--- /dev/null
+
+/*
+ * CINELERRA
+ * Copyright (C) 2009 Adam Williams <broadcast at earthling dot net>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ */
+
+#ifndef PLAYBACK3D_H
+#define PLAYBACK3D_H
+
+#include "arraylist.h"
+#include "bcpixmap.inc"
+#include "bcsynchronous.h"
+#include "bcwindowbase.inc"
+#include "canvas.inc"
+#include "condition.inc"
+#include "maskauto.inc"
+#include "maskautos.inc"
+#include "mutex.inc"
+#include "mwindow.inc"
+#include "pluginclient.inc"
+#include "thread.h"
+#include "vframe.inc"
+
+
+
+
+
+// Macros for useful fragment shaders
+#define YUV_TO_RGB_FRAG(PIXEL) \
+ PIXEL ".gb -= vec2(0.5, 0.5);\n" \
+ PIXEL ".rgb = mat3(\n" \
+ " 1, 1, 1, \n" \
+ " 0, -0.34414, 1.77200, \n" \
+ " 1.40200, -0.71414, 0) * " PIXEL ".rgb;\n"
+
+#define RGB_TO_YUV_FRAG(PIXEL) \
+ PIXEL ".rgb = mat3(\n" \
+ " 0.29900, -0.16874, 0.50000, \n" \
+ " 0.58700, -0.33126, -0.41869, \n" \
+ " 0.11400, 0.50000, -0.08131) * " PIXEL ".rgb;\n" \
+ PIXEL ".gb += vec2(0.5, 0.5);\n"
+
+#define RGB_TO_HSV_FRAG(PIXEL) \
+ "{\n" \
+ "float r, g, b;\n" \
+ "float h, s, v;\n" \
+ "float min, max, delta;\n" \
+ "float f, p, q, t;\n" \
+ "r = " PIXEL ".r;\n" \
+ "g = " PIXEL ".g;\n" \
+ "b = " PIXEL ".b;\n" \
+ "min = ((r < g) ? r : g) < b ? ((r < g) ? r : g) : b;\n" \
+ "max = ((r > g) ? r : g) > b ? ((r > g) ? r : g) : b;\n" \
+ "v = max;\n" \
+ "delta = max - min;\n" \
+ "if(max != 0.0 && delta != 0.0)\n" \
+ "{\n" \
+ " s = delta / max;\n" \
+ " if(r == max)\n" \
+ " h = (g - b) / delta;\n" \
+ " else \n" \
+ " if(g == max)\n" \
+ " h = 2.0 + (b - r) / delta;\n" \
+ " else\n" \
+ " h = 4.0 + (r - g) / delta;\n" \
+ "\n" \
+ " h *= 60.0;\n" \
+ " if(h < 0.0)\n" \
+ " h += 360.0;\n" \
+ "}\n" \
+ "else\n" \
+ "{\n" \
+ " s = 0.0;\n" \
+ " h = -1.0;\n" \
+ "}\n" \
+ "" PIXEL ".r = h;\n" \
+ "" PIXEL ".g = s;\n" \
+ "" PIXEL ".b = v;\n" \
+ "}\n"
+
+#define HSV_TO_RGB_FRAG(PIXEL) \
+ "{\n" \
+ "int i;\n" \
+ "float r, g, b;\n" \
+ "float h, s, v;\n" \
+ "float min, max, delta;\n" \
+ "float f, p, q, t;\n" \
+ "h = " PIXEL ".r;\n" \
+ "s = " PIXEL ".g;\n" \
+ "v = " PIXEL ".b;\n" \
+ "if(s == 0.0) \n" \
+ "{\n" \
+ " r = g = b = v;\n" \
+ "}\n" \
+ "else\n" \
+ "{\n" \
+ " h /= 60.0;\n" \
+ " i = int(h);\n" \
+ " f = h - float(i);\n" \
+ " p = v * (1.0 - s);\n" \
+ " q = v * (1.0 - s * f);\n" \
+ " t = v * (1.0 - s * (1.0 - f));\n" \
+ "\n" \
+ " if(i == 0)\n" \
+ " {\n" \
+ " r = v;\n" \
+ " g = t;\n" \
+ " b = p;\n" \
+ " }\n" \
+ " else\n" \
+ " if(i == 1)\n" \
+ " {\n" \
+ " r = q;\n" \
+ " g = v;\n" \
+ " b = p;\n" \
+ " }\n" \
+ " else\n" \
+ " if(i == 2)\n" \
+ " {\n" \
+ " r = p;\n" \
+ " g = v;\n" \
+ " b = t;\n" \
+ " }\n" \
+ " else\n" \
+ " if(i == 3)\n" \
+ " {\n" \
+ " r = p;\n" \
+ " g = q;\n" \
+ " b = v;\n" \
+ " }\n" \
+ " else\n" \
+ " if(i == 4)\n" \
+ " {\n" \
+ " r = t;\n" \
+ " g = p;\n" \
+ " b = v;\n" \
+ " }\n" \
+ " else\n" \
+ " if(i == 5)\n" \
+ " {\n" \
+ " r = v;\n" \
+ " g = p;\n" \
+ " b = q;\n" \
+ " }\n" \
+ "}\n" \
+ "" PIXEL ".r = r;\n" \
+ "" PIXEL ".g = g;\n" \
+ "" PIXEL ".b = b;\n" \
+ "}\n"
+
+
+
+class Playback3DCommand : public BC_SynchronousCommand
+{
+public:
+ Playback3DCommand();
+ void copy_from(BC_SynchronousCommand *command);
+
+// Extra commands
+ enum
+ {
+// 5
+ WRITE_BUFFER = LAST_COMMAND,
+ CLEAR_OUTPUT,
+ OVERLAY,
+ DO_FADE,
+ DO_MASK,
+ PLUGIN,
+ CLEAR_INPUT,
+ DO_CAMERA,
+ COPY_FROM,
+ CONVERT_CMODEL
+ };
+
+ Canvas *canvas;
+ int is_cleared;
+
+// Parameters for overlay command
