;
57 int VFrame::get_texture_id()
59 return texture ? texture->texture_id : -1;
62 int VFrame::get_texture_w()
64 return texture ? texture->texture_w : 0;
67 int VFrame::get_texture_h()
69 return texture ? texture->texture_h : 0;
73 int VFrame::get_texture_components()
75 return texture ? texture->texture_components : 0;
88 void VFrame::to_texture()
92 // Must be here so user can create textures without copying data by setting
93 // opengl_state to TEXTURE.
94 BC_Texture::new_texture(&texture, get_w(), get_h(), get_color_model());
96 // Determine what to do based on state
97 switch(opengl_state) {
106 opengl_state = VFrame::TEXTURE;
110 //printf("VFrame::to_texture %d\n", texture_id);
112 switch(color_model) {
115 type = GL_UNSIGNED_BYTE;
121 type = GL_UNSIGNED_BYTE;
137 "VFrame::to_texture: unsupported color model %d.\n",
142 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, get_w(), get_h(),
143 format, type, get_rows()[0]);
144 opengl_state = VFrame::TEXTURE;
148 void VFrame::create_pbuffer()
151 int ww = (get_w()+3) & ~3, hh = (get_h()+3) & ~3;
153 int ww = get_w(), hh = get_h();
155 if( pbuffer && (pbuffer->w != ww || pbuffer->h != hh ||
156 pbuffer->window_id != BC_WindowBase::get_synchronous()->current_window->get_id() ) ) {
162 pbuffer = new BC_PBuffer(ww, hh);
166 void VFrame::enable_opengl()
170 pbuffer->enable_opengl();
174 BC_PBuffer* VFrame::get_pbuffer()
180 void VFrame::screen_to_texture(int x, int y, int w, int h)
184 BC_Texture::new_texture(&texture,
185 get_w(), get_h(), get_color_model());
187 glEnable(GL_TEXTURE_2D);
189 // Read canvas into texture, use back texture for DOUBLE_BUFFER
191 // According to the man page, it must be GL_BACK for the onscreen buffer
192 // and GL_FRONT for a single buffered PBuffer. In reality it must be
193 // GL_BACK for a single buffered PBuffer if the PBuffer has alpha and using
194 // GL_FRONT captures the onscreen front buffer.
195 // 10/11/2010 is now generating "illegal operation"
196 glReadBuffer(GL_BACK);
198 glReadBuffer(BC_WindowBase::get_synchronous()->is_pbuffer ?
201 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
202 x >= 0 ? x : 0, y >= 0 ? y : 0,
203 w >= 0 ? w : get_w(), h >= 0 ? h : get_h());
208 void VFrame::screen_to_ram()
212 glReadBuffer(GL_BACK);
213 int type = BC_CModels::is_float(color_model) ? GL_FLOAT : GL_UNSIGNED_BYTE;
214 int format = BC_CModels::has_alpha(color_model) ? GL_RGBA : GL_RGB;
215 glReadPixels(0, 0, get_w(), get_h(), format, type, get_rows()[0]);
216 opengl_state = VFrame::RAM;
220 void VFrame::draw_texture(
221 float in_x1, float in_y1, float in_x2, float in_y2,
222 float out_x1, float out_y1, float out_x2, float out_y2,
226 in_x1 /= get_texture_w(); in_y1 /= get_texture_h();
227 in_x2 /= get_texture_w(); in_y2 /= get_texture_h();
228 float ot_y1 = flip_y ? -out_y1 : -out_y2;
229 float ot_y2 = flip_y ? -out_y2 : -out_y1;
230 texture->draw_texture(
231 in_x1,in_y1, in_x2,in_y2,
232 out_x1,ot_y1, out_x2, ot_y2);
236 void VFrame::draw_texture(int flip_y)
238 draw_texture(0,0, get_w(),get_h(),
239 0,0, get_w(),get_h(), flip_y);
243 void VFrame::bind_texture(int texture_unit, int nearest)
247 texture->bind(texture_unit, nearest);
252 void VFrame::init_screen(int w, int h)
255 glViewport(0, 0, w, h);
256 glMatrixMode(GL_PROJECTION);
260 float frustum_ratio = near / ((near + far)/2);
261 float near_h = (float)h * frustum_ratio;
262 float near_w = (float)w * frustum_ratio;
263 glFrustum(-near_w/2, near_w/2, -near_h/2, near_h/2, near, far);
264 glMatrixMode(GL_MODELVIEW);
266 // Shift down and right so 0,0 is the top left corner
267 glTranslatef(-w/2.f, h/2.f, 0.f);
268 glTranslatef(0.0, 0.0, -(far + near) / 2);
270 glDisable(GL_DEPTH_TEST);
271 glShadeModel(GL_SMOOTH);
272 // Default for direct copy playback
274 glDisable(GL_COLOR_MATERIAL);
275 glDisable(GL_CULL_FACE);
276 glEnable(GL_NORMALIZE);
277 glAlphaFunc(GL_ALWAYS, 0);
278 glDisable(GL_ALPHA_TEST);
279 glDisable(GL_LIGHTING);
281 const GLfloat zero[] = { 0, 0, 0, 0 };
282 // const GLfloat one[] = { 1, 1, 1, 1 };
283 // const GLfloat light_position[] = { 0, 0, -1, 0 };
284 // const GLfloat light_direction[] = { 0, 0, 1, 0 };
286 // glEnable(GL_LIGHT0);
287 // glLightfv(GL_LIGHT0, GL_AMBIENT, zero);
288 // glLightfv(GL_LIGHT0, GL_DIFFUSE, one);
289 // glLightfv(GL_LIGHT0, GL_SPECULAR, one);
290 // glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 180);
291 // glLightfv(GL_LIGHT0, GL_POSITION, light_position);
