#define GL_GLEXT_PROTOTYPES
+#include "bccolors.h"
#include "bcsignals.h"
#include "bcwindowbase.h"
#include "canvas.h"
#include "clip.h"
#include "condition.h"
+#include "edl.h"
#include "maskautos.h"
#include "maskauto.h"
#include "mutex.h"
+#include "mwindow.h"
#include "overlayframe.inc"
#include "overlayframe.h"
#include "playback3d.h"
#include "pluginclient.h"
#include "pluginvclient.h"
+#include "edlsession.h"
#include "transportque.inc"
#include "vframe.h"
#ifdef HAVE_GL
static const char *yuv_to_rgb_frag =
"uniform sampler2D tex;\n"
+ "uniform mat3 yuv_to_rgb_matrix;\n"
+ "uniform float yminf;\n"
"void main()\n"
"{\n"
" vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
- " yuva.rgb -= vec3(0, 0.5, 0.5);\n"
- " const mat3 yuv_to_rgb_matrix = mat3(\n"
- " 1, 1, 1, \n"
- " 0, -0.34414, 1.77200, \n"
- " 1.40200, -0.71414, 0);\n"
+ " yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
" gl_FragColor = vec4(yuv_to_rgb_matrix * yuva.rgb, yuva.a);\n"
"}\n";
static const char *yuva_to_rgb_frag =
"uniform sampler2D tex;\n"
+ "uniform mat3 yuv_to_rgb_matrix;\n"
+ "uniform float yminf;\n"
"void main()\n"
"{\n"
" vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
- " yuva.rgb -= vec3(0, 0.5, 0.5);\n"
- " const mat3 yuv_to_rgb_matrix = mat3(\n"
- " 1, 1, 1, \n"
- " 0, -0.34414, 1.77200, \n"
- " 1.40200, -0.71414, 0);\n"
+ " yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
" yuva.rgb = yuv_to_rgb_matrix * yuva.rgb;\n"
" yuva.rgb *= yuva.a;\n"
" yuva.a = 1.0;\n"
static const char *rgb_to_yuv_frag =
"uniform sampler2D tex;\n"
+ "uniform mat3 rgb_to_yuv_matrix;\n"
+ "uniform float yminf;\n"
"void main()\n"
"{\n"
" vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
- " const mat3 rgb_to_yuv_matrix = mat3(\n"
- " 0.29900, -0.16874, 0.50000, \n"
- " 0.58700, -0.33126, -0.41869, \n"
- " 0.11400, 0.50000, -0.08131);\n"
" rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
- " rgba.rgb += vec3(0, 0.5, 0.5);\n"
+ " rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
" gl_FragColor = rgba;\n"
"}\n";
static const char *rgba_to_yuv_frag =
"uniform sampler2D tex;\n"
+ "uniform mat3 rgb_to_yuv_matrix;\n"
+ "uniform float yminf;\n"
"void main()\n"
"{\n"
" vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
- " const mat3 rgb_to_yuv_matrix = mat3(\n"
- " 0.29900, -0.16874, 0.50000, \n"
- " 0.58700, -0.33126, -0.41869, \n"
- " 0.11400, 0.50000, -0.08131);\n"
" rgba.rgb *= rgba.a;\n"
" rgba.a = 1.0;\n"
" rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
- " rgba.rgb += vec3(0, 0.5, 0.5);\n"
+ " rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
" gl_FragColor = rgba;\n"
"}\n";
-static const char *rgba_to_rgb_flatten =
- "void main() {\n"
- " gl_FragColor.rgb *= gl_FragColor.a;\n"
- " gl_FragColor.a = 1.0;\n"
- "}\n";
+//static const char *rgba_to_rgb_flatten =
+// "void main() {\n"
+// " gl_FragColor.rgb *= gl_FragColor.a;\n"
+// " gl_FragColor.a = 1.0;\n"
+// "}\n";
#define GL_STD_BLEND(FN) \
static const char *blend_##FN##_frag = \
"void main() {\n" \
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
" vec4 result;\n" \
- " result.rgb = "SS(COLOR_##FN(1.0, gl_FragColor.rgb, gl_FragColor.a, canvas.rgb, canvas.a))";\n" \
- " result.a = "SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a))";\n" \
+ " result.rgb = " SS(COLOR_##FN(1.0, gl_FragColor.rgb, gl_FragColor.a, canvas.rgb, canvas.a)) ";\n" \
