dynamic keyframes, textbox rework, andrea ffmpeg.opts, perpetual chkpt undo, lv2...
[goodguy/history.git] / cinelerra-5.1 / plugins / overlay / overlay.C
index e1ca0961f06d410598354baffc938d00762db24a..8f8cdea5693999439027ac3badb3036f059d7ad2 100644 (file)
@@ -29,6 +29,7 @@
 #include "language.h"
 #include "overlayframe.h"
 #include "pluginvclient.h"
+#include "vpatchgui.h"
 #include "vframe.h"
 
 #include <string.h>
@@ -149,33 +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)
@@ -433,8 +408,8 @@ int Overlay::process_buffer(VFrame **frame,
 
        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);
+                       temp = new VFrame(frame[0]->get_w(), frame[0]->get_h(),
+                                       frame[0]->get_color_model(), 0);
 
                while( --layers >= 0 ) {
                        current_layer += step;
@@ -448,7 +423,7 @@ int Overlay::process_buffer(VFrame **frame,
 
                        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(),
@@ -479,141 +454,109 @@ int Overlay::handle_opengl()
                "       gl_FragColor = result;\n"
                "}\n";
 
-
-// NORMAL
-static const char *blend_normal_frag =
+#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";
 
-// ADDITION
-static const char *blend_add_frag =
+static const char *blend_ADDITION_frag =
        "       vec4 result = dst_color + src_color;\n"
        "       result = clamp(result, 0.0, 1.0);\n";
 
-// SUBTRACT
-static const char *blend_subtract_frag =
+static const char *blend_SUBTRACT_frag =
        "       vec4 result = dst_color - src_color;\n"
        "       result = clamp(result, 0.0, 1.0);\n";
 
-// MULTIPLY
-static const char *blend_multiply_frag =
-       "       vec4 result = dst_color * src_color;\n";
-
-// DIVIDE
-static const char *blend_divide_frag =
-       "       vec4 result = dst_color / src_color;\n"
-       "       if(src_color.r == 0.) result.r = 1.0;\n"
-       "       if(src_color.g == 0.) result.g = 1.0;\n"
-       "       if(src_color.b == 0.) result.b = 1.0;\n"
-       "       if(src_color.a == 0.) result.a = 1.0;\n"
-       "       result = clamp(result, 0.0, 1.0);\n";
-
-// MAX
-static const char *blend_max_frag =
-       "       vec4 result = max(src_color, dst_color);\n";
-
-// MIN
-static const char *blend_min_frag =
-       "       vec4 result = min(src_color, dst_color);\n";
-
-// AVERAGE
-static const char *blend_average_frag =
-       "       vec4 result = (src_color + dst_color) * 0.5;\n";
-
-// DARKEN
-static const char *blend_darken_frag =
-       "       vec4 result = vec4(src_color.rgb * (1.0 - dst_color.a) +"
-                       " dst_color.rgb * (1.0 - src_color.a) +"
-                       " min(src_color.rgb, dst_color.rgb), "
-                       " src_color.a + dst_color.a - src_color.a * dst_color.a);\n"
-       "       result = clamp(result, 0.0, 1.0);\n";
-
-// LIGHTEN
-static const char *blend_lighten_frag =
-       "       vec4 result = vec4(src_color.rgb * (1.0 - dst_color.a) +"
-                       " dst_color.rgb * (1.0 - src_color.a) +"
-                       " max(src_color.rgb, dst_color.rgb), "
-                       " src_color.a + dst_color.a - src_color.a * dst_color.a);\n"
-       "       result = clamp(result, 0.0, 1.0);\n";
-
-// DST
-static const char *blend_dst_frag =
-       "       vec4 result = dst_color;\n";
-
-// DST_ATOP
-static const char *blend_dst_atop_frag =
-       "       vec4 result = vec4(src_color.rgb * dst_color.a + "
-                       "(1.0 - src_color.a) * dst_color.rgb, dst_color.a);\n";
-
-// DST_IN
-static const char *blend_dst_in_frag =
-       "       vec4 result = src_color * dst_color.a;\n";
-
-// DST_OUT
-static const char *blend_dst_out_frag =
-       "       vec4 result = src_color * (1.0 - dst_color.a);\n";
-
-// DST_OVER
-static const char *blend_dst_over_frag =
-       "       vec4 result = vec4(src_color.rgb + (1.0 - src_color.a) * dst_color.rgb, "
-                       " dst_color.a + src_color.a - dst_color.a * src_color.a);\n";
-
-// SRC
-static const char *blend_src_frag =
+static const char *blend_REPLACE_frag =
        "       vec4 result = src_color;\n";
 
-// SRC_ATOP
-static const char *blend_src_atop_frag =
-       "       vec4 result = vec4(dst_color.rgb * src_color.a + "
-                       "src_color.rgb * (1.0 - dst_color.a), src_color.a);\n";
-
-// SRC_IN
-static const char *blend_src_in_frag =
-       "       vec4 result = dst_color * src_color.a;\n";
-
-// SRC_OUT
-static const char *blend_src_out_frag =
-       "       vec4 result = dst_color * (1.0 - src_color.a);\n";
-
-// SRC_OVER
-static const char *blend_src_over_frag =
-       "       vec4 result = vec4(dst_color.rgb + (1.0 - dst_color.a) * src_color.rgb, "
-                               "dst_color.a + src_color.a - dst_color.a * src_color.a);\n";
-
-// OR
-static const char *blend_or_frag =
-       "       vec4 result = src_color + dst_color - src_color * dst_color;\n";
-
-// XOR
-static const char *blend_xor_frag =
-       "       vec4 result = vec4(dst_color.rgb * (1.0 - src_color.a) + "
-                       "(1.0 - dst_color.a) * src_color.rgb, "
-                       "dst_color.a + src_color.a - 2.0 * dst_color.a * src_color.a);\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_add_frag,         // TRANSFER_ADDITION
-               blend_subtract_frag,    // TRANSFER_SUBTRACT
-               blend_multiply_frag,    // TRANSFER_MULTIPLY
-               blend_divide_frag,      // TRANSFER_DIVIDE
-               blend_src_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
+};
 
        glDisable(GL_BLEND);
        VFrame *dst = get_output(output_layer);
@@ -650,29 +593,26 @@ static const char * const overlay_shaders[TRANSFER_TYPES] = {
                dst->init_screen();
                src->bind_texture(0);
                dst->bind_texture(1);
-               const char *shader_stack[] = { 0, 0, 0 };
+
+               const char *shader_stack[16];
+               memset(shader_stack,0, sizeof(shader_stack));
                int current_shader = 0;
 
                shader_stack[current_shader++] = get_pixels_frag;
                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);
-               glUniform2f(glGetUniformLocation(shader_id, "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_id, "chroma_offset"),
-                               0.0, chroma_offset, chroma_offset);
-
+               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);
 
@@ -692,7 +632,7 @@ static const char * const overlay_shaders[TRANSFER_TYPES] = {
 }
 
 
-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; }
@@ -717,7 +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);
@@ -732,7 +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())
        {