292 // glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_direction);
293 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
294 // glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
295 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
296 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
297 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, zero);
298 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, zero);
299 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0);
301 glPixelStorei(GL_PACK_ALIGNMENT,1);
302 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
307 void VFrame::init_screen()
309 init_screen(get_w(), get_h());
316 static int print_error(const char *text, unsigned int object, int is_program)
318 char info[BCTEXTLEN];
321 glGetProgramInfoLog(object, BCTEXTLEN, &len, info);
323 glGetShaderInfoLog(object, BCTEXTLEN, &len, info);
324 if( len > 0 ) printf("Playback3D::print_error:\n%s\n%s\n", text, info);
328 static char *shader_segs(const char **segs, int n)
330 if( !segs || !n ) return 0;
331 // concat source segs
334 for( int i=0; i<n; ++i ) {
335 const char *text = *segs++;
336 char src[strlen(text) + BCSTRLEN + 1], *sp = src;
337 const char *tp = strstr(text, "main()");
339 // Replace main() with a mainxxx()
341 memcpy(sp, text, n); sp += n;
342 sp += sprintf(sp, "main%03d()", ids++);
343 strcpy(sp, tp+strlen("main()"));
346 char *cp = !ret ? cstrdup(text) : cstrcat(2, ret, text);
347 delete [] ret; ret = cp;
350 // add main() which calls mainxxx() in order
351 char main_prog[BCTEXTLEN];
352 char *cp = main_prog;
353 cp += sprintf(cp, "\nvoid main() {\n");
354 for( int i=0; i < ids; ++i )
355 cp += sprintf(cp, "\tmain%03d();\n", i);
356 cp += sprintf(cp, "}\n");
358 cp = cstrcat(2, ret, main_prog);
359 delete [] ret; ret = cp;
362 ret = cstrdup(main_prog);
366 static int compile_shader(unsigned int &shader, int type, const GLchar *text)
368 shader = glCreateShader(type);
369 glShaderSource(shader, 1, &text, 0);
370 glCompileShader(shader);
371 return print_error(text, shader, 0);
374 static unsigned int build_shader(const char *vert, const char *frag)
377 unsigned int vertex_shader = 0;
378 unsigned int fragment_shader = 0;
379 unsigned int program = glCreateProgram();
381 error = compile_shader(vertex_shader, GL_VERTEX_SHADER, vert);
383 error = compile_shader(fragment_shader, GL_FRAGMENT_SHADER, frag);
384 if( !error && vert ) glAttachShader(program, vertex_shader);
385 if( !error && frag ) glAttachShader(program, fragment_shader);
386 if( !error ) glLinkProgram(program);
387 if( !error ) error = print_error("link", program, 1);
389 BC_WindowBase::get_synchronous()->put_shader(program, vert, frag);
391 glDeleteProgram(program);
400 // make_shader(0, seg1, .., segn, 0);
401 // or make_shader(&seg);
402 // line 1: optional comment // vertex shader
404 unsigned int VFrame::make_shader(const char **segments, ...)
406 unsigned int program = 0;
408 // Construct single source file out of arguments
410 if( !segments ) { // arg list
411 va_list list; va_start(list, segments);
412 while( va_arg(list, char*) != 0 ) ++nb_segs;
415 else { // segment list
416 while( segments[nb_segs] ) ++nb_segs;
418 const char *segs[++nb_segs];
420 va_list list; va_start(list, segments);
421 for( int i=0; i<nb_segs; ++i )
422 segs[i] = va_arg(list, const char *);
427 const char *vert_shaders[nb_segs]; int vert_segs = 0;
428 const char *frag_shaders[nb_segs]; int frag_segs = 0;
429 for( int i=0; segments[i]!=0; ++i ) {
430 const char *seg = segments[i];
431 if( strstr(seg, "// vertex shader") )
432 vert_shaders[vert_segs++] = seg;
434 frag_shaders[frag_segs++] = seg;
437 char *vert = shader_segs(vert_shaders, vert_segs);
438 char *frag = shader_segs(frag_shaders, frag_segs);
439 if( !BC_WindowBase::get_synchronous()->get_shader(&program, vert, frag) )
440 program = build_shader(vert, frag);
447 void VFrame::dump_shader(int shader_id)
449 BC_WindowBase::get_synchronous()->dump_shader(shader_id);
453 void VFrame::clear_pbuffer()
456 int rgb = clear_color>=0 ? clear_color : 0;
457 int a = clear_color>=0 ? clear_alpha : 0;
458 int r = (rgb>>16) & 0xff;
459 int g = (rgb>> 8) & 0xff;
460 int b = (rgb>> 0) & 0xff;
461 if( BC_CModels::is_yuv(get_color_model()) )
462 YUV::yuv.rgb_to_yuv_8(r, g, b);
463 glClearColor(r/255.f, g/255.f, b/255.f, a/255.f);
464 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);