confirm prefs update, fix bg_pixmap sz, plugin layout tweaks
[goodguy/cinelerra.git] / cinelerra-5.1 / cinelerra / playback3d.C
1
2 /*
3  * CINELERRA
4  * Copyright (C) 2009 Adam Williams <broadcast at earthling dot net>
5  *
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.
10  *
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.
15  *
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
19  *
20  */
21
22 #define GL_GLEXT_PROTOTYPES
23
24 #include "bccolors.h"
25 #include "bcsignals.h"
26 #include "bcwindowbase.h"
27 #include "canvas.h"
28 #include "clip.h"
29 #include "condition.h"
30 #include "edl.h"
31 #include "maskautos.h"
32 #include "maskauto.h"
33 #include "mutex.h"
34 #include "mwindow.h"
35 #include "overlayframe.inc"
36 #include "overlayframe.h"
37 #include "playback3d.h"
38 #include "pluginclient.h"
39 #include "pluginvclient.h"
40 #include "edlsession.h"
41 #include "track.h"
42 #include "transportque.inc"
43 #include "vframe.h"
44
45 #ifdef HAVE_GL
46 #include <GL/gl.h>
47 #include <GL/glext.h>
48 #include <GL/glu.h>
49 #endif
50
51 #include <string.h>
52 #include <unistd.h>
53 #include <fcntl.h>
54
55 #define QQ(q)#q
56 #define SS(s)QQ(s)
57
58
59 // Shaders
60 // These should be passed to VFrame::make_shader to construct shaders.
61 // Can't hard code sampler2D
62
63
64 #ifdef HAVE_GL
65 static const char *yuv_to_rgb_frag =
66         "uniform sampler2D tex;\n"
67         "uniform mat3 yuv_to_rgb_matrix;\n"
68         "uniform float yminf;\n"
69         "void main()\n"
70         "{\n"
71         "       vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
72         "       yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
73         "       gl_FragColor = vec4(yuv_to_rgb_matrix * yuva.rgb, yuva.a);\n"
74         "}\n";
75
76 static const char *yuva_to_yuv_frag =
77         "uniform sampler2D tex;\n"
78         "void main()\n"
79         "{\n"
80         "       vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
81         "       float a = yuva.a;\n"
82         "       float anti_a = 1.0 - a;\n"
83         "       yuva.r *= a;\n"
84         "       yuva.g = yuva.g * a + 0.5 * anti_a;\n"
85         "       yuva.b = yuva.b * a + 0.5 * anti_a;\n"
86         "       yuva.a = 1.0;\n"
87         "       gl_FragColor = yuva;\n"
88         "}\n";
89
90 static const char *yuva_to_rgb_frag =
91         "uniform sampler2D tex;\n"
92         "uniform mat3 yuv_to_rgb_matrix;\n"
93         "uniform float yminf;\n"
94         "void main()\n"
95         "{\n"
96         "       vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
97         "       yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
98         "       yuva.rgb = yuv_to_rgb_matrix * yuva.rgb;\n"
99         "       yuva.rgb *= yuva.a;\n"
100         "       yuva.a = 1.0;\n"
101         "       gl_FragColor = yuva;\n"
102         "}\n";
103
104 static const char *rgb_to_yuv_frag =
105         "uniform sampler2D tex;\n"
106         "uniform mat3 rgb_to_yuv_matrix;\n"
107         "uniform float yminf;\n"
108         "void main()\n"
109         "{\n"
110         "       vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
111         "       rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
112         "       rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
113         "       gl_FragColor = rgba;\n"
114         "}\n";
115
116
117 static const char *rgba_to_rgb_frag =
118         "uniform sampler2D tex;\n"
119         "void main()\n"
120         "{\n"
121         "       vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
122         "       rgba.rgb *= rgba.a;\n"
123         "       rgba.a = 1.0;\n"
124         "       gl_FragColor = rgba;\n"
125         "}\n";
126
127 static const char *rgba_to_yuv_frag =
128         "uniform sampler2D tex;\n"
129         "uniform mat3 rgb_to_yuv_matrix;\n"
130         "uniform float yminf;\n"
131         "void main()\n"
132         "{\n"
133         "       vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
134         "       rgba.rgb *= rgba.a;\n"
135         "       rgba.a = 1.0;\n"
136         "       rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
137         "       rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
138         "       gl_FragColor = rgba;\n"
139         "}\n";
140
141 //static const char *rgba_to_rgb_flatten =
142 //      "void main() {\n"
143 //      "       gl_FragColor.rgb *= gl_FragColor.a;\n"
144 //      "       gl_FragColor.a = 1.0;\n"
145 //      "}\n";
146
147 #define GL_STD_BLEND(FN) \
148 static const char *blend_##FN##_frag = \
149         "uniform sampler2D tex2;\n" \
150         "uniform vec2 tex2_dimensions;\n" \
151         "uniform float alpha;\n" \
152         "void main() {\n" \
153         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
154         "       vec4 result;\n" \
155         "       result.rgb = " SS(COLOR_##FN(1.0, gl_FragColor.rgb, gl_FragColor.a, canvas.rgb, canvas.a)) ";\n" \
156         "       result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
157         "       gl_FragColor = mix(canvas, result, alpha);\n" \
158         "}\n"
159
160 #define GL_VEC_BLEND(FN) \
161 static const char *blend_##FN##_frag = \
162         "uniform sampler2D tex2;\n" \
163         "uniform vec2 tex2_dimensions;\n" \
164         "uniform float alpha;\n" \
165         "void main() {\n" \
166         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
167         "       vec4 result;\n" \
168         "       result.r = " SS(COLOR_##FN(1.0, gl_FragColor.r, gl_FragColor.a, canvas.r, canvas.a)) ";\n" \
169         "       result.g = " SS(COLOR_##FN(1.0, gl_FragColor.g, gl_FragColor.a, canvas.g, canvas.a)) ";\n" \
170         "       result.b = " SS(COLOR_##FN(1.0, gl_FragColor.b, gl_FragColor.a, canvas.b, canvas.a)) ";\n" \
171         "       result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
172         "       result = clamp(result, 0.0, 1.0);\n" \
173         "       gl_FragColor = mix(canvas, result, alpha);\n" \
174         "}\n"
175
176 #undef mabs
177 #define mabs abs
178 #undef mmin
179 #define mmin min
180 #undef mmax
181 #define mmax max
182
183 #undef ZERO
184 #define ZERO 0.0
185 #undef ONE
186 #define ONE 1.0
187 #undef TWO
188 #define TWO 2.0
189
190 // NORMAL
191 static const char *blend_NORMAL_frag =
192         "uniform sampler2D tex2;\n"
193         "uniform vec2 tex2_dimensions;\n"
194         "uniform float alpha;\n"
195         "void main() {\n"
196         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
197         "       vec4 result = mix(canvas, gl_FragColor, gl_FragColor.a);\n"
198         "       gl_FragColor = mix(canvas, result, alpha);\n"
199         "}\n";
200
201 // REPLACE
202 static const char *blend_REPLACE_frag =
203         "uniform float alpha;\n"
204         "void main() {\n"
205         "}\n";
206
207 // ADDITION
208 static const char *blend_ADDITION_frag =
209         "uniform sampler2D tex2;\n"
210         "uniform vec2 tex2_dimensions;\n"
211         "uniform float alpha;\n"
212         "void main() {\n"
213         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
214         "       vec4 result = clamp(gl_FragColor + canvas, 0.0, 1.0);\n"
215         "       gl_FragColor = mix(canvas, result, alpha);\n"
216         "}\n";
217
218 // SUBTRACT
219 static const char *blend_SUBTRACT_frag =
220         "uniform sampler2D tex2;\n"
221         "uniform vec2 tex2_dimensions;\n"
222         "uniform float alpha;\n"
223         "void main() {\n"
224         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
225         "       vec4 result = clamp(gl_FragColor - canvas, 0.0, 1.0);\n"
226         "       gl_FragColor = mix(canvas, result, alpha);\n"
227         "}\n";
228
229 GL_STD_BLEND(MULTIPLY);
230 GL_VEC_BLEND(DIVIDE);
231 GL_VEC_BLEND(MAX);
232 GL_VEC_BLEND(MIN);
233 GL_VEC_BLEND(DARKEN);
234 GL_VEC_BLEND(LIGHTEN);
235 GL_STD_BLEND(DST);
236 GL_STD_BLEND(DST_ATOP);
237 GL_STD_BLEND(DST_IN);
238 GL_STD_BLEND(DST_OUT);
239 GL_STD_BLEND(DST_OVER);
240 GL_STD_BLEND(SRC);
241 GL_STD_BLEND(SRC_ATOP);
242 GL_STD_BLEND(SRC_IN);
243 GL_STD_BLEND(SRC_OUT);
244 GL_STD_BLEND(SRC_OVER);
245 GL_STD_BLEND(AND);
246 GL_STD_BLEND(OR);
247 GL_STD_BLEND(XOR);
248 GL_VEC_BLEND(OVERLAY);
249 GL_STD_BLEND(SCREEN);
250 GL_VEC_BLEND(BURN);
251 GL_VEC_BLEND(DODGE);
252 GL_VEC_BLEND(HARDLIGHT);
253 GL_VEC_BLEND(SOFTLIGHT);
254 GL_VEC_BLEND(DIFFERENCE);
255
256 static const char *read_texture_frag =
257         "uniform sampler2D tex;\n"
258         "void main()\n"
259         "{\n"
260         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
261         "}\n";
262
263 static const char *in_vertex_frag =
264         "#version 430 // vertex shader\n"
265         "in vec3 in_pos;\n"
266         "void main() {\n"
267         "       gl_Position = vec4(in_pos-vec3(0.5,0.5,0.), .5);\n"
268         "}\n";
269
270 static const char *feather_frag =
271         "#version 430\n"
272         "layout(location=0) out vec4 color;\n"
273         "uniform sampler2D tex;\n"
274         "const int MAX = " SS(MAX_FEATHER) "+1;\n"
275         "uniform float psf[MAX];\n"
276         "uniform int n;\n"
277         "uniform vec2 dxy;\n"
278         "uniform vec2 twh;\n"
279         "\n"
280         "void main() {\n"
281         "       vec2 tc = gl_FragCoord.xy/textureSize(tex,0);\n"
282         "       color = texture(tex, tc);\n"
