#include "pluginclient.h"
#include "pluginvclient.h"
#include "edlsession.h"
+#include "track.h"
#include "transportque.inc"
#include "vframe.h"
" }\n"
"}\n";
-static const char *alpha_frag =
+static const char *multiply_mask4_frag =
"uniform sampler2D tex;\n"
- "uniform sampler2D tex2;\n"
- "uniform vec2 tex2_dimensions;\n"
- "void main() {\n" \
+ "uniform sampler2D tex1;\n"
+ "void main()\n"
+ "{\n"
" gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
- " vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
- " gl_FragColor.a = canvas.a;\n"
+ " gl_FragColor.a *= texture2D(tex1, gl_TexCoord[0].st).r;\n"
+ "}\n";
+
+static const char *multiply_mask3_frag =
+ "uniform sampler2D tex;\n"
+ "uniform sampler2D tex1;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
+ " float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
+ " gl_FragColor.rgb *= vec3(a, a, a);\n"
+ "}\n";
+
+static const char *multiply_yuvmask3_frag =
+ "uniform sampler2D tex;\n"
+ "uniform sampler2D tex1;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
+ " float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
+ " gl_FragColor.gb -= vec2(0.5, 0.5);\n"
+ " gl_FragColor.rgb *= vec3(a, a, a);\n"
+ " gl_FragColor.gb += vec2(0.5, 0.5);\n"
"}\n";
static const char *fade_rgba_frag =
BC_SynchronousCommand::copy_from(command);
}
-//#define GL_BUG 1
-#ifdef GL_BUG
-static void GLAPIENTRY glDebugCallback(GLenum source, GLenum type,
- GLuint id, GLenum severity, GLsizei length, const GLchar* message,
- const void* userParam)
-{
- fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
- ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
- type, severity, message );
-}
-#endif
-
Playback3D::Playback3D(MWindow *mwindow)
: BC_Synchronous()
{
this->mwindow = mwindow;
temp_texture = 0;
-#ifdef GL_BUG
- //Enabling OpenGL debug output
- // this does not work
- glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
- glEnable(GL_DEBUG_OUTPUT);
- glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- glDebugMessageCallback(glDebugCallback, 0);
- glEnable(GL_DEBUG_OUTPUT);
-#endif
}
Playback3D::~Playback3D()
BC_WindowBase *window =
command->canvas->lock_canvas("Playback3D::write_buffer_sync");
if( window ) {
+ window->enable_opengl();
// Update hidden cursor
window->update_video_cursor();
-// Make sure OpenGL is enabled first.
- window->enable_opengl();
-
+ command->frame->enable_opengl();
+ command->frame->init_screen();
//printf("Playback3D::write_buffer_sync 1 %d\n", window->get_id());
- int flip_y = 0;
int frame_state = command->frame->get_opengl_state();
- switch( frame_state ) {
-// Upload texture and composite to screen
- case VFrame::RAM:
- flip_y = 1;
- case VFrame::SCREEN:
- command->frame->to_texture();
- window->enable_opengl();
-// Composite texture to screen and swap buffer
- case VFrame::TEXTURE:
- draw_output(command, flip_y);
- break;
- default:
- printf("Playback3D::write_buffer_sync unknown state\n");
- break;
+ if( frame_state != VFrame::TEXTURE )
+ command->frame->to_texture();
+ if( frame_state != VFrame::RAM ) {
+ command->in_y1 = command->frame->get_h() - command->in_y1;
+ command->in_y2 = command->frame->get_h() - command->in_y2;
}
+ window->enable_opengl();
+ draw_output(command, 1);
command->frame->set_opengl_state(frame_state);
}
command->canvas->unlock_canvas();
//printf("Playback3D::draw_output 2 %f,%f %f,%f -> %f,%f %f,%f\n",
-// command->in_x1,
-// command->in_y1,
-// command->in_x2,
-// command->in_y2,
-// command->out_x1,
-// command->out_y1,
-// command->out_x2,
-// command->out_y2);
+// command->in_x1, command->in_y1, command->in_x2, command->in_y2,
+// command->out_x1, command->out_y1, command->out_x2, command->out_y2);
glUseProgram(0);
vertex[1] = coords[1];
vertex[2] = coords[2];
for( int i=3; i<6; ++i ) {
- vertex[i] = weight[0] * vertex_data[0][i] +
- weight[1] * vertex_data[1][i] +
- weight[2] * vertex_data[2][i] +
- weight[3] * vertex_data[3][i];
+ GLdouble v = 0;
+ for( int k=0; k<4; ++k ) {
+ if( !weight[k] || !vertex_data[k] ) continue;
+ v += weight[k] * vertex_data[k][i];
+ }
+ vertex[i] = v;
}
*outData = vertex;
}
int h = command->frame->get_h();
MaskEdges edges;
float faders[SUBMASKS], feathers[SUBMASKS], bg = 1;
- MaskPointSet point_set[SUBMASKS];
+ MaskPoints point_set[SUBMASKS];
// Draw every submask as a new polygon
int total_submasks = command->keyframe_set->total_submasks(
command->start_position_project, PLAY_FORWARD);
for(int k = 0; k < total_submasks; k++) {
- MaskPointSet &points = point_set[k];
+ MaskPoints &points = point_set[k];
command->keyframe_set->get_points(&points,
k, command->start_position_project, PLAY_FORWARD);
float fader = command->keyframe_set->get_fader(
glClearColor(bg, bg, bg, bg);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ int show_mask = command->keyframe_set->track->masks;
for(int k = 0; k < total_submasks; k++) {
- MaskPointSet &points = point_set[k];
MaskEdge &edge = *edges.append(new MaskEdge());
- int first_point = 0;
-// Need to tabulate every vertex in persistent memory because
-// gluTessVertex doesn't copy them.