+ " result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
" gl_FragColor = mix(canvas, result, alpha);\n" \
"}\n"
"void main() {\n" \
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
" vec4 result;\n" \
- " result.r = "SS(COLOR_##FN(1.0, gl_FragColor.r, gl_FragColor.a, canvas.r, canvas.a))";\n" \
- " result.g = "SS(COLOR_##FN(1.0, gl_FragColor.g, gl_FragColor.a, canvas.g, canvas.a))";\n" \
- " result.b = "SS(COLOR_##FN(1.0, gl_FragColor.b, gl_FragColor.a, canvas.b, canvas.a))";\n" \
- " result.a = "SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a))";\n" \
+ " result.r = " SS(COLOR_##FN(1.0, gl_FragColor.r, gl_FragColor.a, canvas.r, canvas.a)) ";\n" \
+ " result.g = " SS(COLOR_##FN(1.0, gl_FragColor.g, gl_FragColor.a, canvas.g, canvas.a)) ";\n" \
+ " result.b = " SS(COLOR_##FN(1.0, gl_FragColor.b, gl_FragColor.a, canvas.b, canvas.a)) ";\n" \
+ " result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
" result = clamp(result, 0.0, 1.0);\n" \
" gl_FragColor = mix(canvas, result, alpha);\n" \
"}\n"
else
// Copy to RAM
{
- command->input->enable_opengl();
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE,
- command->frame->get_rows()[0]);
- command->frame->flip_vert();
- command->frame->set_opengl_state(VFrame::RAM);
+ command->input->to_texture();
+ command->input->bind_texture(0);
+ command->frame->enable_opengl();
+ command->frame->init_screen();
+ unsigned int shader = BC_CModels::is_yuv(command->input->get_color_model()) ?
+ VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
+ if( shader > 0 ) {
+ glUseProgram(shader);
+ int variable = glGetUniformLocation(shader, "tex");
+ glUniform1i(variable, 0);
+ BC_GL_YUV_TO_RGB(shader);
+ }
+ else
+ glUseProgram(0);
+ command->input->draw_texture(1);
+ command->frame->screen_to_ram();
+ glUseProgram(0);
}
}
else
// Make sure OpenGL is enabled first.
window->enable_opengl();
-
//printf("Playback3D::write_buffer_sync 1 %d\n", window->get_id());
- switch(command->frame->get_opengl_state())
- {
+ int flip_y = 0, frame_state = command->frame->get_opengl_state();
+ switch( frame_state ) {
// Upload texture and composite to screen
case VFrame::RAM:
+ flip_y = 1;
+ case VFrame::SCREEN:
command->frame->to_texture();
- draw_output(command);
- break;
+ window->enable_opengl();
// Composite texture to screen and swap buffer
case VFrame::TEXTURE:
- draw_output(command);
- break;
- case VFrame::SCREEN:
-// swap buffers only
- window->flip_opengl();
+ if( !flip_y ) {
+ int fh1 = command->frame->get_h()-1;
+ float in_y1 = fh1 - command->in_y1;
+ float in_y2 = fh1 - command->in_y2;
+ command->in_y1 = in_y2;
+ command->in_y2 = in_y1;
+ }
+ draw_output(command, flip_y);
break;
default:
printf("Playback3D::write_buffer_sync unknown state\n");
break;
}
+ command->frame->set_opengl_state(frame_state);
window->unlock_window();
}
-void Playback3D::draw_output(Playback3DCommand *command)
+void Playback3D::draw_output(Playback3DCommand *command, int flip_y)
{
#ifdef HAVE_GL
int texture_id = command->frame->get_texture_id();
canvas_w = window->get_w();
canvas_h = window->get_h();
VFrame::init_screen(canvas_w, canvas_h);
+ int color_model = command->frame->get_color_model();
+ int is_yuv = BC_CModels::is_yuv(color_model);
if(!command->is_cleared)
{
// If we get here, the virtual console was not used.
