4 * Copyright (C) 2011 Adam Williams <broadcast at earthling dot net>
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 #define GL_GLEXT_PROTOTYPES
24 #include "bcpbuffer.h"
25 #include "bcresources.h"
26 #include "bcsignals.h"
27 #include "bcsynchronous.h"
28 #include "bctexture.h"
29 #include "bcwindowbase.h"
42 int VFrame::get_opengl_state()
47 void VFrame::set_opengl_state(int value)
52 int VFrame::get_window_id()
54 return texture ? texture->window_id : -1;
57 int VFrame::get_texture_id()
59 return texture ? texture->texture_id : -1;
62 int VFrame::get_texture_w()
64 return texture ? texture->texture_w : 0;
67 int VFrame::get_texture_h()
69 return texture ? texture->texture_h : 0;
73 int VFrame::get_texture_components()
75 return texture ? texture->texture_components : 0;
88 void VFrame::to_texture()
92 // Must be here so user can create textures without copying data by setting
93 // opengl_state to TEXTURE.
94 BC_Texture::new_texture(&texture, get_w(), get_h(), get_color_model());
96 // Determine what to do based on state
97 switch(opengl_state) {
106 opengl_state = VFrame::TEXTURE;
110 //printf("VFrame::to_texture %d\n", texture_id);
112 switch(color_model) {
115 type = GL_UNSIGNED_BYTE;
121 type = GL_UNSIGNED_BYTE;
137 "VFrame::to_texture: unsupported color model %d.\n",
142 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, get_w(), get_h(),
143 format, type, get_rows()[0]);
144 opengl_state = VFrame::TEXTURE;
148 void VFrame::create_pbuffer()
150 int ww = (get_w()+3) & ~3, hh = (get_h()+3) & ~3;
151 if( pbuffer && (pbuffer->w != ww || pbuffer->h != hh ||
152 pbuffer->window_id != BC_WindowBase::get_synchronous()->current_window->get_id() ) ) {
158 pbuffer = new BC_PBuffer(ww, hh);
162 void VFrame::enable_opengl()
166 pbuffer->enable_opengl();
170 BC_PBuffer* VFrame::get_pbuffer()
176 void VFrame::screen_to_texture(int x, int y, int w, int h)
180 BC_Texture::new_texture(&texture,
181 get_w(), get_h(), get_color_model());
184 glEnable(GL_TEXTURE_2D);
186 // Read canvas into texture, use back texture for DOUBLE_BUFFER
188 // According to the man page, it must be GL_BACK for the onscreen buffer
189 // and GL_FRONT for a single buffered PBuffer. In reality it must be
190 // GL_BACK for a single buffered PBuffer if the PBuffer has alpha and using
191 // GL_FRONT captures the onscreen front buffer.
192 // 10/11/2010 is now generating "illegal operation"
193 glReadBuffer(GL_BACK);
195 glReadBuffer(BC_WindowBase::get_synchronous()->is_pbuffer ?
198 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
199 x >= 0 ? x : 0, y >= 0 ? y : 0,
200 w >= 0 ? w : get_w(), h >= 0 ? h : get_h());
205 void VFrame::screen_to_ram()
209 glReadBuffer(GL_BACK);
210 int type = BC_CModels::is_float(color_model) ? GL_FLOAT : GL_UNSIGNED_BYTE;
211 int format = BC_CModels::has_alpha(color_model) ? GL_RGBA : GL_RGB;
212 glReadPixels(0, 0, get_w(), get_h(), format, type, get_rows()[0]);
213 opengl_state = VFrame::RAM;
217 void VFrame::draw_texture(
218 float in_x1, float in_y1, float in_x2, float in_y2,
219 float out_x1, float out_y1, float out_x2, float out_y2,
223 in_x1 /= get_texture_w(); in_y1 /= get_texture_h();
224 in_x2 /= get_texture_w(); in_y2 /= get_texture_h();
225 float ot_y1 = flip_y ? -out_y1 : -out_y2;
226 float ot_y2 = flip_y ? -out_y2 : -out_y1;
227 texture->draw_texture(
228 in_x1,in_y1, in_x2,in_y2,
229 out_x1,ot_y1, out_x2, ot_y2);
233 void VFrame::draw_texture(int flip_y)
235 draw_texture(0,0, get_w(),get_h(),
236 0,0, get_w(),get_h(), flip_y);
240 void VFrame::bind_texture(int texture_unit)
245 texture->bind(texture_unit);
254 void VFrame::init_screen(int w, int h)
257 glViewport(0, 0, w, h);
258 glMatrixMode(GL_PROJECTION);
262 float frustum_ratio = near / ((near + far)/2);
263 float near_h = (float)h * frustum_ratio;
264 float near_w = (float)w * frustum_ratio;
265 glFrustum(-near_w/2, near_w/2, -near_h/2, near_h/2, near, far);
266 glMatrixMode(GL_MODELVIEW);
268 // Shift down and right so 0,0 is the top left corner
269 glTranslatef(-(w-1)/2.f, (h-1)/2.f, 0.0);
270 glTranslatef(0.0, 0.0, -(far + near) / 2);
