#include "bcdisplayinfo.h"
#include "clip.h"
#include "bchash.h"
+#include "edlsession.h"
#include "filexml.h"
#include "guicast.h"
#include "keyframe.h"
#include "language.h"
#include "overlayframe.h"
#include "pluginvclient.h"
+#include "vpatchgui.h"
#include "vframe.h"
#include <string.h>
VFrame *temp;
int current_layer;
int output_layer;
-// Inclusive layer numbers
- int input_layer1;
- int input_layer2;
+ int input_layer;
};
OverlayConfig::OverlayConfig()
const char* OverlayConfig::mode_to_text(int mode)
{
- switch(mode) {
- case TRANSFER_NORMAL: return _("Normal");
- case TRANSFER_ADDITION: return _("Addition");
- case TRANSFER_SUBTRACT: return _("Subtract");
- case TRANSFER_MULTIPLY: return _("Multiply");
- case TRANSFER_DIVIDE: return _("Divide");
- case TRANSFER_REPLACE: return _("Replace");
- case TRANSFER_MAX: return _("Max");
- case TRANSFER_MIN: return _("Min");
- case TRANSFER_AVERAGE: return _("Average");
- case TRANSFER_DARKEN: return _("Darken");
- case TRANSFER_LIGHTEN: return _("Lighten");
- case TRANSFER_DST: return _("Dst");
- case TRANSFER_DST_ATOP: return _("DstAtop");
- case TRANSFER_DST_IN: return _("DstIn");
- case TRANSFER_DST_OUT: return _("DstOut");
- case TRANSFER_DST_OVER: return _("DstOver");
- case TRANSFER_SRC: return _("Src");
- case TRANSFER_SRC_ATOP: return _("SrcAtop");
- case TRANSFER_SRC_IN: return _("SrcIn");
- case TRANSFER_SRC_OUT: return _("SrcOut");
- case TRANSFER_SRC_OVER: return _("SrcOver");
- case TRANSFER_OR: return _("Or");
- case TRANSFER_XOR: return _("Xor");
- default: break;
- }
- return _("Normal");
+ return VModePatch::mode_to_text(mode);
}
const char* OverlayConfig::direction_to_text(int direction)
{
load_configuration();
-
- if(!temp) temp = new VFrame(0,
- -1,
- frame[0]->get_w(),
- frame[0]->get_h(),
- frame[0]->get_color_model(),
- -1);
-
- if(!overlayer)
- overlayer = new OverlayFrame(get_project_smp() + 1);
-
- int step;
- VFrame *output;
-
- if(config.direction == OverlayConfig::BOTTOM_FIRST)
- {
- input_layer1 = get_total_buffers() - 1;
- input_layer2 = -1;
- step = -1;
- }
- else
- {
- input_layer1 = 0;
- input_layer2 = get_total_buffers();
- step = 1;
- }
-
- if(config.output_layer == OverlayConfig::TOP)
- {
- output_layer = 0;
- }
- else
- {
- output_layer = get_total_buffers() - 1;
- }
-
-
-
-// Direct copy the first layer
- output = frame[output_layer];
- read_frame(output,
- input_layer1,
- start_position,
- frame_rate,
- get_use_opengl());
-
- if(get_total_buffers() == 1) return 0;
-
-
-
- current_layer = input_layer1;
- if(get_use_opengl())
- run_opengl();
-
- for(int i = input_layer1 + step; i != input_layer2; i += step)
- {
- read_frame(temp,
- i,
- start_position,
- frame_rate,
- get_use_opengl());
-
-// Call the opengl handler once for each layer
- if(get_use_opengl())
- {
- current_layer = i;
- run_opengl();
- }
- else
- {
- overlayer->overlay(output,
- temp,
- 0,
- 0,
- output->get_w(),
- output->get_h(),
- 0,
- 0,
- output->get_w(),
- output->get_h(),
- 1,
- config.mode,
- NEAREST_NEIGHBOR);
+ EDLSession* session = get_edlsession();
+ int interpolation_type = session ? session->interpolation_type : NEAREST_NEIGHBOR;
+
+ int step = config.direction == OverlayConfig::BOTTOM_FIRST ? -1 : 1;
+ int layers = get_total_buffers();
+ input_layer = config.direction == OverlayConfig::BOTTOM_FIRST ? layers-1 : 0;
+ output_layer = config.output_layer == OverlayConfig::TOP ? 0 : layers-1;
+ VFrame *output = frame[output_layer];
+
+ current_layer = input_layer;
+ read_frame(output, current_layer, // Direct copy the first layer
+ start_position, frame_rate, get_use_opengl());
+
+ if( --layers > 0 ) { // need 2 layers to do overlay
+ if( !temp )
+ temp = new VFrame(0, -1, frame[0]->get_w(), frame[0]->get_h(),