- init_frame(command);
+ init_frame(command, 0);
}
// Texture
// Undo any previous shader settings
command->frame->bind_texture(0);
-
-
-
// Convert colormodel
- unsigned int frag_shader = 0;
- switch(command->frame->get_color_model())
- {
- case BC_YUV888:
- case BC_YUVA8888:
- frag_shader = VFrame::make_shader(0,
- yuv_to_rgb_frag,
- 0);
- break;
- }
-
-
- if(frag_shader > 0)
- {
- glUseProgram(frag_shader);
- int variable = glGetUniformLocation(frag_shader, "tex");
+ unsigned int shader = is_yuv ? VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
+ if( shader > 0 ) {
+ glUseProgram(shader);
// Set texture unit of the texture
+ int variable = glGetUniformLocation(shader, "tex");
glUniform1i(variable, 0);
+ BC_GL_YUV_TO_RGB(shader);
}
- if(BC_CModels::components(command->frame->get_color_model()) == 4)
+ if(BC_CModels::components(color_model) == 4)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
command->frame->draw_texture(
command->in_x1, command->in_y1, command->in_x2, command->in_y2,
command->out_x1, command->out_y1, command->out_x2, command->out_y2,
- 1);
+ flip_y);
-// printf("Playback3D::draw_output 2 %f,%f %f,%f -> %f,%f %f,%f\n",
+//printf("Playback3D::draw_output 2 %f,%f %f,%f -> %f,%f %f,%f\n",
// command->in_x1,
// command->in_y1,
// command->in_x2,
}
-void Playback3D::init_frame(Playback3DCommand *command)
+void Playback3D::init_frame(Playback3DCommand *command, int is_yuv)
{
#ifdef HAVE_GL
- canvas_w = command->canvas->get_canvas()->get_w();
- canvas_h = command->canvas->get_canvas()->get_h();
-
- glClearColor(0.0, 0.0, 0.0, 0.0);
+ float gbuv = is_yuv ? 0.5 : 0.0;
+ glClearColor(0.0, gbuv, gbuv, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
}
command->canvas->get_canvas()->lock_window("Playback3D::clear_output_sync");
// If we get here, the virtual console is being used.
command->canvas->get_canvas()->enable_opengl();
+ int is_yuv = 0;
// Using pbuffer for refresh frame.
if(command->frame)
{
command->frame->enable_opengl();
+ int color_model = command->canvas->mwindow->edl->session->color_model;
+ is_yuv = BC_CModels::is_yuv(color_model);
}
-
- init_frame(command);
+ init_frame(command, is_yuv);
command->canvas->get_canvas()->unlock_window();
}
command->canvas->unlock_canvas();
command->frame->set_opengl_state(VFrame::SCREEN);
+ command->frame->screen_to_ram();
command->canvas->get_canvas()->unlock_window();
}
command->canvas->unlock_canvas();
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
- if(command->frame) {
-// Render to PBuffer
- command->frame->enable_opengl();
- command->frame->set_opengl_state(VFrame::SCREEN);
- canvas_w = command->frame->get_w();
- canvas_h = command->frame->get_h();
- }
- else {
-// Render to canvas
- canvas_w = window->get_w();
- canvas_h = window->get_h();
- }
-
//printf("Playback3D::overlay_sync 1 %d\n", command->input->get_opengl_state());
- switch(command->input->get_opengl_state()) {
+ switch( command->input->get_opengl_state() ) {
// Upload texture and composite to screen
case VFrame::RAM:
command->input->to_texture();
case VFrame::SCREEN:
command->input->enable_opengl();
command->input->screen_to_texture();
- if(command->frame)
- command->frame->enable_opengl();
- else
- window->enable_opengl();
break;
default:
printf("Playback3D::overlay_sync unknown state\n");
break;
}
+ if(command->frame) {
+// Render to PBuffer
+ command->frame->enable_opengl();
+ command->frame->set_opengl_state(VFrame::SCREEN);
+ canvas_w = command->frame->get_w();
+ canvas_h = command->frame->get_h();
+ }
+ else {
+// Render to canvas
+ window->enable_opengl();
+ canvas_w = window->get_w();
+ canvas_h = window->get_h();
+ }
+
- const char *shader_stack[4] = { 0, 0, 0, 0, };
- int total_shaders = 0;
+ const char *shader_stack[16];
+ memset(shader_stack,0, sizeof(shader_stack));
+ int total_shaders = 0, need_matrix = 0;
VFrame::init_screen(canvas_w, canvas_h);
// Convert colormodel to RGB if not nested.
