#define GL_GLEXT_PROTOTYPES
+#include "bccolors.h"
#include "bcsignals.h"
#include "bcwindowbase.h"
#include "canvas.h"
#include "maskauto.h"
#include "mutex.h"
#include "overlayframe.inc"
+#include "overlayframe.h"
#include "playback3d.h"
#include "pluginclient.h"
#include "pluginvclient.h"
#include <unistd.h>
#include <fcntl.h>
+#define QQ(q)#q
+#define SS(s)QQ(s)
// Shaders
// Can't hard code sampler2D
+#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";
" gl_FragColor.a = 1.0;\n"
"}\n";
-// NORMAL
-static const char *blend_normal_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas * (1.0 - gl_FragColor.a) + gl_FragColor * gl_FragColor.a;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// ADDITION
-static const char *blend_add_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas + gl_FragColor;\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SUBTRACT
-static const char *blend_subtract_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor - canvas;\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
+#define GL_STD_BLEND(FN) \
+static const char *blend_##FN##_frag = \
+ "uniform sampler2D tex2;\n" \
+ "uniform vec2 tex2_dimensions;\n" \
+ "uniform float alpha;\n" \
+ "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" \
+ " gl_FragColor = mix(canvas, result, alpha);\n" \
+ "}\n"
+
+#define GL_VEC_BLEND(FN) \
+static const char *blend_##FN##_frag = \
+ "uniform sampler2D tex2;\n" \
+ "uniform vec2 tex2_dimensions;\n" \
+ "uniform float alpha;\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 = clamp(result, 0.0, 1.0);\n" \
+ " gl_FragColor = mix(canvas, result, alpha);\n" \
+ "}\n"
+
+#undef mabs
+#define mabs abs
+#undef mmin
+#define mmin min
+#undef mmax
+#define mmax max
+
+#undef ZERO
+#define ZERO 0.0
+#undef ONE
+#define ONE 1.0
+#undef TWO
+#define TWO 2.0
-// MULTIPLY
-static const char *blend_multiply_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas * gl_FragColor;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DIVIDE
-static const char *blend_divide_frag =
+// NORMAL
+static const char *blend_NORMAL_frag =
"uniform sampler2D tex2;\n"
"uniform vec2 tex2_dimensions;\n"
"uniform float alpha;\n"
"void main() {\n"
- " gl_FragColor.a *= alpha;\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor / canvas;\n"
- " if(!canvas.r) result.r = 1.0;\n"
- " if(!canvas.g) result.g = 1.0;\n"
- " if(!canvas.b) result.b = 1.0;\n"
- " if(!canvas.a) result.a = 1.0;\n"
- " result = clamp(result, 0.0, 1.0);\n"
+ " vec4 result = mix(canvas, gl_FragColor, gl_FragColor.a);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
// REPLACE
-static const char *blend_replace_frag =
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- "}\n";
-
-// MAX
-static const char *blend_max_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = max(canvas, gl_FragColor);\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// MIN
-static const char *blend_min_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = min(canvas, gl_FragColor);\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// AVERAGE
-static const char *blend_average_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = (canvas + gl_FragColor) * 0.5;\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DARKEN
-static const char *blend_darken_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb * (1.0 - gl_FragColor.a) +"
- " gl_FragColor.rgb * (1.0 - canvas.a) +"
- " min(canvas.rgb, gl_FragColor.rgb), "
- " canvas.a + gl_FragColor.a - canvas.a * gl_FragColor.a);\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// LIGHTEN
-static const char *blend_lighten_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb * (1.0 - gl_FragColor.a) +"
- " gl_FragColor.rgb * (1.0 - canvas.a) +"
