graphic art overlay modes, pref window resize, submenu fixes
[goodguy/history.git] / cinelerra-5.1 / cinelerra / playback3d.C
index 3b9cd6901edb6cf3461a808713693c2a95c66faf..c2e015e24d5fc653d8fb0041682c821efb077589 100644 (file)
@@ -30,6 +30,7 @@
 #include "maskauto.h"
 #include "mutex.h"
 #include "overlayframe.inc"
+#include "overlayframe.h"
 #include "playback3d.h"
 #include "pluginclient.h"
 #include "pluginvclient.h"
@@ -46,6 +47,8 @@
 #include <unistd.h>
 #include <fcntl.h>
 
+#define QQ(q)#q
+#define SS(s)QQ(s)
 
 
 // Shaders
@@ -144,8 +147,51 @@ static const char *rgba_to_rgb_flatten =
        "       gl_FragColor.a = 1.0;\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
+
 // NORMAL
-static const char *blend_normal_frag =
+static const char *blend_NORMAL_frag =
        "uniform sampler2D tex2;\n"
        "uniform vec2 tex2_dimensions;\n"
        "uniform float alpha;\n"
@@ -155,264 +201,60 @@ static const char *blend_normal_frag =
        "       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"
-       "       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"
-       "       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";
-
-// MULTIPLY
-static const char *blend_multiply_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 = canvas * gl_FragColor;\n"
-       "       gl_FragColor = mix(canvas, result, alpha);\n"
-       "}\n";
-
-// DIVIDE
-static const char *blend_divide_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 = gl_FragColor / canvas;\n"
-       "       if(canvas.r == 0.) result.r = 1.0;\n"
-       "       if(canvas.g == 0.) result.g = 1.0;\n"
-       "       if(canvas.b == 0.) result.b = 1.0;\n"
-       "       if(canvas.a == 0.) result.a = 1.0;\n"
-       "       result = clamp(result, 0.0, 1.0);\n"
-       "       gl_FragColor = mix(canvas, result, alpha);\n"
-       "}\n";
-
 // REPLACE
-static const char *blend_replace_frag =
-       "uniform float alpha;\n"
-       "void main() {\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"
-       "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
-       "       vec4 result = max(canvas, gl_FragColor);\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"
-       "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
-       "       vec4 result = min(canvas, gl_FragColor);\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"
-       "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
-       "       vec4 result = (canvas + gl_FragColor) * 0.5;\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"
-       "       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"
-       "       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"
-//     "       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"
+static const char *blend_REPLACE_frag =
        "uniform float alpha;\n"
        "void main() {\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"
-       "       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"
-       "uniform float alpha;\n"
-       "void main() {\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"
-       "       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"
-       "       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"
-       "       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 =
-       "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 = gl_FragColor * canvas.a;\n"
-       "       gl_FragColor = mix(canvas, result, alpha);\n"
-       "}\n";
-
-// SRC_OUT
-static const char *blend_src_out_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 = gl_FragColor * (1.0 - canvas.a);\n"
-       "       gl_FragColor = mix(canvas, result, alpha);\n"
-       "}\n";
-
-// SRC_OVER
-static const char *blend_src_over_frag =
+// ADDITION
+static const char *blend_ADDITION_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 = vec4(gl_FragColor.rgb + (1.0 - gl_FragColor.a) * canvas.rgb, "
-                               "gl_FragColor.a + canvas.a - gl_FragColor.a * canvas.a);\n"
+       "       vec4 result = clamp(gl_FragColor + canvas, 0.0, 1.0);\n"
        "       gl_FragColor = mix(canvas, result, alpha);\n"
        "}\n";
 
-// OR
-static const char *blend_or_frag =
+// SUBTRACT
+static const char *blend_SUBTRACT_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 = canvas + gl_FragColor - canvas * gl_FragColor;\n"
+       "       vec4 result = clamp(gl_FragColor - canvas, 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"
-       "       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"
@@ -1082,29 +924,36 @@ void Playback3D::overlay_sync(Playback3DCommand *command)
 // 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");