283         "       float c = color.r, f = c*psf[0];\n"
284         "       for( int i=1; i<n; ++i ) {\n"
285         "               vec2 dd = float(i)*dxy;\n"
286         "               vec2 a = tc+dd, ac = min(max(vec2(0.),a), twh);\n"
287         "               vec2 b = tc-dd, bc = min(max(vec2(0.),b), twh);\n"
288         "               float fa = texture2D(tex, ac).r * psf[i];\n"
289         "               float fb = texture2D(tex, bc).r * psf[i];\n"
290         "               float m = max(fa, fb);\n"
291         "               if( f < m ) f = m;\n"
292         "       }\n"
293         "       if( c < f ) color = vec4(f);\n"
294         "}\n";
295
296 static const char *max_frag =
297         "#version 430\n"
298         "layout(location=0) out vec4 color;\n"
299         "uniform sampler2D tex;\n"
300         "uniform sampler2D tex1;\n"
301         "uniform float r;\n"
302         "uniform float v;\n"
303         "\n"
304         "void main() {\n"
305         "       vec2 tc = gl_FragCoord.xy/textureSize(tex,0);\n"
306         "       color = texture2D(tex1, tc);\n"
307         "       float c = texture2D(tex, tc).r;\n"
308         "       float b = r<0 ? 1. : 0.;\n"
309         "       if( c == b ) return;\n"
310         "       float iv = v>=0. ? 1. : -1.;\n"
311         "       float rr = r!=0. ? r : 1.;\n"
312         "       float rv = rr*v>=0. ? 1. : -1.;\n"
313         "       float vv = v>=0. ? 1.-v : 1.+v;\n"
314         "       float fg = rv>0. ? vv : 1.;\n"
315         "       float bg = rv>0. ? 1. : vv;\n"
316         "       float a = c*fg + (1.-c)*bg;\n"
317         "       if( iv*(color.a-a) > 0. ) color = vec4(a);\n"
318         "}\n";
319
320 static const char *multiply_mask4_frag =
321         "uniform sampler2D tex;\n"
322         "uniform sampler2D tex1;\n"
323         "void main()\n"
324         "{\n"
325         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
326         "       gl_FragColor.a *= texture2D(tex1, gl_TexCoord[0].st).r;\n"
327         "}\n";
328
329 static const char *multiply_mask3_frag =
330         "uniform sampler2D tex;\n"
331         "uniform sampler2D tex1;\n"
332         "void main()\n"
333         "{\n"
334         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
335         "       float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
336         "       gl_FragColor.rgb *= vec3(a, a, a);\n"
337         "}\n";
338
339 static const char *multiply_yuvmask3_frag =
340         "uniform sampler2D tex;\n"
341         "uniform sampler2D tex1;\n"
342         "void main()\n"
343         "{\n"
344         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
345         "       float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
346         "       gl_FragColor.gb -= vec2(0.5, 0.5);\n"
347         "       gl_FragColor.rgb *= vec3(a, a, a);\n"
348         "       gl_FragColor.gb += vec2(0.5, 0.5);\n"
349         "}\n";
350
351 static const char *fade_rgba_frag =
352         "uniform sampler2D tex;\n"
353         "uniform float alpha;\n"
354         "void main()\n"
355         "{\n"
356         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
357         "       gl_FragColor.a *= alpha;\n"
358         "}\n";
359
360 static const char *fade_yuv_frag =
361         "uniform sampler2D tex;\n"
362         "uniform float alpha;\n"
363         "void main()\n"
364         "{\n"
365         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
366         "       gl_FragColor.r *= alpha;\n"
367         "       gl_FragColor.gb -= vec2(0.5, 0.5);\n"
368         "       gl_FragColor.g *= alpha;\n"
369         "       gl_FragColor.b *= alpha;\n"
370         "       gl_FragColor.gb += vec2(0.5, 0.5);\n"
371         "}\n";
372
373 #endif
374
375
376 Playback3DCommand::Playback3DCommand()
377  : BC_SynchronousCommand()
378 {
379         canvas = 0;
380         is_nested = 0;
381 }
382
383 void Playback3DCommand::copy_from(BC_SynchronousCommand *command)
384 {
385         Playback3DCommand *ptr = (Playback3DCommand*)command;
386         this->canvas = ptr->canvas;
387         this->is_cleared = ptr->is_cleared;
388
389         this->in_x1 = ptr->in_x1;
390         this->in_y1 = ptr->in_y1;
391         this->in_x2 = ptr->in_x2;
392         this->in_y2 = ptr->in_y2;
393         this->out_x1 = ptr->out_x1;
394         this->out_y1 = ptr->out_y1;
395         this->out_x2 = ptr->out_x2;
396         this->out_y2 = ptr->out_y2;
397         this->alpha = ptr->alpha;
398         this->mode = ptr->mode;
399         this->interpolation_type = ptr->interpolation_type;
400
401         this->input = ptr->input;
402         this->start_position_project = ptr->start_position_project;
403         this->keyframe_set = ptr->keyframe_set;
404         this->keyframe = ptr->keyframe;
405         this->default_auto = ptr->default_auto;
406         this->plugin_client = ptr->plugin_client;
407         this->want_texture = ptr->want_texture;
408         this->is_nested = ptr->is_nested;
409         this->dst_cmodel = ptr->dst_cmodel;
410
411         BC_SynchronousCommand::copy_from(command);
412 }
413
414 Playback3D::Playback3D(MWindow *mwindow)
415  : BC_Synchronous()
416 {
417         this->mwindow = mwindow;
418         temp_texture = 0;
419 }
420
421 Playback3D::~Playback3D()
422 {
423 }
424
425
426
427
428 BC_SynchronousCommand* Playback3D::new_command()
429 {
430         return new Playback3DCommand;
431 }
432
433
434
435 void Playback3D::handle_command(BC_SynchronousCommand *command)
436 {
437 //printf("Playback3D::handle_command 1 %d\n", command->command);
438         switch(command->command)
439         {
440                 case Playback3DCommand::WRITE_BUFFER:
441                         write_buffer_sync((Playback3DCommand*)command);
442                         break;
443
444                 case Playback3DCommand::CLEAR_OUTPUT:
445                         clear_output_sync((Playback3DCommand*)command);
446                         break;
447
448                 case Playback3DCommand::CLEAR_INPUT:
449                         clear_input_sync((Playback3DCommand*)command);
450                         break;
451
452                 case Playback3DCommand::DO_CAMERA:
453                         do_camera_sync((Playback3DCommand*)command);
454                         break;
455
456                 case Playback3DCommand::OVERLAY:
457                         overlay_sync((Playback3DCommand*)command);
458                         break;
459
460                 case Playback3DCommand::DO_FADE:
461                         do_fade_sync((Playback3DCommand*)command);
462                         break;
463
464                 case Playback3DCommand::DO_MASK:
465                         do_mask_sync((Playback3DCommand*)command);
466                         break;
467
468                 case Playback3DCommand::PLUGIN:
469                         run_plugin_sync((Playback3DCommand*)command);
470                         break;
471
472                 case Playback3DCommand::COPY_FROM:
473                         copy_from_sync((Playback3DCommand*)command);
474                         break;
475
476                 case Playback3DCommand::CONVERT_CMODEL:
477                         convert_cmodel_sync((Playback3DCommand*)command);
478                         break;
479
480 //              case Playback3DCommand::DRAW_REFRESH:
481 //                      draw_refresh_sync((Playback3DCommand*)command);
482 //                      break;
483         }
484 //printf("Playback3D::handle_command 10\n");
485 }
486
487
488
489
490 void Playback3D::copy_from(Canvas *canvas,
491         VFrame *dst,
492         VFrame *src,
493         int want_texture)
494 {
495         Playback3DCommand command;
496         command.command = Playback3DCommand::COPY_FROM;
497         command.canvas = canvas;
498         command.frame = dst;
499         command.input = src;
500         command.want_texture = want_texture;
501         send_command(&command);
502 }
503
504 void Playback3D::copy_from_sync(Playback3DCommand *command)
505 {
506 #ifdef HAVE_GL
507         BC_WindowBase *window =
508                 command->canvas->lock_canvas("Playback3D::copy_from_sync");
509         if( window ) {
510                 window->enable_opengl();
511                 glFinish();
512                 int w = command->input->get_w();
513                 int h = command->input->get_h();
514
515                 if(command->input->get_opengl_state() == VFrame::SCREEN &&
516                         w == command->frame->get_w() && h == command->frame->get_h())
517                 {
518 // printf("Playback3D::copy_from_sync 1 %d %d %d %d %d\n",
519 // command->input->get_w(),
520 // command->input->get_h(),
521 // command->frame->get_w(),
522 // command->frame->get_h(),
523 // command->frame->get_color_model());
524 #ifdef GLx4
525 // With NVidia at least
526                         if(w % 4)
527                         {
528                                 printf("Playback3D::copy_from_sync: w=%d not supported because it is not divisible by 4.\n", w);
529                         }
530                         else
531 #endif
532 // Copy to texture
533                         if(command->want_texture)
534                         {
535 //printf("Playback3D::copy_from_sync 1 dst=%p src=%p\n", command->frame, command->input);
536 // Screen_to_texture requires the source pbuffer enabled.