+ frame[0]->get_color_model(), -1);
+
+ while( --layers >= 0 ) {
+ current_layer += step;
+ read_frame(temp, current_layer,
+ start_position, frame_rate, get_use_opengl());
+
+ if(get_use_opengl()) {
+ run_opengl();
+ continue;
+ }
+
+ if(!overlayer)
+ overlayer = new OverlayFrame(get_project_smp() + 1);
+
+ overlayer->overlay(output, temp,
+ 0, 0, output->get_w(), output->get_h(),
+ 0, 0, output->get_w(), output->get_h(),
+ 1, config.mode, interpolation_type);
}
}
-
return 0;
}
"uniform vec3 chroma_offset;\n"
"void main()\n"
"{\n"
- " vec4 result_color;\n"
" vec4 dst_color = texture2D(dst_tex, gl_FragCoord.xy / dst_tex_dimensions);\n"
" vec4 src_color = texture2D(src_tex, gl_TexCoord[0].st);\n"
" src_color.rgb -= chroma_offset;\n"
" dst_color.rgb -= chroma_offset;\n";
static const char *put_pixels_frag =
- " result_color.rgb += chroma_offset;\n"
- " result_color.rgb = mix(dst_color.rgb, result_color.rgb, src_color.a);\n"
- " result_color.a = max(src_color.a, dst_color.a);\n"
- " gl_FragColor = result_color;\n"
+ " result.rgb += chroma_offset;\n"
+ " gl_FragColor = result;\n"
"}\n";
- static const char *blend_add_frag =
- " result_color.rgb = dst_color.rgb + src_color.rgb;\n";
-
- static const char *blend_max_frag =
- " result_color.r = max(abs(dst_color.r, src_color.r);\n"
- " result_color.g = max(abs(dst_color.g, src_color.g);\n"
- " result_color.b = max(abs(dst_color.b, src_color.b);\n";
-
- static const char *blend_min_frag =
- " result_color.r = min(abs(dst_color.r, src_color.r);\n"
- " result_color.g = min(abs(dst_color.g, src_color.g);\n"
- " result_color.b = min(abs(dst_color.b, src_color.b);\n";
-
- static const char *blend_subtract_frag =
- " result_color.rgb = dst_color.rgb - src_color.rgb;\n";
-
-
- static const char *blend_multiply_frag =
- " result_color.rgb = dst_color.rgb * src_color.rgb;\n";
-
- static const char *blend_divide_frag =
- " result_color.rgb = dst_color.rgb / src_color.rgb;\n"
- " if(src_color.r == 0.0) result_color.r = 1.0;\n"
- " if(src_color.g == 0.0) result_color.g = 1.0;\n"
- " if(src_color.b == 0.0) result_color.b = 1.0;\n";
-
+#define QQ(q)#q
+#define SS(s)QQ(s)
+
+#define GL_STD_FRAG(FN) static const char *blend_##FN##_frag = \
+ " vec4 result;\n" \
+ " result.rgb = " SS(COLOR_##FN(1.0, src_color.rgb, src_color.a, dst_color.rgb, dst_color.a)) ";\n" \
+ " result.a = " SS(ALPHA_##FN(1.0, src_color.a, dst_color.a))";\n" \
+
+#define GL_VEC_FRAG(FN) static const char *blend_##FN##_frag = \
+ " vec4 result;\n" \
+ " result.r = " SS(COLOR_##FN(1.0, src_color.r, src_color.a, dst_color.r, dst_color.a)) ";\n" \
+ " result.g = " SS(COLOR_##FN(1.0, src_color.g, src_color.a, dst_color.g, dst_color.a)) ";\n" \
+ " result.b = " SS(COLOR_##FN(1.0, src_color.b, src_color.a, dst_color.b, dst_color.a)) ";\n" \
+ " result.a = " SS(ALPHA_##FN(1.0, src_color.a, dst_color.a)) ";\n" \
+ " result = clamp(result, 0.0, 1.0);\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
+
+static const char *blend_NORMAL_frag =
+ " vec4 result = mix(src_color, src_color, src_color.a);\n";
+
+static const char *blend_ADDITION_frag =
+ " vec4 result = dst_color + src_color;\n"
+ " result = clamp(result, 0.0, 1.0);\n";
+
+static const char *blend_SUBTRACT_frag =
+ " vec4 result = dst_color - src_color;\n"
+ " result = clamp(result, 0.0, 1.0);\n";
+
+static const char *blend_REPLACE_frag =
+ " vec4 result = src_color;\n";
+
+GL_STD_FRAG(MULTIPLY);
+GL_VEC_FRAG(DIVIDE);
+GL_VEC_FRAG(MAX);
+GL_VEC_FRAG(MIN);
+GL_VEC_FRAG(DARKEN);
+GL_VEC_FRAG(LIGHTEN);
+GL_STD_FRAG(DST);
+GL_STD_FRAG(DST_ATOP);
+GL_STD_FRAG(DST_IN);
+GL_STD_FRAG(DST_OUT);
+GL_STD_FRAG(DST_OVER);
+GL_STD_FRAG(SRC);
+GL_STD_FRAG(SRC_ATOP);
+GL_STD_FRAG(SRC_IN);
+GL_STD_FRAG(SRC_OUT);
+GL_STD_FRAG(SRC_OVER);
+GL_STD_FRAG(AND);
+GL_STD_FRAG(OR);
