#define GL_GLEXT_PROTOTYPES
+#include "bccolors.h"
#include "bcsignals.h"
#include "bcwindowbase.h"
#include "canvas.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";
"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"
// 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();
}
- 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)