537                                 command->input->enable_opengl();
538                                 command->frame->screen_to_texture();
539                                 command->frame->set_opengl_state(VFrame::TEXTURE);
540                         }
541                         else
542 // Copy to RAM
543                         {
544                                 command->input->to_texture();
545                                 command->input->bind_texture(0);
546                                 command->frame->enable_opengl();
547                                 command->frame->init_screen();
548                                 unsigned int shader = BC_CModels::is_yuv(command->input->get_color_model()) ?
549                                         VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
550                                 if( shader > 0 ) {
551                                         glUseProgram(shader);
552                                         int variable = glGetUniformLocation(shader, "tex");
553                                         glUniform1i(variable, 0);
554                                         BC_GL_YUV_TO_RGB(shader);
555                                 }
556                                 else
557                                         glUseProgram(0);
558                                 command->input->draw_texture(1);
559                                 command->frame->screen_to_ram();
560                                 glUseProgram(0);
561                         }
562                 }
563                 else
564                 {
565                         printf("Playback3D::copy_from_sync: invalid formats opengl_state=%d %dx%d -> %dx%d\n",
566                                 command->input->get_opengl_state(), w, h,
567                                 command->frame->get_w(), command->frame->get_h());
568                 }
569         }
570         command->canvas->unlock_canvas();
571 #endif
572 }
573
574
575
576
577 // void Playback3D::draw_refresh(Canvas *canvas,
578 //      VFrame *frame,
579 //      float in_x1,
580 //      float in_y1,
581 //      float in_x2,
582 //      float in_y2,
583 //      float out_x1,
584 //      float out_y1,
585 //      float out_x2,
586 //      float out_y2)
587 // {
588 //      Playback3DCommand command;
589 //      command.command = Playback3DCommand::DRAW_REFRESH;
590 //      command.canvas = canvas;
591 //      command.frame = frame;
592 //      command.in_x1 = in_x1;
593 //      command.in_y1 = in_y1;
594 //      command.in_x2 = in_x2;
595 //      command.in_y2 = in_y2;
596 //      command.out_x1 = out_x1;
597 //      command.out_y1 = out_y1;
598 //      command.out_x2 = out_x2;
599 //      command.out_y2 = out_y2;
600 //      send_command(&command);
601 // }
602 //
603 // void Playback3D::draw_refresh_sync(Playback3DCommand *command)
604 // {
605 // #ifdef HAVE_GL
606 //      BC_WindowBase *window =
607 //              command->canvas->lock_canvas("Playback3D::draw_refresh_sync");
608 //      if( window ) {
609 //              window->enable_opengl();
610 //
611 // // Read output pbuffer back to RAM in project colormodel
612 // // RGB 8bit is fastest for OpenGL to read back.
613 //              command->frame->reallocate(0,
614 //                      0,
615 //                      0,
616 //                      0,
617 //                      command->frame->get_w(),
618 //                      command->frame->get_h(),
619 //                      BC_RGB888,
620 //                      -1);
621 //              command->frame->screen_to_ram();
622 //
623 //              window->clear_box(0,
624 //                                              0,
625 //                                              window->get_w(),
626 //                                              window->get_h());
627 //              window->draw_vframe(command->frame,
628 //                                                      (int)command->out_x1,
629 //                                                      (int)command->out_y1,
630 //                                                      (int)(command->out_x2 - command->out_x1),
631 //                                                      (int)(command->out_y2 - command->out_y1),
632 //                                                      (int)command->in_x1,
633 //                                                      (int)command->in_y1,
634 //                                                      (int)(command->in_x2 - command->in_x1),
635 //                                                      (int)(command->in_y2 - command->in_y1),
636 //                                                      0);
637 //
638 //      }
639 //      command->canvas->unlock_canvas();
640 // #endif
641 // }
642
643
644
645
646
647 void Playback3D::write_buffer(Canvas *canvas,
648         VFrame *frame,
649         float in_x1,
650         float in_y1,
651         float in_x2,
652         float in_y2,
653         float out_x1,
654         float out_y1,
655         float out_x2,
656         float out_y2,
657         int is_cleared)
658 {
659         Playback3DCommand command;
660         command.command = Playback3DCommand::WRITE_BUFFER;
661         command.canvas = canvas;
662         command.frame = frame;
663         command.in_x1 = in_x1;
664         command.in_y1 = in_y1;
665         command.in_x2 = in_x2;
666         command.in_y2 = in_y2;
667         command.out_x1 = out_x1;
668         command.out_y1 = out_y1;
669         command.out_x2 = out_x2;
670         command.out_y2 = out_y2;
671         command.is_cleared = is_cleared;
672         send_command(&command);
673 }
674
675
676 void Playback3D::write_buffer_sync(Playback3DCommand *command)
677 {
678 #ifdef HAVE_GL
679         BC_WindowBase *window =
680                 command->canvas->lock_canvas("Playback3D::write_buffer_sync");
681         if( window ) {
682                 window->enable_opengl();
683 // Update hidden cursor
684                 window->update_video_cursor();
685                 command->frame->enable_opengl();
686                 command->frame->init_screen();
687 //printf("Playback3D::write_buffer_sync 1 %d\n", window->get_id());
688                 int frame_state = command->frame->get_opengl_state();
689                 if( frame_state != VFrame::TEXTURE )
690                         command->frame->to_texture();
691                 if( frame_state != VFrame::RAM ) {
692                         command->in_y1 = command->frame->get_h() - command->in_y1;
693                         command->in_y2 = command->frame->get_h() - command->in_y2;
694                 }
695                 window->enable_opengl();
696                 draw_output(command, 1);
697                 command->frame->set_opengl_state(frame_state);
698         }
699         command->canvas->unlock_canvas();
700 #endif
701 }
702
703
704
705 void Playback3D::draw_output(Playback3DCommand *command, int flip_y)
706 {
707 #ifdef HAVE_GL
708         int texture_id = command->frame->get_texture_id();
709         BC_WindowBase *window = command->canvas->get_canvas();
710
711 // printf("Playback3D::draw_output 1 texture_id=%d window=%p\n",
712 // texture_id,
713 // command->canvas->get_canvas());
714
715
716
717
718 // If virtual console is being used, everything in this function has
719 // already been done except the page flip.