+GL_STD_FRAG(XOR);
+GL_VEC_FRAG(OVERLAY);
+GL_STD_FRAG(SCREEN);
+GL_VEC_FRAG(BURN);
+GL_VEC_FRAG(DODGE);
+GL_VEC_FRAG(HARDLIGHT);
+GL_VEC_FRAG(SOFTLIGHT);
+GL_VEC_FRAG(DIFFERENCE);
+
+static const char * const overlay_shaders[TRANSFER_TYPES] = {
+ 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
+};
- VFrame *src = temp;
+ glDisable(GL_BLEND);
VFrame *dst = get_output(output_layer);
+ VFrame *src = temp;
- dst->enable_opengl();
- dst->init_screen();
-
- const char *shader_stack[] = { 0, 0, 0 };
- int current_shader = 0;
-
-
-
-
+ switch( config.mode ) {
+ case TRANSFER_REPLACE:
+ case TRANSFER_SRC:
// Direct copy layer
- if(config.mode == TRANSFER_REPLACE)
- {
- src->to_texture();
- src->bind_texture(0);
- dst->enable_opengl();
+ src->to_texture();
+ dst->enable_opengl();
dst->init_screen();
-
-// Multiply alpha
- glDisable(GL_BLEND);
src->draw_texture();
- }
- else
- if(config.mode == TRANSFER_NORMAL)
- {
- dst->enable_opengl();
- dst->init_screen();
-
+ break;
+ case TRANSFER_NORMAL:
// Move destination to screen
- if(dst->get_opengl_state() != VFrame::SCREEN)
- {
+ if( dst->get_opengl_state() != VFrame::SCREEN ) {
dst->to_texture();
- dst->bind_texture(0);
+ dst->enable_opengl();
+ dst->init_screen();
dst->draw_texture();
}
-
- src->to_texture();
- src->bind_texture(0);
- dst->enable_opengl();
+ src->to_texture();
+ dst->enable_opengl();
dst->init_screen();
-
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
src->draw_texture();
- }
- else
- {
-// Read destination back to texture
+ break;
+ default:
+ src->to_texture();
dst->to_texture();
-
- src->enable_opengl();
- src->init_screen();
- src->to_texture();
-
- dst->enable_opengl();
+ dst->enable_opengl();
dst->init_screen();
- src->bind_texture(0);
- dst->bind_texture(1);
-
+ src->bind_texture(0);
+ dst->bind_texture(1);
+ const char *shader_stack[] = { 0, 0, 0 };
+ int current_shader = 0;
shader_stack[current_shader++] = get_pixels_frag;
-
- switch(config.mode)
- {
- case TRANSFER_ADDITION:
- shader_stack[current_shader++] = blend_add_frag;
- break;
- case TRANSFER_SUBTRACT:
- shader_stack[current_shader++] = blend_subtract_frag;
- break;
- case TRANSFER_MULTIPLY:
- shader_stack[current_shader++] = blend_multiply_frag;
- break;
- case TRANSFER_DIVIDE:
- shader_stack[current_shader++] = blend_divide_frag;
- break;
- case TRANSFER_MAX:
- shader_stack[current_shader++] = blend_max_frag;
- break;
- case TRANSFER_MIN:
- shader_stack[current_shader++] = blend_min_frag;
- break;
- }
-
+ shader_stack[current_shader++] = overlay_shaders[config.mode];
shader_stack[current_shader++] = put_pixels_frag;
unsigned int shader_id = 0;
glUseProgram(shader_id);
glUniform1i(glGetUniformLocation(shader_id, "src_tex"), 0);
glUniform1i(glGetUniformLocation(shader_id, "dst_tex"), 1);
- if(BC_CModels::is_yuv(dst->get_color_model()))
- glUniform3f(glGetUniformLocation(shader_id, "chroma_offset"), 0.0, 0.5, 0.5);
- else
- glUniform3f(glGetUniformLocation(shader_id, "chroma_offset"), 0.0, 0.0, 0.0);
glUniform2f(glGetUniformLocation(shader_id, "dst_tex_dimensions"),
- (float)dst->get_texture_w(),
- (float)dst->get_texture_h());
+ (float)dst->get_texture_w(), (float)dst->get_texture_h());
+ float chroma_offset = BC_CModels::is_yuv(dst->get_color_model()) ? 0.5 : 0.0;
+ glUniform3f(glGetUniformLocation(shader_id, "chroma_offset"),
+ 0.0, chroma_offset, chroma_offset);
- glDisable(GL_BLEND);
src->draw_texture();
glUseProgram(0);
+
+ glActiveTexture(GL_TEXTURE1);
+ glDisable(GL_TEXTURE_2D);
+ break;
}
- glDisable(GL_BLEND);
- glActiveTexture(GL_TEXTURE1);
- glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
- dst->set_opengl_state(VFrame::SCREEN);
+// get the data before something else uses the screen
+ dst->screen_to_ram();
#endif
return 0;
}