272 glDisable(GL_DEPTH_TEST);
273 glShadeModel(GL_SMOOTH);
274 // Default for direct copy playback
276 glDisable(GL_COLOR_MATERIAL);
277 glDisable(GL_CULL_FACE);
278 glEnable(GL_NORMALIZE);
279 glAlphaFunc(GL_ALWAYS, 0);
280 glDisable(GL_ALPHA_TEST);
281 glDisable(GL_LIGHTING);
283 const GLfloat zero[] = { 0, 0, 0, 0 };
284 // const GLfloat one[] = { 1, 1, 1, 1 };
285 // const GLfloat light_position[] = { 0, 0, -1, 0 };
286 // const GLfloat light_direction[] = { 0, 0, 1, 0 };
288 // glEnable(GL_LIGHT0);
289 // glLightfv(GL_LIGHT0, GL_AMBIENT, zero);
290 // glLightfv(GL_LIGHT0, GL_DIFFUSE, one);
291 // glLightfv(GL_LIGHT0, GL_SPECULAR, one);
292 // glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 180);
293 // glLightfv(GL_LIGHT0, GL_POSITION, light_position);
294 // glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_direction);
295 // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
296 // glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zero);
297 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
298 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
299 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, zero);
300 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, zero);
301 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0);
305 void VFrame::init_screen()
307 init_screen(get_w(), get_h());
310 static int print_error(char *source, unsigned int object, int is_program)
313 char string[BCTEXTLEN];
316 glGetProgramInfoLog(object, BCTEXTLEN, &len, string);
318 glGetShaderInfoLog(object, BCTEXTLEN, &len, string);
319 if(len > 0) printf("Playback3D::print_error:\n%s\n%s\n", source, string);
320 if(len > 0) return 1;
328 // make_shader(0, frag1, .., fragn, 0);
329 // or make_shader(fragments);
331 unsigned int VFrame::make_shader(const char **fragments, ...)
333 unsigned int result = 0;
335 // Construct single source file out of arguments
341 va_list list; va_start(list, fragments);
342 while( va_arg(list, char*) != 0 ) ++nb_frags;
345 const char *frags[nb_frags], *text = 0;
347 va_list list; va_start(list, fragments);
348 for( int i=0; i<nb_frags; ++i ) frags[i] = va_arg(list, char*);
353 while( (text = *fragments++) ) {
354 char src[strlen(text) + BCSTRLEN + 1];
355 const char *tp = strstr(text, "main()");
357 // Replace main() with a mainxxx()
358 char mainxxx[BCSTRLEN], *sp = src;
359 sprintf(mainxxx, "main%03d()", nb_mains++);
361 memcpy(sp, text, n); sp += n;
363 memcpy(sp, mainxxx, n); sp += n;
364 tp += strlen("main()");
369 char *new_program = !program ? cstrdup(text) :
370 cstrcat(2, program, text);
371 delete [] program; program = new_program;
374 // Add main() which calls mainxxx() in order
375 char main_program[BCTEXTLEN], *cp = main_program;
376 cp += sprintf(cp, "\nvoid main() {\n");
377 for( int i=0; i < nb_mains; ++i )
378 cp += sprintf(cp, "\tmain%03d();\n", i);
379 cp += sprintf(cp, "}\n");
380 cp = !program ? cstrdup(main_program) :
381 cstrcat(2, program, main_program);
382 delete [] program; program = cp;
385 result = BC_WindowBase::get_synchronous()->get_shader(program, &got_it);
387 result = glCreateProgram();
388 unsigned int shader = glCreateShader(GL_FRAGMENT_SHADER);
389 const GLchar *text_ptr = program;
390 glShaderSource(shader, 1, &text_ptr, NULL);
391 glCompileShader(shader);
392 int error = print_error(program, shader, 0);
393 glAttachShader(result, shader);
394 glDeleteShader(shader);
395 glLinkProgram(result);
397 error = print_error(program, result, 1);
398 //printf("BC_WindowBase::make_shader: shader=%d window_id=%d\n", result,
399 // BC_WindowBase::get_synchronous()->current_window->get_id());
400 BC_WindowBase::get_synchronous()->put_shader(result, program);
403 //printf("VFrame::make_shader\n%s\n", program);
409 void VFrame::dump_shader(int shader_id)
411 BC_WindowBase::get_synchronous()->dump_shader(shader_id);
415 void VFrame::clear_pbuffer()
418 float gbuv = BC_CModels::is_yuv(get_color_model()) ? 0.5 : 0;
419 glClearColor(0.0, gbuv, gbuv, 0.0);
420 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);