// The color model setting in the output frame is ignored.
- if( command->is_nested <= 0 ) { // not nested
- switch(command->input->get_color_model()) {
- case BC_YUV888:
- case BC_YUVA8888:
- shader_stack[total_shaders++] = yuv_to_rgb_frag;
- break;
- }
- }
+// if( command->is_nested <= 0 && // not nested
+// BC_CModels::is_yuv(command->input->get_color_model()) ) {
+// need_matrix = 1;
+// shader_stack[total_shaders++] = yuv_to_rgb_frag;
+// }
// get the shaders
#define add_shader(s) \
}
// if to flatten alpha
- if( command->is_nested < 0 ) {
- switch(command->input->get_color_model()) {
-// yuv has already been converted to rgb
- case BC_YUVA8888:
- case BC_RGBA_FLOAT:
- case BC_RGBA8888:
- add_shader(rgba_to_rgb_flatten);
- break;
- }
- }
+// if( command->is_nested < 0 ) {
+// switch(command->input->get_color_model()) {
+//// yuv has already been converted to rgb
+// case BC_YUVA8888:
+// case BC_RGBA_FLOAT:
+// case BC_RGBA8888:
+// add_shader(rgba_to_rgb_flatten);
+// break;
+// }
+// }
// run the shaders
- unsigned int frag_shader = 0;
- if(shader_stack[0]) {
- frag_shader = VFrame::make_shader(0,
- shader_stack[0], shader_stack[1],
- shader_stack[2], shader_stack[3], 0);
-
- glUseProgram(frag_shader);
-
+ add_shader(0);
+ unsigned int shader = !shader_stack[0] ? 0 :
+ VFrame::make_shader(shader_stack);
+ if( shader > 0 ) {
+ glUseProgram(shader);
+ if( need_matrix ) BC_GL_YUV_TO_RGB(shader);
// Set texture unit of the texture
- glUniform1i(glGetUniformLocation(frag_shader, "tex"), 0);
+ glUniform1i(glGetUniformLocation(shader, "tex"), 0);
// Set texture unit of the temp texture
- glUniform1i(glGetUniformLocation(frag_shader, "tex2"), 1);
+ glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
// Set alpha
- int variable = glGetUniformLocation(frag_shader, "alpha");
+ int variable = glGetUniformLocation(shader, "alpha");
glUniform1f(variable, command->alpha);
// Set dimensions of the temp texture
if(temp_texture)
- glUniform2f(glGetUniformLocation(frag_shader, "tex2_dimensions"),
+ glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
(float)temp_texture->get_texture_w(),
(float)temp_texture->get_texture_h());
}
glUseProgram(0);
-// printf("Playback3D::overlay_sync %f %f %f %f %f %f %f %f\n",
+//printf("Playback3D::overlay_sync %f %f %f %f %f %f %f %f\n",
// command->in_x1, command->in_y1, command->in_x2, command->in_y2,
// command->out_x1, command->out_y1, command->out_x2, command->out_y2);
command->input->draw_texture(
command->in_x1, command->in_y1, command->in_x2, command->in_y2,
command->out_x1, command->out_y1, command->out_x2, command->out_y2,
-// Don't flip vertical if nested
- command->is_nested > 0 ? 0 : 1);
+ !command->is_nested);
glUseProgram(0);
// Delete temp texture
// Need to tabulate every vertex in persistent memory because
// gluTessVertex doesn't copy them.