+ float in_x1;
+ float in_y1;
+ float in_x2;
+ float in_y2;
+ float out_x1;
+ float out_y1;
+ float out_x2;
+ float out_y2;
+// 0 - 1
+ float alpha;
+ int mode;
+ int interpolation_type;
+ VFrame *input;
+ int want_texture;
+ int is_nested;
+
+ int dst_cmodel;
+ int64_t start_position_project;
+ MaskAutos *keyframe_set;
+ MaskAuto *keyframe;
+ MaskAuto *default_auto;
+ PluginClient *plugin_client;
+};
+
+
+class Playback3D : public BC_Synchronous
+{
+public:
+ Playback3D(MWindow *mwindow);
+ ~Playback3D();
+
+ BC_SynchronousCommand* new_command();
+ void handle_command(BC_SynchronousCommand *command);
+
+// Called by VDeviceX11::write_buffer during video playback
+ void write_buffer(Canvas *canvas,
+ VFrame *frame,
+ float in_x1,
+ float in_y1,
+ float in_x2,
+ float in_y2,
+ float out_x1,
+ float out_y1,
+ float out_x2,
+ float out_y2,
+ int is_cleared);
+
+// Reads from pbuffer to either RAM or texture and updates the dst state
+// want_texture - causes read into texture if 1
+ void copy_from(Canvas *canvas,
+ VFrame *dst,
+ VFrame *src,
+ int want_texture = 0);
+
+// Clear framebuffer before composing virtual console
+// output - passed when rendering refresh frame. If 0, the canvas is cleared.
+ void clear_output(Canvas *canvas, VFrame *output);
+
+ void do_fade(Canvas *canvas, VFrame *frame, float fade);
+ void convert_cmodel(Canvas *canvas, VFrame *output, int dst_cmodel);
+
+ void do_mask(Canvas *canvas,
+ VFrame *output,
+ int64_t start_position_project,
+ MaskAutos *keyframe_set,
+ MaskAuto *keyframe,
+ MaskAuto *default_auto);
+
+
+// Overlay a virtual node on the framebuffer
+ void overlay(Canvas *canvas,
+ VFrame *input,
+ float in_x1,
+ float in_y1,
+ float in_x2,
+ float in_y2,
+ float out_x1,
+ float out_y1,
+ float out_x2,
+ float out_y2,
+ float alpha, // 0 - 1
+ int mode,
+ int interpolation_type,
+// supplied if rendering single frame to PBuffer.
+ VFrame *output = 0,
+ int is_nested = 0);
+
+
+ int run_plugin(Canvas *canvas, PluginClient *client);
+
+ void clear_input(Canvas *canvas, VFrame *frame);
+ void do_camera(Canvas *canvas,
+ VFrame *output,
+ VFrame *input,
+ float in_x1,
+ float in_y1,
+ float in_x2,
+ float in_y2,
+ float out_x1,
+ float out_y1,
+ float out_x2,
+ float out_y2);
+
+private:
+// Called by write_buffer and clear_frame to initialize OpenGL flags
+ void init_frame(Playback3DCommand *command);
+ void write_buffer_sync(Playback3DCommand *command);
+ void draw_output(Playback3DCommand *command);
+ void clear_output_sync(Playback3DCommand *command);
+ void clear_input_sync(Playback3DCommand *command);
+ void overlay_sync(Playback3DCommand *command);
+// Read frame buffer back into texture for overlay operation
+ void enable_overlay_texture(Playback3DCommand *command);
+ void do_fade_sync(Playback3DCommand *command);
+ void do_mask_sync(Playback3DCommand *command);
+ void run_plugin_sync(Playback3DCommand *command);
+ void do_camera_sync(Playback3DCommand *command);
+// void draw_refresh_sync(Playback3DCommand *command);
+ void copy_from_sync(Playback3DCommand *command);
+ void convert_cmodel_sync(Playback3DCommand *command);
+
+// Print errors from shader compilation
+ void print_error(unsigned int object, int is_program);
+
+// This quits the program when it's 1.
+ MWindow *mwindow;
+// Temporaries for render to texture
+ BC_Texture *temp_texture;
+// This is set by clear_output and used in compositing directly
+// to the output framebuffer.
+ int canvas_w;
+ int canvas_h;
+};
+
+
+
+
+#endif