- " max(canvas.rgb, gl_FragColor.rgb), "
- " canvas.a + gl_FragColor.a - canvas.a * gl_FragColor.a);\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DST
-static const char *blend_dst_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
-// " gl_FragColor.a *= alpha;\n"
-// " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
-// " vec4 result = canvas;\n"
-// " gl_FragColor = mix(result, canvas, alpha);\n"
- " gl_FragColor = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- "}\n";
-
-// DST_ATOP
-static const char *blend_dst_atop_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb * gl_FragColor.a + "
- "(1.0 - canvas.a) * gl_FragColor.rgb, gl_FragColor.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DST_IN
-static const char *blend_dst_in_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas * gl_FragColor.a;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DST_OUT
-static const char *blend_dst_out_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
+static const char *blend_REPLACE_frag =
"uniform float alpha;\n"
"void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas * (1.0 - gl_FragColor.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// DST_OVER
-static const char *blend_dst_over_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(canvas.rgb + (1.0 - canvas.a) * gl_FragColor.rgb, "
- " gl_FragColor.a + canvas.a - gl_FragColor.a * canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SRC
-static const char *blend_src_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor;\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// SRC_ATOP
-static const char *blend_src_atop_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(gl_FragColor.rgb * canvas.a + "
- "canvas.rgb * (1.0 - gl_FragColor.a), canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
-// SRC_IN
-static const char *blend_src_in_frag =
+// ADDITION
+static const char *blend_ADDITION_frag =
"uniform sampler2D tex2;\n"
"uniform vec2 tex2_dimensions;\n"
"uniform float alpha;\n"
"void main() {\n"
- " gl_FragColor.a *= alpha;\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor * canvas.a;\n"
+ " vec4 result = clamp(gl_FragColor + canvas, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
-// SRC_OUT
-static const char *blend_src_out_frag =
+// SUBTRACT
+static const char *blend_SUBTRACT_frag =
"uniform sampler2D tex2;\n"
"uniform vec2 tex2_dimensions;\n"
"uniform float alpha;\n"
"void main() {\n"
- " gl_FragColor.a *= alpha;\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = gl_FragColor * (1.0 - canvas.a);\n"
+ " vec4 result = clamp(gl_FragColor - canvas, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
-// SRC_OVER
-static const char *blend_src_over_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(gl_FragColor.rgb + (1.0 - gl_FragColor.a) * canvas.rgb, "
- "gl_FragColor.a + canvas.a - gl_FragColor.a * canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// OR
-static const char *blend_or_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = canvas + gl_FragColor - canvas * gl_FragColor;\n"
- " result = clamp(result, 0.0, 1.0);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
-
-// XOR
-static const char *blend_xor_frag =
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "uniform float alpha;\n"
- "void main() {\n"
- " gl_FragColor.a *= alpha;\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " vec4 result = vec4(gl_FragColor.rgb * (1.0 - canvas.a) + "
- "(1.0 - gl_FragColor.a) * canvas.rgb, "
- "gl_FragColor.a + canvas.a - 2.0 * gl_FragColor.a * canvas.a);\n"
- " gl_FragColor = mix(canvas, result, alpha);\n"
- "}\n";
+GL_STD_BLEND(MULTIPLY);
+GL_VEC_BLEND(DIVIDE);
+GL_VEC_BLEND(MAX);
+GL_VEC_BLEND(MIN);
+GL_VEC_BLEND(DARKEN);