ArrayList<GLdouble*> coords;
+ coords.set_array_delete();
for(int i = 0; i < points->total; i++)
{
MaskPoint *point1 = points->values[i];
// For unfeathered masks, we could use a stencil buffer
// for further optimization but we also need a YUV algorithm.
unsigned int frag_shader = 0;
- switch(temp_texture->get_texture_components())
- {
- case 3:
- if(command->frame->get_color_model() == BC_YUV888)
- frag_shader = VFrame::make_shader(0,
- multiply_yuvmask3_frag,
- 0);
- else
- frag_shader = VFrame::make_shader(0,
- multiply_mask3_frag,
- 0);
- break;
- case 4:
- frag_shader = VFrame::make_shader(0,
- multiply_mask4_frag,
- 0);
- break;
+ switch(temp_texture->get_texture_components()) {
+ case 3:
+ frag_shader = VFrame::make_shader(0,
+ command->frame->get_color_model() == BC_YUV888 ?
+ multiply_yuvmask3_frag : multiply_mask3_frag,
+ 0);
+ break;
+ case 4:
+ frag_shader = VFrame::make_shader(0, multiply_mask4_frag, 0);
+ break;
}
- if(frag_shader)
- {
+ if( frag_shader ) {
int variable;
glUseProgram(frag_shader);
if((variable = glGetUniformLocation(frag_shader, "tex")) >= 0)
#ifdef HAVE_GL
command->canvas->lock_canvas("Playback3D::convert_cmodel_sync");
- if(command->canvas->get_canvas())
- {
+ if( command->canvas->get_canvas() ) {
BC_WindowBase *window = command->canvas->get_canvas();
window->lock_window("Playback3D::convert_cmodel_sync");
window->enable_opengl();
command->frame->to_texture();
// Colormodel permutation
- const char *shader = 0;
int src_cmodel = command->frame->get_color_model();
int dst_cmodel = command->dst_cmodel;
- typedef struct
- {
- int src;
- int dst;
+ typedef struct {
+ int src, dst, typ;
const char *shader;
} cmodel_shader_table_t;
- static cmodel_shader_table_t cmodel_shader_table[] =
- {
- { BC_RGB888, BC_YUV888, rgb_to_yuv_frag },
- { BC_RGB888, BC_YUVA8888, rgb_to_yuv_frag },
- { BC_RGBA8888, BC_RGB888, rgba_to_rgb_frag },
- { BC_RGBA8888, BC_RGB_FLOAT, rgba_to_rgb_frag },
- { BC_RGBA8888, BC_YUV888, rgba_to_yuv_frag },
- { BC_RGBA8888, BC_YUVA8888, rgb_to_yuv_frag },
- { BC_RGB_FLOAT, BC_YUV888, rgb_to_yuv_frag },
- { BC_RGB_FLOAT, BC_YUVA8888, rgb_to_yuv_frag },
- { BC_RGBA_FLOAT, BC_RGB888, rgba_to_rgb_frag },
- { BC_RGBA_FLOAT, BC_RGB_FLOAT, rgba_to_rgb_frag },
- { BC_RGBA_FLOAT, BC_YUV888, rgba_to_yuv_frag },
- { BC_RGBA_FLOAT, BC_YUVA8888, rgb_to_yuv_frag },
- { BC_YUV888, BC_RGB888, yuv_to_rgb_frag },
- { BC_YUV888, BC_RGBA8888, yuv_to_rgb_frag },
- { BC_YUV888, BC_RGB_FLOAT, yuv_to_rgb_frag },
- { BC_YUV888, BC_RGBA_FLOAT, yuv_to_rgb_frag },
- { BC_YUVA8888, BC_RGB888, yuva_to_rgb_frag },
- { BC_YUVA8888, BC_RGBA8888, yuv_to_rgb_frag },
- { BC_YUVA8888, BC_RGB_FLOAT, yuva_to_rgb_frag },
- { BC_YUVA8888, BC_RGBA_FLOAT, yuv_to_rgb_frag },
- { BC_YUVA8888, BC_YUV888, yuva_to_yuv_frag },
+ enum { rgb_to_rgb, rgb_to_yuv, yuv_to_rgb, yuv_to_yuv, };
+ int type = -1;
+ static cmodel_shader_table_t cmodel_shader_table[] = {
