X-Git-Url: https://git.cinelerra-gg.org/git/?a=blobdiff_plain;f=cinelerra-5.1%2Fcinelerra%2Fplayback3d.C;h=e9b087fb16636af0075899302e9ace701f002720;hb=3f801b05e0de577b00e98019b099ed38d66b9550;hp=68c914c381607e0ffa3d1594c0fe215b4eb4b6d4;hpb=3305343c3d9bfb889f6892e7821cc0e2d68669de;p=goodguy%2Fcinelerra.git diff --git a/cinelerra-5.1/cinelerra/playback3d.C b/cinelerra-5.1/cinelerra/playback3d.C index 68c914c3..e9b087fb 100644 --- a/cinelerra-5.1/cinelerra/playback3d.C +++ b/cinelerra-5.1/cinelerra/playback3d.C @@ -38,6 +38,7 @@ #include "pluginclient.h" #include "pluginvclient.h" #include "edlsession.h" +#include "track.h" #include "transportque.inc" #include "vframe.h" @@ -295,14 +296,35 @@ static const char *feather_frag = " }\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 = @@ -368,32 +390,11 @@ void Playback3DCommand::copy_from(BC_SynchronousCommand *command) 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() @@ -655,29 +656,21 @@ void Playback3D::write_buffer_sync(Playback3DCommand *command) 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(); @@ -742,14 +735,8 @@ void Playback3D::draw_output(Playback3DCommand *command, int flip_y) //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); @@ -1238,10 +1225,12 @@ static void combineData(GLdouble coords[3], 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; } @@ -1306,9 +1295,11 @@ void Playback3D::do_mask_sync(Playback3DCommand *command) 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()); + if( !((show_mask>>k) & 1) ) continue; int first_point = 0; // Need to tabulate every vertex in persistent memory because // gluTessVertex doesn't copy them. @@ -1464,20 +1455,18 @@ void Playback3D::do_mask_sync(Playback3DCommand *command) 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);