- for(int i = 0; i < points.total; i++) {
- MaskPoint *point1 = points.values[i];
- MaskPoint *point2 = (i >= points.total - 1) ?
- points.values[0] : points.values[i + 1];
-
- float x, y;
- int segments = 0;
- if( point1->control_x2 == 0 && point1->control_y2 == 0 &&
- point2->control_x1 == 0 && point2->control_y1 == 0 )
- segments = 1;
-
- float x0 = point1->x, y0 = point1->y;
- float x1 = point1->x + point1->control_x2;
- float y1 = point1->y + point1->control_y2;
- float x2 = point2->x + point2->control_x1;
- float y2 = point2->y + point2->control_y1;
- float x3 = point2->x, y3 = point2->y;
-
- // forward differencing bezier curves implementation taken from GPL code at
- // http://cvs.sourceforge.net/viewcvs.py/guliverkli/guliverkli/src/subtitles/Rasterizer.cpp?rev=1.3
-
- float cx3, cx2, cx1, cx0, cy3, cy2, cy1, cy0;
-
- // [-1 +3 -3 +1]
- // [+3 -6 +3 0]
- // [-3 +3 0 0]
- // [+1 0 0 0]
-
- cx3 = - x0 + 3*x1 - 3*x2 + x3;
- cx2 = 3*x0 - 6*x1 + 3*x2;
- cx1 = -3*x0 + 3*x1;
- cx0 = x0;
-
- cy3 = - y0 + 3*y1 - 3*y2 + y3;
- cy2 = 3*y0 - 6*y1 + 3*y2;
- cy1 = -3*y0 + 3*y1;
- cy0 = y0;
-
- // This equation is from Graphics Gems I.
- //
- // The idea is that since we're approximating a cubic curve with lines,
- // any error we incur is due to the curvature of the line, which we can
- // estimate by calculating the maximum acceleration of the curve. For
- // a cubic, the acceleration (second derivative) is a line, meaning that
- // the absolute maximum acceleration must occur at either the beginning
- // (|c2|) or the end (|c2+c3|). Our bounds here are a little more
- // conservative than that, but that's okay.
- if (segments == 0) {
- float maxaccel1 = fabs(2*cy2) + fabs(6*cy3);
- float maxaccel2 = fabs(2*cx2) + fabs(6*cx3);
-
- float maxaccel = maxaccel1 > maxaccel2 ? maxaccel1 : maxaccel2;
- float h = 1.0;
-
- if(maxaccel > 8.0) h = sqrt((8.0) / maxaccel);
- segments = int(1/h);
- }
-
- for(int j = 0; j <= segments; j++) {
- float t = (float)j / segments;
- x = cx0 + t*(cx1 + t*(cx2 + t*cx3));
- y = cy0 + t*(cy1 + t*(cy2 + t*cy3));
-
- if(j > 0 || first_point) {
- edge.append(x, y - h);
- first_point = 0;
- }
- }
- }
+ if( !((show_mask>>k) & 1) ) continue;
+ edge.load(point_set[k], h);
if( edge.size() > 0 ) {
// draw polygon
float fader = faders[k];
glDrawBuffers(0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- unsigned int shader = VFrame::make_shader(0, alpha_frag, 0);
+ const char *alpha_shader = BC_CModels::has_alpha(color_model) ?
+ multiply_mask4_frag :
+ !BC_CModels::is_yuv(color_model) ?
+ multiply_mask3_frag :
+ multiply_yuvmask3_frag;
+ unsigned int shader = VFrame::make_shader(0, alpha_shader, 0);
glUseProgram(shader);
if( shader > 0 ) {
command->frame->bind_texture(0);
in->BC_Texture::bind(1);
glUniform1i(glGetUniformLocation(shader, "tex"), 0);
- glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
- glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
- (float)in->get_texture_w(),
- (float)in->get_texture_h());
-// if( BC_CModels::components(color_model ) == 4) {
-// glEnable(GL_BLEND);
-// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-// }
+ glUniform1i(glGetUniformLocation(shader, "tex1"), 1);
}
command->frame->draw_texture();
command->frame->set_opengl_state(VFrame::SCREEN);