+ { BC_RGB888, BC_YUV888, rgb_to_yuv, rgb_to_yuv_frag },
+ { BC_RGB888, BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
+ { BC_RGBA8888, BC_RGB888, rgb_to_rgb, rgba_to_rgb_frag },
+ { BC_RGBA8888, BC_RGB_FLOAT, rgb_to_rgb, rgba_to_rgb_frag },
+ { BC_RGBA8888, BC_YUV888, rgb_to_yuv, rgba_to_yuv_frag },
+ { BC_RGBA8888, BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
+ { BC_RGB_FLOAT, BC_YUV888, rgb_to_yuv, rgb_to_yuv_frag },
+ { BC_RGB_FLOAT, BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
+ { BC_RGBA_FLOAT,BC_RGB888, rgb_to_rgb, rgba_to_rgb_frag },
+ { BC_RGBA_FLOAT,BC_RGB_FLOAT, rgb_to_rgb, rgba_to_rgb_frag },
+ { BC_RGBA_FLOAT,BC_YUV888, rgb_to_yuv, rgba_to_yuv_frag },
+ { BC_RGBA_FLOAT,BC_YUVA8888, rgb_to_yuv, rgb_to_yuv_frag },
+ { BC_YUV888, BC_RGB888, yuv_to_rgb, yuv_to_rgb_frag },
+ { BC_YUV888, BC_RGBA8888, yuv_to_rgb, yuv_to_rgb_frag },
+ { BC_YUV888, BC_RGB_FLOAT, yuv_to_rgb, yuv_to_rgb_frag },
+ { BC_YUV888, BC_RGBA_FLOAT, yuv_to_rgb, yuv_to_rgb_frag },
+ { BC_YUVA8888, BC_RGB888, yuv_to_rgb, yuva_to_rgb_frag },
+ { BC_YUVA8888, BC_RGBA8888, yuv_to_rgb, yuv_to_rgb_frag },
+ { BC_YUVA8888, BC_RGB_FLOAT, yuv_to_rgb, yuva_to_rgb_frag },
+ { BC_YUVA8888, BC_RGBA_FLOAT, yuv_to_rgb, yuv_to_rgb_frag },
+ { BC_YUVA8888, BC_YUV888, yuv_to_yuv, yuva_to_yuv_frag },
};
+ const char *shader = 0;
int table_size = sizeof(cmodel_shader_table) / sizeof(cmodel_shader_table_t);
- for(int i = 0; i < table_size; i++)
- {
- if(cmodel_shader_table[i].src == src_cmodel &&
- cmodel_shader_table[i].dst == dst_cmodel)
- {
+ for( int i=0; i<table_size; ++i ) {
+ if( cmodel_shader_table[i].src == src_cmodel &&
+ cmodel_shader_table[i].dst == dst_cmodel ) {
shader = cmodel_shader_table[i].shader;
+ type = cmodel_shader_table[i].typ;
break;
}
}
// command->dst_cmodel,
// shader);
- if(shader)
- {
+ const char *shader_stack[9];
+ memset(shader_stack,0, sizeof(shader_stack));
+ int current_shader = 0;
+
+ if( shader ) {
//printf("Playback3D::convert_cmodel_sync %d\n", __LINE__);
+ shader_stack[current_shader++] = shader;
+ shader_stack[current_shader] = 0;
+ unsigned int shader_id = VFrame::make_shader(shader_stack);
+
command->frame->bind_texture(0);
- unsigned int shader_id = -1;
- if(shader)
- {
- shader_id = VFrame::make_shader(0,
- shader,
- 0);
- glUseProgram(shader_id);
- glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
+ glUseProgram(shader_id);
+
+ glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
+ switch( type ) {
+ case rgb_to_yuv:
+ BC_GL_RGB_TO_YUV(shader_id);
+ break;
+ case yuv_to_rgb:
+ BC_GL_YUV_TO_RGB(shader_id);
+ break;
}
command->frame->draw_texture();
-
if(shader) glUseProgram(0);
-
command->frame->set_opengl_state(VFrame::SCREEN);
}
}
- if(frag_shader)
- {
+ if( frag_shader ) {
glUseProgram(frag_shader);
int variable;
if((variable = glGetUniformLocation(frag_shader, "tex")) >= 0)