Merge CV, ver=5.1; ops/methods from HV, and interface from CV where possible
[goodguy/history.git] / cinelerra-5.1 / guicast / bctexture.C
diff --git a/cinelerra-5.1/guicast/bctexture.C b/cinelerra-5.1/guicast/bctexture.C
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+
+/*
+ * CINELERRA
+ * Copyright (C) 2008 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
+ *
+ */
+
+#define GL_GLEXT_PROTOTYPES
+
+#include "bcsynchronous.h"
+#include "bctexture.h"
+#include "bcwindowbase.h"
+#include "bccmodels.h"
+
+
+BC_Texture::BC_Texture(int w, int h, int colormodel)
+{
+       this->w = w;
+       this->h = h;
+       this->colormodel = colormodel;
+       texture_id = -1;
+       texture_id = -1;
+       texture_w = 0;
+       texture_h = 0;
+       texture_components = 0;
+       window_id = -1;
+       create_texture(w, h, colormodel);
+}
+
+
+BC_Texture::~BC_Texture()
+{
+       clear_objects();
+}
+
+void BC_Texture::clear_objects()
+{
+       if(get_texture_id() >= 0)
+       {
+// printf("VFrame::clear_objects %p window_id=%d texture_id=%d w=%d h=%d\n",
+// this, window_id, texture_id, texture_w, texture_h);
+               BC_WindowBase::get_synchronous()->release_texture(
+                       window_id,
+                       texture_id);
+               texture_id = -1;
+       }
+}
+
+void BC_Texture::new_texture(BC_Texture **texture,
+       int w, int h, int colormodel)
+{
+       if(!(*texture)) {
+               (*texture) = new BC_Texture(w, h, colormodel);
+       }
+       else {
+               (*texture)->create_texture(w, h, colormodel);
+       }
+}
+
+void BC_Texture::create_texture(int w, int h, int colormodel)
+{
+#ifdef HAVE_GL
+
+// Get max texture size from the server.
+// Maximum size was 4096 on the earliest cards that could do video.
+       int max_texture_size = 0;
+       glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
+
+// Calculate dimensions of texture
+       int new_w = calculate_texture_size(w, &max_texture_size);
+       int new_h = calculate_texture_size(h, &max_texture_size);
+       int new_components = BC_CModels::components(colormodel);
+
+       if(new_w < w || new_h < h) {
+               printf("BC_Texture::create_texture frame size %dx%d bigger than maximum texture %dx%d.\n",
+                       w, h, max_texture_size, max_texture_size);
+       }
+
+// Delete existing texture
+       if(texture_id >= 0 && (new_h != texture_h || new_w != texture_w ||
+               new_components != texture_components ||
+               BC_WindowBase::get_synchronous()->current_window->get_id() != window_id))
+       {
+// printf("BC_Texture::create_texture released window_id=%d texture_id=%d\n",
+// BC_WindowBase::get_synchronous()->current_window->get_id(),
+// texture_id);
+               BC_WindowBase::get_synchronous()->release_texture(
+                       window_id,
+                       texture_id);
+           texture_id = -1;
+           window_id = -1;
+       }
+
+
+       texture_w = new_w;
+       texture_h = new_h;
+       texture_components = new_components;
+
+// Get matching texture
+       if(texture_id < 0) {
+               texture_id = BC_WindowBase::get_synchronous()->get_texture(
+                       texture_w, texture_h, texture_components);
+// A new VFrame has no window_id, so it must read it from the matching texture.
+               if(texture_id >= 0)
+                       window_id = BC_WindowBase::get_synchronous()->current_window->get_id();
+       }
+
+// No matching texture exists.
+// Create new texture with the proper dimensions
+       if(texture_id < 0) {
+               glGenTextures(1, (GLuint*)&texture_id);
+               glBindTexture(GL_TEXTURE_2D, (GLuint)texture_id);
+               glEnable(GL_TEXTURE_2D);
+               if(texture_components == 4)
+                       glTexImage2D(GL_TEXTURE_2D, 0, 4, texture_w, texture_h,
+                               0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+               else
+                       glTexImage2D(GL_TEXTURE_2D, 0, 3, texture_w, texture_h,
+                               0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+
+               window_id = BC_WindowBase::get_synchronous()->current_window->get_id();
+               BC_WindowBase::get_synchronous()->put_texture(texture_id,
+                       texture_w, texture_h, texture_components);
+//printf("BC_Texture::new_texture created texture_id=%d window_id=%d w=%d h=%d\n",
+// texture_id, window_id, texture_w, texture_h);
+       }
+       else {
+               glBindTexture(GL_TEXTURE_2D, (GLuint)texture_id);
+               glEnable(GL_TEXTURE_2D);
+       }
+#endif
+}
+
+int BC_Texture::calculate_texture_size(int w, int *max)
+{
+       int i;
+       for(i = 2; (max && i <= *max) || (!max && i < w); i *= 2)
+       {
+               if(i >= w)
+               {
+                       return i;
+                       break;
+               }
+       }
+       if(max && i > *max) return 16;
+       return i;
+}
+
+int BC_Texture::get_texture_id()
+{
+       return texture_id;
+}
+
+int BC_Texture::get_texture_w()
+{
+       return texture_w;
+}
+
+int BC_Texture::get_texture_h()
+{
+       return texture_h;
+}
+
+int BC_Texture::get_texture_components()
+{
+       return texture_components;
+}
+
+int BC_Texture::get_window_id()
+{
+       return window_id;
+}
+
+
+void BC_Texture::bind(int texture_unit)
+{
+#ifdef HAVE_GL
+// Bind the texture
+       if(texture_id >= 0)
+       {
+               if(texture_unit >= 0) glActiveTexture(GL_TEXTURE0 + texture_unit);
+               glBindTexture(GL_TEXTURE_2D, texture_id);
+               glEnable(GL_TEXTURE_2D);
+               if(texture_unit >= 0)
+               {
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+// GL_REPEAT in this case causes the upper left corners of the masks
+// to blur.
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+
+// Get the texture to alpha blend
+                       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+               }
+       }
+#endif
+}
+