720         if(texture_id >= 0)
721         {
722                 canvas_w = window->get_w();
723                 canvas_h = window->get_h();
724                 VFrame::init_screen(canvas_w, canvas_h);
725                 int color_model = command->frame->get_color_model();
726                 int is_yuv = BC_CModels::is_yuv(color_model);
727
728                 if(!command->is_cleared)
729                 {
730 // If we get here, the virtual console was not used.
731                         color_frame(command, 0,0,0,0);
732                 }
733
734 // Texture
735 // Undo any previous shader settings
736                 command->frame->bind_texture(0);
737
738 // Convert colormodel
739                 unsigned int shader = is_yuv ? VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
740                 if( shader > 0 ) {
741                         glUseProgram(shader);
742 // Set texture unit of the texture
743                         int variable = glGetUniformLocation(shader, "tex");
744                         glUniform1i(variable, 0);
745                         BC_GL_YUV_TO_RGB(shader);
746                 }
747
748 //              if(BC_CModels::components(color_model) == 4)
749 //              {
750 //                      glEnable(GL_BLEND);
751 //                      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
752 //              }
753
754                 command->frame->draw_texture(
755                         command->in_x1, command->in_y1, command->in_x2, command->in_y2,
756                         command->out_x1, command->out_y1, command->out_x2, command->out_y2,
757                         flip_y);
758
759
760 //printf("Playback3D::draw_output 2 %f,%f %f,%f -> %f,%f %f,%f\n",
761 // command->in_x1, command->in_y1, command->in_x2, command->in_y2,
762 // command->out_x1, command->out_y1, command->out_x2, command->out_y2);
763
764                 glUseProgram(0);
765
766                 command->canvas->get_canvas()->flip_opengl();
767
768         }
769 #endif
770 }
771
772
773 void Playback3D::color_frame(Playback3DCommand *command,
774                 float r, float g, float b, float a)
775 {
776 #ifdef HAVE_GL
777         glClearColor(r, g, b, a);
778         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
779 #endif
780 }
781
782
783 void Playback3D::clear_output(Canvas *canvas, VFrame *output)
784 {
785         Playback3DCommand command;
786         command.command = Playback3DCommand::CLEAR_OUTPUT;
787         command.canvas = canvas;
788         command.frame = output;
789         send_command(&command);
790 }
791
792 void Playback3D::clear_output_sync(Playback3DCommand *command)
793 {
794 #ifdef HAVE_GL
795         BC_WindowBase *window =
796                 command->canvas->lock_canvas("Playback3D::clear_output_sync");
797         if( window ) {
798 // If we get here, the virtual console is being used.
799                 command->canvas->get_canvas()->enable_opengl();
800                 int is_yuv = 0;
801                 int color = BLACK, alpha = 0;
802 // Using pbuffer for refresh frame.
803                 if( command->frame ) {
804                         command->frame->enable_opengl();
805                         color = command->frame->get_clear_color();
806                         alpha = command->frame->get_clear_alpha();
807                         int color_model = command->canvas->mwindow->edl->session->color_model;
808                         is_yuv = BC_CModels::is_yuv(color_model);
809                 }
810                 int a = alpha;
811                 int r = (color>>16) & 0xff;
812                 int g = (color>>8) & 0xff;
813                 int b = (color>>0) & 0xff;
814                 if( is_yuv ) YUV::yuv.rgb_to_yuv_8(r, g, b);
815                 color_frame(command, r/255.f, g/255.f, b/255.f, a/255.f);
816         }
817         command->canvas->unlock_canvas();
818 #endif
819 }
820
821
822 void Playback3D::clear_input(Canvas *canvas, VFrame *frame)
823 {
824         Playback3DCommand command;
825         command.command = Playback3DCommand::CLEAR_INPUT;
826         command.canvas = canvas;
827         command.frame = frame;
828         send_command(&command);
829 }
830
831 void Playback3D::clear_input_sync(Playback3DCommand *command)
832 {
833 #ifdef HAVE_GL
834         BC_WindowBase *window =
835                 command->canvas->lock_canvas("Playback3D::clear_input_sync");
836         if( window ) {
837                 command->canvas->get_canvas()->enable_opengl();
838                 command->frame->enable_opengl();
839                 command->frame->clear_pbuffer();
840                 command->frame->set_opengl_state(VFrame::SCREEN);
841         }
842         command->canvas->unlock_canvas();
843 #endif
844 }
845
846 void Playback3D::do_camera(Canvas *canvas,
847         VFrame *output,
848         VFrame *input,
849         float in_x1,
850         float in_y1,
851         float in_x2,
852         float in_y2,
853         float out_x1,
854         float out_y1,
855         float out_x2,
856         float out_y2)
857 {
858         Playback3DCommand command;
859         command.command = Playback3DCommand::DO_CAMERA;
860         command.canvas = canvas;
861         command.input = input;
862         command.frame = output;
863         command.in_x1 = in_x1;
864         command.in_y1 = in_y1;
865         command.in_x2 = in_x2;
866         command.in_y2 = in_y2;
867         command.out_x1 = out_x1;
868         command.out_y1 = out_y1;
869         command.out_x2 = out_x2;
870         command.out_y2 = out_y2;
871         send_command(&command);
872 }
873
874 void Playback3D::do_camera_sync(Playback3DCommand *command)
875 {
876 #ifdef HAVE_GL
877         BC_WindowBase *window =
878                 command->canvas->lock_canvas("Playback3D::do_camera_sync");
879         if( window ) {
880                 command->canvas->get_canvas()->enable_opengl();
881
882                 command->input->to_texture();
883                 command->frame->enable_opengl();
884                 command->frame->init_screen();
885                 command->frame->clear_pbuffer();
886
887                 command->input->bind_texture(0);
888 // Must call draw_texture in input frame to get the texture coordinates right.
889
890 // printf("Playback3D::do_camera_sync 1 %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f\n",
891 // command->in_x1,
892 // command->in_y2,
893 // command->in_x2,
894 // command->in_y1,
895 // command->out_x1,
896 // (float)command->input->get_h() - command->out_y1,
897 // command->out_x2,
898 // (float)command->input->get_h() - command->out_y2);
899                 command->input->draw_texture(
900                         command->in_x1, command->in_y2,
901                         command->in_x2, command->in_y1,
902                         command->out_x1,
903                         (float)command->frame->get_h() - command->out_y1,
904                         command->out_x2,
905                         (float)command->frame->get_h() - command->out_y2);
906
907
908                 command->frame->set_opengl_state(VFrame::SCREEN);
909                 command->frame->screen_to_ram();
910         }
911         command->canvas->unlock_canvas();
912 #endif
913 }
914
915 void Playback3D::overlay(Canvas *canvas, VFrame *input,
916         float in_x1, float in_y1, float in_x2, float in_y2,
917         float out_x1, float out_y1, float out_x2, float out_y2,
918         float alpha, int mode, int interpolation_type,
919         VFrame *output, int is_nested)
920 {
921         Playback3DCommand command;
922         command.command = Playback3DCommand::OVERLAY;
923         command.canvas = canvas;
924         command.frame = output;
925         command.input = input;
926         command.in_x1 = in_x1;
927         command.in_y1 = in_y1;
928         command.in_x2 = in_x2;
929         command.in_y2 = in_y2;
930         command.out_x1 = out_x1;
931         command.out_y1 = out_y1;
932         command.out_x2 = out_x2;
933         command.out_y2 = out_y2;
934         command.alpha = alpha;
935         command.mode = mode;
936         command.interpolation_type = interpolation_type;
937         command.is_nested = is_nested;
938         send_command(&command);
939 }
940
941 void Playback3D::overlay_sync(Playback3DCommand *command)
942 {
943 #ifdef HAVE_GL
944 // To do these operations, we need to copy the input buffer to a texture
945 // and blend 2 textures in a shader
946         static const char * const overlay_shaders[TRANSFER_TYPES] = {
947                 blend_NORMAL_frag,      // TRANSFER_NORMAL
948                 blend_ADDITION_frag,    // TRANSFER_ADDITION
949                 blend_SUBTRACT_frag,    // TRANSFER_SUBTRACT
950                 blend_MULTIPLY_frag,    // TRANSFER_MULTIPLY
951                 blend_DIVIDE_frag,      // TRANSFER_DIVIDE
952                 blend_REPLACE_frag,     // TRANSFER_REPLACE
953                 blend_MAX_frag,         // TRANSFER_MAX
954                 blend_MIN_frag,         // TRANSFER_MIN
955                 blend_DARKEN_frag,      // TRANSFER_DARKEN
956                 blend_LIGHTEN_frag,     // TRANSFER_LIGHTEN
957                 blend_DST_frag,         // TRANSFER_DST
958                 blend_DST_ATOP_frag,    // TRANSFER_DST_ATOP
959                 blend_DST_IN_frag,      // TRANSFER_DST_IN
960                 blend_DST_OUT_frag,     // TRANSFER_DST_OUT
961                 blend_DST_OVER_frag,    // TRANSFER_DST_OVER
962                 blend_SRC_frag,         // TRANSFER_SRC
963                 blend_SRC_ATOP_frag,    // TRANSFER_SRC_ATOP
964                 blend_SRC_IN_frag,      // TRANSFER_SRC_IN
965                 blend_SRC_OUT_frag,     // TRANSFER_SRC_OUT
966                 blend_SRC_OVER_frag,    // TRANSFER_SRC_OVER
967                 blend_AND_frag,         // TRANSFER_AND
968                 blend_OR_frag,          // TRANSFER_OR
969                 blend_XOR_frag,         // TRANSFER_XOR
970                 blend_OVERLAY_frag,     // TRANSFER_OVERLAY
971                 blend_SCREEN_frag,      // TRANSFER_SCREEN
972                 blend_BURN_frag,        // TRANSFER_BURN
973                 blend_DODGE_frag,       // TRANSFER_DODGE
974                 blend_HARDLIGHT_frag,   // TRANSFER_HARDLIGHT
975                 blend_SOFTLIGHT_frag,   // TRANSFER_SOFTLIGHT
976                 blend_DIFFERENCE_frag,  // TRANSFER_DIFFERENCE
977         };
978
979         BC_WindowBase *window =
980                 command->canvas->lock_canvas("Playback3D::overlay_sync");
981         if( window ) {
982 // Make sure OpenGL is enabled first.
