dynamic keyframes, textbox rework, andrea ffmpeg.opts, perpetual chkpt undo, lv2...
[goodguy/history.git] / cinelerra-5.1 / plugins / overlay / overlay.C
index d3bdd92cf1d44db950710b387b992cd44203e2aa..8f8cdea5693999439027ac3badb3036f059d7ad2 100644 (file)
 #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>
@@ -136,9 +138,7 @@ public:
        VFrame *temp;
        int current_layer;
        int output_layer;
-// Inclusive layer numbers
-       int input_layer1;
-       int input_layer2;
+       int input_layer;
 };
 
 OverlayConfig::OverlayConfig()
@@ -150,33 +150,7 @@ 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)
@@ -419,93 +393,44 @@ int Overlay::process_buffer(VFrame **frame,
 {
        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(frame[0]->get_w(), frame[0]->get_h(),
+                                       frame[0]->get_color_model(), 0);
+
+               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;
 }
 
@@ -519,170 +444,195 @@ int Overlay::handle_opengl()
                "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[16];
+               memset(shader_stack,0, sizeof(shader_stack));
+               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;
-               shader_id = VFrame::make_shader(0,
-                       shader_stack[0],
-                       shader_stack[1],
-                       shader_stack[2],
-                       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());
-
-               glDisable(GL_BLEND);
+               shader_stack[current_shader] = 0;
+               unsigned int shader = VFrame::make_shader(shader_stack);
+               if( shader > 0 ) {
+                       glUseProgram(shader);
+                       glUniform1i(glGetUniformLocation(shader, "src_tex"), 0);
+                       glUniform1i(glGetUniformLocation(shader, "dst_tex"), 1);
+                       glUniform2f(glGetUniformLocation(shader, "dst_tex_dimensions"),
+                                       (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, "chroma_offset"),
+                                       0.0, chroma_offset, chroma_offset);
+               }
                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;
 }
 
 
-const char* Overlay::plugin_title() { return _("Overlay"); }
+const char* Overlay::plugin_title() { return N_("Overlay"); }
 int Overlay::is_realtime() { return 1; }
 int Overlay::is_multichannel() { return 1; }
 int Overlay::is_synthesis() { return 1; }
@@ -707,7 +657,7 @@ void Overlay::save_data(KeyFrame *keyframe)
        FileXML output;
 
 // cause data to be stored directly in text
-       output.set_shared_output(keyframe->get_data(), MESSAGESIZE);
+       output.set_shared_output(keyframe->xbuf);
        output.tag.set_title("OVERLAY");
        output.tag.set_property("MODE", config.mode);
        output.tag.set_property("DIRECTION", config.direction);
@@ -722,7 +672,7 @@ void Overlay::read_data(KeyFrame *keyframe)
 {
        FileXML input;
 
-       input.set_shared_input(keyframe->get_data(), strlen(keyframe->get_data()));
+       input.set_shared_input(keyframe->xbuf);
 
        while(!input.read_tag())
        {