+GL_VEC_BLEND(LIGHTEN);
+GL_STD_BLEND(DST);
+GL_STD_BLEND(DST_ATOP);
+GL_STD_BLEND(DST_IN);
+GL_STD_BLEND(DST_OUT);
+GL_STD_BLEND(DST_OVER);
+GL_STD_BLEND(SRC);
+GL_STD_BLEND(SRC_ATOP);
+GL_STD_BLEND(SRC_IN);
+GL_STD_BLEND(SRC_OUT);
+GL_STD_BLEND(SRC_OVER);
+GL_STD_BLEND(AND);
+GL_STD_BLEND(OR);
+GL_STD_BLEND(XOR);
+GL_VEC_BLEND(OVERLAY);
+GL_STD_BLEND(SCREEN);
+GL_VEC_BLEND(BURN);
+GL_VEC_BLEND(DODGE);
+GL_VEC_BLEND(HARDLIGHT);
+GL_VEC_BLEND(SOFTLIGHT);
+GL_VEC_BLEND(DIFFERENCE);
static const char *read_texture_frag =
"uniform sampler2D tex;\n"
" gl_FragColor.gb += vec2(0.5, 0.5);\n"
"}\n";
-
-
-
-
-
+#endif
Playback3DCommand::Playback3DCommand()
// command->frame->get_h(),
// BC_RGB888,
// -1);
-// command->frame->to_ram();
+// command->frame->screen_to_ram();
//
// window->clear_box(0,
// 0,
// 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 = !BC_CModels::is_yuv(command->frame->get_color_model()) ? 0 :
+ VFrame::make_shader(0, yuv_to_rgb_frag, 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)
command->frame->set_opengl_state(VFrame::SCREEN);
+ command->frame->screen_to_ram();
command->canvas->get_canvas()->unlock_window();
}
command->canvas->unlock_canvas();
// To do these operations, we need to copy the input buffer to a texture
// and blend 2 textures in a shader
static const char * const overlay_shaders[TRANSFER_TYPES] = {
- blend_normal_frag, // TRANSFER_NORMAL
- blend_add_frag, // TRANSFER_ADDITION
- blend_subtract_frag, // TRANSFER_SUBTRACT
- blend_multiply_frag, // TRANSFER_MULTIPLY
- blend_divide_frag, // TRANSFER_DIVIDE
- blend_replace_frag, // TRANSFER_REPLACE
- blend_max_frag, // TRANSFER_MAX
- blend_min_frag, // TRANSFER_MIN
- blend_average_frag, // TRANSFER_AVERAGE
- blend_darken_frag, // TRANSFER_DARKEN
- blend_lighten_frag, // TRANSFER_LIGHTEN
- blend_dst_frag, // TRANSFER_DST
- blend_dst_atop_frag, // TRANSFER_DST_ATOP
- blend_dst_in_frag, // TRANSFER_DST_IN
- blend_dst_out_frag, // TRANSFER_DST_OUT
- blend_dst_over_frag, // TRANSFER_DST_OVER
- blend_src_frag, // TRANSFER_SRC
- blend_src_atop_frag, // TRANSFER_SRC_ATOP
- blend_src_in_frag, // TRANSFER_SRC_IN
- blend_src_out_frag, // TRANSFER_SRC_OUT
- blend_src_over_frag, // TRANSFER_SRC_OVER
- blend_or_frag, // TRANSFER_OR
- blend_xor_frag // TRANSFER_XOR
+ blend_NORMAL_frag, // TRANSFER_NORMAL
+ blend_ADDITION_frag, // TRANSFER_ADDITION
+ blend_SUBTRACT_frag, // TRANSFER_SUBTRACT
+ blend_MULTIPLY_frag, // TRANSFER_MULTIPLY
+ blend_DIVIDE_frag, // TRANSFER_DIVIDE
+ blend_REPLACE_frag, // TRANSFER_REPLACE
+ blend_MAX_frag, // TRANSFER_MAX
+ blend_MIN_frag, // TRANSFER_MIN
+ blend_DARKEN_frag, // TRANSFER_DARKEN
+ blend_LIGHTEN_frag, // TRANSFER_LIGHTEN
+ blend_DST_frag, // TRANSFER_DST
+ blend_DST_ATOP_frag, // TRANSFER_DST_ATOP
+ blend_DST_IN_frag, // TRANSFER_DST_IN
+ blend_DST_OUT_frag, // TRANSFER_DST_OUT
+ blend_DST_OVER_frag, // TRANSFER_DST_OVER
+ blend_SRC_frag, // TRANSFER_SRC
+ blend_SRC_ATOP_frag, // TRANSFER_SRC_ATOP
+ blend_SRC_IN_frag, // TRANSFER_SRC_IN
+ blend_SRC_OUT_frag, // TRANSFER_SRC_OUT
+ blend_SRC_OVER_frag, // TRANSFER_SRC_OVER
+ blend_AND_frag, // TRANSFER_AND
+ blend_OR_frag, // TRANSFER_OR
+ blend_XOR_frag, // TRANSFER_XOR
+ blend_OVERLAY_frag, // TRANSFER_OVERLAY
+ blend_SCREEN_frag, // TRANSFER_SCREEN
+ blend_BURN_frag, // TRANSFER_BURN
+ blend_DODGE_frag, // TRANSFER_DODGE
+ blend_HARDLIGHT_frag, // TRANSFER_HARDLIGHT
+ blend_SOFTLIGHT_frag, // TRANSFER_SOFTLIGHT
+ blend_DIFFERENCE_frag, // TRANSFER_DIFFERENCE
};
command->canvas->lock_canvas("Playback3D::overlay_sync");
}
- 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
}
// 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());
}
// 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)