983                 window->enable_opengl();
984                 window->update_video_cursor();
985
986                 glColor4f(1, 1, 1, 1);
987                 glDisable(GL_BLEND);
988
989
990 //printf("Playback3D::overlay_sync 1 %d\n", command->input->get_opengl_state());
991                 switch( command->input->get_opengl_state() ) {
992 // Upload texture and composite to screen
993                 case VFrame::RAM:
994                         command->input->to_texture();
995                         break;
996 // Just composite texture to screen
997                 case VFrame::TEXTURE:
998                         break;
999 // read from PBuffer to texture, then composite texture to screen
1000                 case VFrame::SCREEN:
1001                         command->input->enable_opengl();
1002                         command->input->screen_to_texture();
1003                         break;
1004                 default:
1005                         printf("Playback3D::overlay_sync unknown state\n");
1006                         break;
1007                 }
1008
1009                 if(command->frame) {
1010 // Render to PBuffer
1011                         command->frame->enable_opengl();
1012                         command->frame->set_opengl_state(VFrame::SCREEN);
1013                         canvas_w = command->frame->get_w();
1014                         canvas_h = command->frame->get_h();
1015                 }
1016                 else {
1017 // Render to canvas
1018                         window->enable_opengl();
1019                         canvas_w = window->get_w();
1020                         canvas_h = window->get_h();
1021                 }
1022
1023
1024                 const char *shader_stack[16];
1025                 memset(shader_stack,0, sizeof(shader_stack));
1026                 int total_shaders = 0, need_matrix = 0;
1027
1028                 VFrame::init_screen(canvas_w, canvas_h);
1029
1030 // Enable texture
1031                 command->input->bind_texture(0);
1032
1033 // Convert colormodel to RGB if not nested.
1034 // The color model setting in the output frame is ignored.
1035 //              if( command->is_nested <= 0 &&  // not nested
1036 //                  BC_CModels::is_yuv(command->input->get_color_model()) ) {
1037 //                      need_matrix = 1;
1038 //                      shader_stack[total_shaders++] = yuv_to_rgb_frag;
1039 //              }
1040
1041 // get the shaders
1042 #define add_shader(s) \
1043   if(!total_shaders) shader_stack[total_shaders++] = read_texture_frag; \
1044   shader_stack[total_shaders++] = s
1045
1046                 switch(command->mode) {
1047                 case TRANSFER_REPLACE:
1048 // This requires overlaying an alpha multiplied image on a black screen.
1049                         if( command->input->get_texture_components() != 4 ) break;
1050                         add_shader(overlay_shaders[command->mode]);
1051                         break;
1052                 default:
1053                         enable_overlay_texture(command);
1054                         add_shader(overlay_shaders[command->mode]);
1055                         break;
1056                 }
1057
1058 // if to flatten alpha
1059 //              if( command->is_nested < 0 ) {
1060 //                      switch(command->input->get_color_model()) {
1061 //// yuv has already been converted to rgb
1062 //                      case BC_YUVA8888:
1063 //                      case BC_RGBA_FLOAT:
1064 //                      case BC_RGBA8888:
1065 //                              add_shader(rgba_to_rgb_flatten);
1066 //                              break;
1067 //                      }
1068 //              }
1069
1070 // run the shaders
1071                 add_shader(0);
1072                 unsigned int shader = !shader_stack[0] ? 0 :
1073                         VFrame::make_shader(shader_stack);
1074                 if( shader > 0 ) {
1075                         glUseProgram(shader);
1076                         if( need_matrix ) BC_GL_YUV_TO_RGB(shader);
1077 // Set texture unit of the texture
1078                         glUniform1i(glGetUniformLocation(shader, "tex"), 0);
1079 // Set texture unit of the temp texture
1080                         glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
1081 // Set alpha
1082                         int variable = glGetUniformLocation(shader, "alpha");
1083                         glUniform1f(variable, command->alpha);
1084 // Set dimensions of the temp texture
1085                         if(temp_texture)
1086                                 glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
1087                                         (float)temp_texture->get_texture_w(),
1088                                         (float)temp_texture->get_texture_h());
1089                 }
1090                 else
1091                         glUseProgram(0);
1092
1093
1094 //printf("Playback3D::overlay_sync %f %f %f %f %f %f %f %f\n",
1095 // command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1096 // command->out_x1, command->out_y1, command->out_x2, command->out_y2);
1097
1098                 command->input->draw_texture(
1099                         command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1100                         command->out_x1, command->out_y1, command->out_x2, command->out_y2,
1101                         !command->is_nested);
1102                 glUseProgram(0);
1103
1104 // Delete temp texture
1105                 if(temp_texture) {
1106                         delete temp_texture;
1107                         temp_texture = 0;
1108                         glActiveTexture(GL_TEXTURE1);
1109                         glDisable(GL_TEXTURE_2D);
1110                 }
1111                 glActiveTexture(GL_TEXTURE0);
1112                 glDisable(GL_TEXTURE_2D);
1113         }
1114         command->canvas->unlock_canvas();
1115 #endif
1116 }
1117
1118 void Playback3D::enable_overlay_texture(Playback3DCommand *command)
1119 {
1120 #ifdef HAVE_GL
1121         glDisable(GL_BLEND);
1122
1123         glActiveTexture(GL_TEXTURE1);
1124         BC_Texture::new_texture(&temp_texture, canvas_w, canvas_h,
1125                 command->input->get_color_model());
1126         temp_texture->bind(1);
1127
1128 // Read canvas into texture
1129         glReadBuffer(GL_BACK);
1130         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, canvas_w, canvas_h);
1131 #endif
1132 }
1133
1134
1135 void Playback3D::do_mask(Canvas *canvas,
1136         VFrame *output,
1137         int64_t start_position_project,
1138         MaskAutos *keyframe_set,
1139         MaskAuto *keyframe,
1140         MaskAuto *default_auto)
1141 {
1142         Playback3DCommand command;
1143         command.command = Playback3DCommand::DO_MASK;
1144         command.canvas = canvas;
1145         command.frame = output;
1146         command.start_position_project = start_position_project;
1147         command.keyframe_set = keyframe_set;
1148         command.keyframe = keyframe;
1149         command.default_auto = default_auto;
1150
1151         send_command(&command);
1152 }
1153
1154
1155 void Playback3D::draw_spots(MaskSpots &spots, int ix1,int iy1, int ix2,int iy2)
1156 {
1157         int x1 = iy1 < iy2 ? ix1 : ix2;
1158         int y1 = iy1 < iy2 ? iy1 : iy2;
1159         int x2 = iy1 < iy2 ? ix2 : ix1;
1160         int y2 = iy1 < iy2 ? iy2 : iy1;
1161
1162         int x = x1, y = y1;
1163         int dx = x2-x1, dy = y2-y1;
1164         int dx2 = 2*dx, dy2 = 2*dy;
1165         if( dx < 0 ) dx = -dx;
1166         int m = dx > dy ? dx : dy, n = m;
1167         if( dy >= dx ) {
1168                 if( dx2 >= 0 ) do {     /* +Y, +X */
1169                         spots.append(x, y++);
1170                         if( (m -= dx2) < 0 ) { m += dy2;  ++x; }
1171                 } while( --n >= 0 );
1172                 else do {              /* +Y, -X */
1173                         spots.append(x, y++);
1174                         if( (m += dx2) < 0 ) { m += dy2;  --x; }
1175                 } while( --n >= 0 );
1176         }
1177         else {
1178                 if( dx2 >= 0 ) do {     /* +X, +Y */
1179                         spots.append(x++, y);
1180                         if( (m -= dy2) < 0 ) { m += dx2;  ++y; }
1181                 } while( --n >= 0 );
1182                 else do {              /* -X, +Y */
1183                         spots.append(x--, y);
1184                         if( (m -= dy2) < 0 ) { m -= dx2;  ++y; }
1185                 } while( --n >= 0 );
1186         }
1187 }
1188
1189 #ifdef HAVE_GL
1190 class fb_texture : public BC_Texture
1191 {
1192 public:
1193         fb_texture(int w, int h, int colormodel);
1194         ~fb_texture();
1195         void bind(int texture_unit);
1196         void read_screen(int x, int y, int w, int h);
1197         void set_output_texture();
1198         void unset_output_texture();
1199         GLuint fb, rb;
1200 };
1201
1202 fb_texture::fb_texture(int w, int h, int colormodel)
1203  : BC_Texture(w, h, colormodel)
1204 {
1205         fb = 0;  rb = 0;
1206 //      glGenRenderbuffers(1, &rb);
1207 //      glBindRenderbuffer(GL_RENDERBUFFER, rb);
1208 //      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, get_texture_w(), get_texture_w());
1209         glGenFramebuffers(1, &fb);
1210         glBindFramebuffer(GL_FRAMEBUFFER, fb);
1211 //      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
1212 }
1213
1214 fb_texture::~fb_texture()
1215 {
1216         glBindFramebuffer(GL_FRAMEBUFFER, 0);
1217         glDeleteFramebuffers(1, (GLuint *)&fb);
1218 //      glBindRenderbuffer(GL_RENDERBUFFER, 0);
1219 //      glGenRenderbuffers(1, &rb);
1220 }
1221
1222 void fb_texture::bind(int texture_unit)
1223 {
1224         glBindFramebuffer(GL_FRAMEBUFFER, fb);
1225 //      glBindRenderbuffer(GL_RENDERBUFFER, rb);
1226         BC_Texture::bind(texture_unit);
1227 }
1228
1229 void fb_texture::read_screen(int x, int y, int w, int h)
1230 {
1231         bind(1);
1232         glBindFramebuffer(GL_FRAMEBUFFER, 0);
1233         glReadBuffer(GL_BACK);
1234         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0,0, x,y, w,h);
1235 }
1236
1237 void fb_texture::set_output_texture()
1238 {
1239         GLenum at = GL_COLOR_ATTACHMENT0;
1240         glFramebufferTexture(GL_FRAMEBUFFER, at, get_texture_id(), 0);
1241         GLenum dbo[1] = { at, }; // bind layout(location=0) out vec4 color;
1242         glDrawBuffers(1, dbo);
1243         int ret = glCheckFramebufferStatus(GL_FRAMEBUFFER);
1244         if( ret != GL_FRAMEBUFFER_COMPLETE ) {
1245                 printf("glDrawBuffer error 0x%04x\n", ret);
1246                 return;
1247         }
1248 }
1249 void fb_texture::unset_output_texture()
1250 {
1251         glDrawBuffers(0, 0);
1252         int at = GL_COLOR_ATTACHMENT0;
1253         glFramebufferTexture(GL_FRAMEBUFFER, at, 0, 0);
1254         glBindFramebuffer(GL_FRAMEBUFFER, 0);
1255         glDisable(GL_TEXTURE_2D);
1256 }
1257
1258
1259 class zglTessData : public ArrayList<double *>
1260 {
1261 public:
1262         zglTessData() { set_array_delete(); }
1263         ~zglTessData() { remove_all_objects(); }
1264 };
1265
1266 static void combineData(GLdouble coords[3],
1267                 GLdouble *vertex_data[4], GLfloat weight[4],
1268                 GLdouble **outData, void *data)
1269 {
1270         zglTessData *invented = (zglTessData *)data;
1271         GLdouble *vertex = new double[6];
1272         invented->append(vertex);
1273         vertex[0] = coords[0];
1274         vertex[1] = coords[1];
1275         vertex[2] = coords[2];
1276         for( int i=3; i<6; ++i ) {
1277                 GLdouble v = 0;
1278                 for( int k=0; k<4; ++k ) {
1279                         if( !weight[k] || !vertex_data[k] ) continue;
1280                         v += weight[k] * vertex_data[k][i];
1281                 }
1282                 vertex[i] = v;
1283         }
1284         *outData = vertex;
1285 }
1286
1287 // dbug
1288 static void zglBegin(GLenum mode) { glBegin(mode); }
1289 static void zglEnd() { glEnd(); }
1290 static void zglVertex(const GLdouble *v) { glVertex3dv(v); }
1291
1292 #endif
1293
1294 void Playback3D::do_mask_sync(Playback3DCommand *command)
1295 {
1296 #ifdef HAVE_GL
1297         BC_WindowBase *window =
1298                 command->canvas->lock_canvas("Playback3D::do_mask_sync");
1299         if( window ) {
1300                 window->enable_opengl();
1301
1302                 switch( command->frame->get_opengl_state() ) {
1303                 case VFrame::RAM:
1304 // upload frame to the texture
1305                         command->frame->to_texture();
1306                         break;
1307
1308                 case VFrame::SCREEN:
1309 // Read back from PBuffer
1310 // Bind context to pbuffer
1311                         command->frame->enable_opengl();
1312                         command->frame->screen_to_texture();
1313                         break;
1314                 }
1315
1316 // Initialize coordinate system
1317                 command->frame->enable_opengl();
1318                 command->frame->init_screen();
1319                 int color_model = command->frame->get_color_model();
1320                 int w = command->frame->get_w();
1321                 int h = command->frame->get_h();
1322                 MaskEdges edges;
1323                 float faders[SUBMASKS], feathers[SUBMASKS], cc = 1;
1324                 MaskPoints point_set[SUBMASKS];
1325 // Draw every submask as a new polygon
1326                 int total_submasks = command->keyframe_set->total_submasks(
1327                         command->start_position_project, PLAY_FORWARD);
1328                 int show_mask = command->keyframe_set->track->masks;
1329
1330                 for(int k = 0; k < total_submasks; k++) {
1331                         MaskPoints &points = point_set[k];
1332                         command->keyframe_set->get_points(&points,
1333                                 k, command->start_position_project, PLAY_FORWARD);
1334                         float fader = command->keyframe_set->get_fader(
1335                                 command->start_position_project, k, PLAY_FORWARD);
1336                         float v = fader/100.;
1337                         faders[k] = v;
1338                         float feather = command->keyframe_set->get_feather(
1339                                 command->start_position_project, k, PLAY_FORWARD);
1340                         feathers[k] = feather;
1341                         MaskEdge &edge = *edges.append(new MaskEdge());
1342                         if( !v || !((show_mask>>k) & 1) || !points.size() ) continue;
1343                         edge.load(point_set[k], h);
1344                         if( v >= 0 ) continue;
1345                         float vv = 1 + v;
1346                         if( cc > vv ) cc = vv;
1347                 }
1348
1349                 fb_texture *mask = new fb_texture(w, h, color_model);
1350                 mask->set_output_texture();
1351                 glClearColor(cc, cc, cc, cc);
1352                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1353                 mask->unset_output_texture();
1354
1355                 unsigned int feather_shader =
1356                         VFrame::make_shader(0, in_vertex_frag, feather_frag, 0);
1357                 unsigned int max_shader =
1358                         VFrame::make_shader(0, in_vertex_frag, max_frag, 0);
1359                 if( feather_shader && max_shader ) {
1360                         fb_texture *in = new fb_texture(w, h, color_model);
1361                         fb_texture *out = new fb_texture(w, h, color_model);
1362                         float tw = 1./out->get_texture_w(), th = 1./out->get_texture_h();
1363                         float tw1 = (w-1)*tw, th1 = (h-1)*th;
1364                         for(int k = 0; k < total_submasks; k++) {
1365                                 MaskEdge &edge = *edges[k];
1366                                 if( edge.size() < 3 ) continue;
1367                                 float r = feathers[k], v = faders[k];
1368                                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1369                                 glActiveTexture(GL_TEXTURE0);
1370                                 glDisable(GL_TEXTURE_2D);
1371                                 float b = r>=0 ? 0. : 1.;
1372                                 float f = r>=0 ? 1. : 0.;
1373                                 glClearColor(b, b, b, b);
1374                                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1375                                 glColor4f(f, f, f, f);
1376                                 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1377                                 int display_list = glGenLists(1);
1378 #if 0
1379                                 glNewList(display_list, GL_COMPILE);
1380                                 glBegin(GL_POLYGON);
1381                                 MaskCoord *c = &edge[0];
1382                                 for( int i=edge.size(); --i>=0; ++c )
1383                                         glVertex2f(c->x, c->y);
1384                                 glEnd();
1385                                 glEndList();
1386                                 glCallList(display_list);
1387 #else
1388                                 { zglTessData invented;
1389                                 GLUtesselator *tess = gluNewTess();
1390                                 gluTessProperty(tess, GLU_TESS_TOLERANCE, 0.5);
1391                                 gluTessCallback(tess, GLU_TESS_VERTEX,(GLvoid (*)()) &zglVertex);
1392                                 gluTessCallback(tess, GLU_TESS_BEGIN,(GLvoid (*)()) &zglBegin);
1393                                 gluTessCallback(tess, GLU_TESS_END,(GLvoid (*)()) &zglEnd);
1394                                 gluTessCallback(tess, GLU_TESS_COMBINE_DATA,(GLvoid (*)()) &combineData);
1395                                 glNewList(display_list, GL_COMPILE);
1396                                 gluTessBeginPolygon(tess, &invented);
1397                                 gluTessBeginContour(tess);
1398                                 MaskCoord *c = &edge[0];
1399                                 for( int i=edge.size(); --i>=0; ++c )
1400                                         gluTessVertex(tess, (GLdouble *)c, c);
1401                                 gluTessEndContour(tess);
1402                                 gluTessEndPolygon(tess);
1403                                 glEndList();
1404                                 glCallList(display_list);
1405                                 gluDeleteTess(tess); }
1406 #endif
1407                                 glDeleteLists(1, display_list);
1408                                 in->read_screen(0,0, w,h);
1409 //in->write_tex("/tmp/in0.ppm");
1410                                 if( r ) {
1411                                         double sig2 = -log(255.0)/(r*r);
1412                                         int n = abs((int)r) + 1;
1413                                         if( n > MAX_FEATHER+1 ) n = MAX_FEATHER+1;
1414                                         float psf[n];  // point spot fn
1415                                         for( int i=0; i<n; ++i )
1416                                                 psf[i] = exp(i*i * sig2);
1417                                         glUseProgram(feather_shader);
1418                                         glUniform1fv(glGetUniformLocation(feather_shader, "psf"), n, psf);
1419                                         glUniform1i(glGetUniformLocation(feather_shader, "n"), n);
1420                                         glUniform2f(glGetUniformLocation(feather_shader, "dxy"), tw, 0.);
1421                                         glUniform2f(glGetUniformLocation(feather_shader, "twh"), tw1, th1);
1422                                         glUniform1i(glGetUniformLocation(feather_shader, "tex"), 0);
1423                                         in->bind(0);
1424                                         out->set_output_texture();
1425                                         out->draw_texture(0,0, w,h, 0,0, w,h);
1426                                         out->unset_output_texture();
1427 //out->write_tex("/tmp/out1.ppm");
1428                                         fb_texture *t = in;  in = out;  out = t;
1429                                         glUniform2f(glGetUniformLocation(feather_shader, "dxy"), 0., th);
1430                                         in->bind(0);
1431                                         out->set_output_texture();
1432                                         out->draw_texture(0,0, w,h, 0,0, w,h);
1433                                         out->unset_output_texture();
1434 //out->write_tex("/tmp/out2.ppm");
1435                                         glUseProgram(0);
1436                                         t = in;  in = out;  out = t;
1437                                 }
1438
1439                                 glUseProgram(max_shader);
1440                                 in->bind(0);
1441 //in->write_tex("/tmp/in1.ppm");
1442 //mask->write_tex("/tmp/mask1.ppm");
1443                                 mask->bind(1);
1444                                 glUniform1i(glGetUniformLocation(max_shader, "tex"), 0);
1445                                 glUniform1i(glGetUniformLocation(max_shader, "tex1"), 1);
1446                                 glUniform1f(glGetUniformLocation(max_shader, "r"), r);
1447                                 glUniform1f(glGetUniformLocation(max_shader, "v"), v);
1448                                 glViewport(0,0, w,h);
1449                                 out->set_output_texture();
1450                                 out->draw_texture(0,0, w,h, 0,0, w,h);
1451                                 out->unset_output_texture();
1452                                 glUseProgram(0);
1453                                 fb_texture *t = mask;  mask = out;  out = t;
1454 //mask->write_tex("/tmp/mask2.ppm");
1455                         }
1456                         delete in;
1457                         delete out;
1458                 }
1459
1460                 const char *alpha_shader = BC_CModels::has_alpha(color_model) ?
1461                                 multiply_mask4_frag :
1462                         !BC_CModels::is_yuv(color_model) ?
1463                                 multiply_mask3_frag :
1464                                 multiply_yuvmask3_frag;
1465                 unsigned int shader = VFrame::make_shader(0, alpha_shader, 0);
1466                 glUseProgram(shader);
1467                 if( shader > 0 ) {
1468                         command->frame->bind_texture(0);
1469                         mask->BC_Texture::bind(1);
1470                         glUniform1i(glGetUniformLocation(shader, "tex"), 0);
1471                         glUniform1i(glGetUniformLocation(shader, "tex1"), 1);
1472                 }
1473                 command->frame->draw_texture();
1474                 command->frame->set_opengl_state(VFrame::SCREEN);
1475                 glUseProgram(0);
1476                 delete mask;
1477                 glColor4f(1, 1, 1, 1);
1478                 glActiveTexture(GL_TEXTURE0);
1479                 glDisable(GL_TEXTURE_2D);
1480                 window->enable_opengl();
1481         }
1482         command->canvas->unlock_canvas();
1483 #endif
1484 }
1485
1486
1487 void Playback3D::convert_cmodel(Canvas *canvas,
1488         VFrame *output,
1489         int dst_cmodel)
1490 {
1491 // Do nothing if colormodels are equivalent in OpenGL & the image is in hardware.
1492         int src_cmodel = output->get_color_model();
1493         if(
1494                 (output->get_opengl_state() == VFrame::TEXTURE ||
1495                 output->get_opengl_state() == VFrame::SCREEN) &&
1496 // OpenGL has no floating point.
1497                 ( (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGB_FLOAT) ||
1498                   (src_cmodel == BC_RGBA8888 && dst_cmodel == BC_RGBA_FLOAT) ||
1499                   (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGB888) ||
1500                   (src_cmodel == BC_RGBA_FLOAT && dst_cmodel == BC_RGBA8888) ||
1501 // OpenGL sets alpha to 1 on import
1502                   (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGBA8888) ||
1503                   (src_cmodel == BC_YUV888 && dst_cmodel == BC_YUVA8888) ||
1504                   (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGBA_FLOAT) )
1505                 ) return;
1506
1507
1508
1509         Playback3DCommand command;
1510         command.command = Playback3DCommand::CONVERT_CMODEL;
1511         command.canvas = canvas;
1512         command.frame = output;
1513         command.dst_cmodel = dst_cmodel;
1514         send_command(&command);
1515 }
1516
1517 void Playback3D::convert_cmodel_sync(Playback3DCommand *command)
1518 {
1519 #ifdef HAVE_GL
1520         BC_WindowBase *window =
1521                 command->canvas->lock_canvas("Playback3D::convert_cmodel_sync");
1522         if( window ) {
1523                 window->enable_opengl();
1524
1525 // Import into hardware
1526                 command->frame->enable_opengl();
1527                 command->frame->init_screen();
1528                 command->frame->to_texture();
1529
1530 // Colormodel permutation
1531                 int src_cmodel = command->frame->get_color_model();
1532                 int dst_cmodel = command->dst_cmodel;
1533                 typedef struct {
1534                         int src, dst, typ;
1535                         const char *shader;
1536                 } cmodel_shader_table_t;
1537                 enum { rgb_to_rgb, rgb_to_yuv, yuv_to_rgb, yuv_to_yuv, };
1538                 int type = -1;
1539                 static cmodel_shader_table_t cmodel_shader_table[]  = {
1540                         { BC_RGB888,    BC_YUV888,      rgb_to_yuv, rgb_to_yuv_frag  },
1541                         { BC_RGB888,    BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1542                         { BC_RGBA8888,  BC_RGB888,      rgb_to_rgb, rgba_to_rgb_frag },
1543                         { BC_RGBA8888,  BC_RGB_FLOAT,   rgb_to_rgb, rgba_to_rgb_frag },
1544                         { BC_RGBA8888,  BC_YUV888,      rgb_to_yuv, rgba_to_yuv_frag },
1545                         { BC_RGBA8888,  BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1546                         { BC_RGB_FLOAT, BC_YUV888,      rgb_to_yuv, rgb_to_yuv_frag  },
1547                         { BC_RGB_FLOAT, BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1548                         { BC_RGBA_FLOAT,BC_RGB888,      rgb_to_rgb, rgba_to_rgb_frag },
1549                         { BC_RGBA_FLOAT,BC_RGB_FLOAT,   rgb_to_rgb, rgba_to_rgb_frag },
1550                         { BC_RGBA_FLOAT,BC_YUV888,      rgb_to_yuv, rgba_to_yuv_frag },
1551                         { BC_RGBA_FLOAT,BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1552                         { BC_YUV888,    BC_RGB888,      yuv_to_rgb, yuv_to_rgb_frag  },
1553                         { BC_YUV888,    BC_RGBA8888,    yuv_to_rgb, yuv_to_rgb_frag  },
1554                         { BC_YUV888,    BC_RGB_FLOAT,   yuv_to_rgb, yuv_to_rgb_frag  },
1555                         { BC_YUV888,    BC_RGBA_FLOAT,  yuv_to_rgb, yuv_to_rgb_frag  },
1556                         { BC_YUVA8888,  BC_RGB888,      yuv_to_rgb, yuva_to_rgb_frag },
1557                         { BC_YUVA8888,  BC_RGBA8888,    yuv_to_rgb, yuv_to_rgb_frag  },
1558                         { BC_YUVA8888,  BC_RGB_FLOAT,   yuv_to_rgb, yuva_to_rgb_frag },
1559                         { BC_YUVA8888,  BC_RGBA_FLOAT,  yuv_to_rgb, yuv_to_rgb_frag  },
1560                         { BC_YUVA8888,  BC_YUV888,      yuv_to_yuv, yuva_to_yuv_frag },
1561                 };
1562
1563                 const char *shader = 0;
1564                 int table_size = sizeof(cmodel_shader_table) / sizeof(cmodel_shader_table_t);
1565                 for( int i=0; i<table_size; ++i ) {
1566                         if( cmodel_shader_table[i].src == src_cmodel &&
1567                             cmodel_shader_table[i].dst == dst_cmodel ) {
1568                                 shader = cmodel_shader_table[i].shader;
1569                                 type = cmodel_shader_table[i].typ;
1570                                 break;
1571                         }
1572                 }
1573
1574 // printf("Playback3D::convert_cmodel_sync %d %d %d shader=\n%s",
1575 // __LINE__,
1576 // command->frame->get_color_model(),
1577 // command->dst_cmodel,
1578 // shader);
1579
1580                 const char *shader_stack[9];
1581                 memset(shader_stack,0, sizeof(shader_stack));
1582                 int current_shader = 0;
1583
1584                 if( shader ) {
1585 //printf("Playback3D::convert_cmodel_sync %d\n", __LINE__);
1586                         shader_stack[current_shader++] = shader;
1587                         shader_stack[current_shader] = 0;
1588                         unsigned int shader_id = VFrame::make_shader(shader_stack);
1589
1590                         command->frame->bind_texture(0);
1591                         glUseProgram(shader_id);
1592
1593                         glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
1594                         switch( type ) {
1595                         case rgb_to_yuv:
1596                                 BC_GL_RGB_TO_YUV(shader_id);
1597                                 break;
1598                         case yuv_to_rgb:
1599                                 BC_GL_YUV_TO_RGB(shader_id);
1600                                 break;
1601                         }
1602
1603                         command->frame->draw_texture();
1604                         if(shader) glUseProgram(0);
1605                         command->frame->set_opengl_state(VFrame::SCREEN);
1606                 }
1607         }
1608
1609         command->canvas->unlock_canvas();
1610 #endif // HAVE_GL
1611 }
1612
1613 void Playback3D::do_fade(Canvas *canvas, VFrame *frame, float fade)
1614 {
1615         Playback3DCommand command;
1616         command.command = Playback3DCommand::DO_FADE;
1617         command.canvas = canvas;
1618         command.frame = frame;
1619         command.alpha = fade;
1620         send_command(&command);
1621 }
1622
1623 void Playback3D::do_fade_sync(Playback3DCommand *command)
1624 {
1625 #ifdef HAVE_GL
1626         BC_WindowBase *window =
1627                 command->canvas->lock_canvas("Playback3D::do_fade_sync");
1628         if( window ) {
1629                 window->enable_opengl();
1630                 switch( command->frame->get_opengl_state() ) {
1631                 case VFrame::RAM:
1632                         command->frame->to_texture();
1633                         break;
1634
1635                 case VFrame::SCREEN:
1636 // Read back from PBuffer
1637 // Bind context to pbuffer
1638                         command->frame->enable_opengl();
1639                         command->frame->screen_to_texture();
1640                         break;
1641                 }
1642
1643                 command->frame->enable_opengl();
1644                 command->frame->init_screen();
1645                 command->frame->bind_texture(0);
1646
1647 //              glClearColor(0.0, 0.0, 0.0, 0.0);
1648 //              glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1649                 glDisable(GL_BLEND);
1650                 unsigned int frag_shader = 0;
1651                 switch(command->frame->get_color_model())
1652                 {
1653 // For the alpha colormodels, the native function seems to multiply the
1654 // components by the alpha instead of just the alpha.
1655                         case BC_RGBA8888:
1656                         case BC_RGBA_FLOAT:
1657                         case BC_YUVA8888:
1658                                 frag_shader = VFrame::make_shader(0, fade_rgba_frag, 0);
1659                                 break;
1660
1661                         case BC_RGB888:
1662                                 glEnable(GL_BLEND);
1663                                 glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1664                                 glColor4f(command->alpha, command->alpha, command->alpha, 1);
1665                                 break;
1666
1667
1668                         case BC_YUV888:
1669                                 frag_shader = VFrame::make_shader(0, fade_yuv_frag, 0);
1670                                 break;
1671                 }
1672
1673
1674                 if( frag_shader ) {
1675                         glUseProgram(frag_shader);
1676                         int variable;
1677                         if((variable = glGetUniformLocation(frag_shader, "tex")) >= 0)
1678                                 glUniform1i(variable, 0);
1679                         if((variable = glGetUniformLocation(frag_shader, "alpha")) >= 0)
1680                                 glUniform1f(variable, command->alpha);
1681                 }
1682
1683                 command->frame->draw_texture();
1684                 command->frame->set_opengl_state(VFrame::SCREEN);
1685
1686                 if(frag_shader)
1687                 {
1688                         glUseProgram(0);
1689                 }
1690
1691                 glColor4f(1, 1, 1, 1);
1692                 glDisable(GL_BLEND);
1693         }
1694         command->canvas->unlock_canvas();
1695 #endif
1696 }
1697
1698
1699 int Playback3D::run_plugin(Canvas *canvas, PluginClient *client)
1700 {
1701         Playback3DCommand command;
1702         command.command = Playback3DCommand::PLUGIN;
1703         command.canvas = canvas;
1704         command.plugin_client = client;
1705         return send_command(&command);
1706 }
1707
1708 void Playback3D::run_plugin_sync(Playback3DCommand *command)
1709 {
1710         BC_WindowBase *window =
1711                 command->canvas->lock_canvas("Playback3D::run_plugin_sync");
1712         if( window ) {
1713                 window->enable_opengl();
1714                 command->result = ((PluginVClient*)command->plugin_client)->handle_opengl();
1715         }
1716         command->canvas->unlock_canvas();
1717 }
1718
1719