mask xy scale, mask boundary only overlay, fix 8 char mask nm bug, rework maskgui...
[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 // apparently, only doubles index properly in shared buffers
275         "buffer buf { dvec2 points[]; };\n"
276         "uniform float r;\n"
277         "uniform float v;\n"
278         "void main() {\n"
279         "       vec2 tex_st = gl_FragCoord.xy/textureSize(tex,0);\n"
280         "       color = texture(tex, tex_st);\n"
281         "       if( r==0. ) return;\n"
282         "       float rv = r*v>0. ? 1 : -1;\n"
283         "       float rr = r*r, dr = 1./rr;\n"
284         "       float vv = v>=0 ? 1.-v : 1.+v;\n"
285         "       float fg = rv>=0 ? vv : 1.;\n"
286         "       float bg = rv>=0 ? 1. : vv;\n"
287         "       int len = points.length();\n"
288         "       for( int i=0; i<len; ++i ) {\n"
289         "               float dx = float(points[i].x) - gl_FragCoord.x;\n"
290         "               float dy = float(points[i].y) - gl_FragCoord.y;\n"
291         "               float dd = dx*dx + dy*dy;\n"
292         "               if( dd >= rr ) continue;\n"
293         "               float d = dd*dr;\n"
294         "               float a = (1.-d)*fg + d*bg;\n"
295         "               if( rv*(color.a-a) > 0 ) color = vec4(a);\n"
296         "       }\n"
297         "}\n";
298
299 static const char *multiply_mask4_frag =
300         "uniform sampler2D tex;\n"
301         "uniform sampler2D tex1;\n"
302         "void main()\n"
303         "{\n"
304         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
305         "       gl_FragColor.a *= texture2D(tex1, gl_TexCoord[0].st).r;\n"
306         "}\n";
307
308 static const char *multiply_mask3_frag =
309         "uniform sampler2D tex;\n"
310         "uniform sampler2D tex1;\n"
311         "void main()\n"
312         "{\n"
313         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
314         "       float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
315         "       gl_FragColor.rgb *= vec3(a, a, a);\n"
316         "}\n";
317
318 static const char *multiply_yuvmask3_frag =
319         "uniform sampler2D tex;\n"
320         "uniform sampler2D tex1;\n"
321         "void main()\n"
322         "{\n"
323         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
324         "       float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
325         "       gl_FragColor.gb -= vec2(0.5, 0.5);\n"
326         "       gl_FragColor.rgb *= vec3(a, a, a);\n"
327         "       gl_FragColor.gb += vec2(0.5, 0.5);\n"
328         "}\n";
329
330 static const char *fade_rgba_frag =
331         "uniform sampler2D tex;\n"
332         "uniform float alpha;\n"
333         "void main()\n"
334         "{\n"
335         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
336         "       gl_FragColor.a *= alpha;\n"
337         "}\n";
338
339 static const char *fade_yuv_frag =
340         "uniform sampler2D tex;\n"
341         "uniform float alpha;\n"
342         "void main()\n"
343         "{\n"
344         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
345         "       gl_FragColor.r *= alpha;\n"
346         "       gl_FragColor.gb -= vec2(0.5, 0.5);\n"
347         "       gl_FragColor.g *= alpha;\n"
348         "       gl_FragColor.b *= alpha;\n"
349         "       gl_FragColor.gb += vec2(0.5, 0.5);\n"
350         "}\n";
351
352 #endif
353
354
355 Playback3DCommand::Playback3DCommand()
356  : BC_SynchronousCommand()
357 {
358         canvas = 0;
359         is_nested = 0;
360 }
361
362 void Playback3DCommand::copy_from(BC_SynchronousCommand *command)
363 {
364         Playback3DCommand *ptr = (Playback3DCommand*)command;
365         this->canvas = ptr->canvas;
366         this->is_cleared = ptr->is_cleared;
367
368         this->in_x1 = ptr->in_x1;
369         this->in_y1 = ptr->in_y1;
370         this->in_x2 = ptr->in_x2;
371         this->in_y2 = ptr->in_y2;
372         this->out_x1 = ptr->out_x1;
373         this->out_y1 = ptr->out_y1;
374         this->out_x2 = ptr->out_x2;
375         this->out_y2 = ptr->out_y2;
376         this->alpha = ptr->alpha;
377         this->mode = ptr->mode;
378         this->interpolation_type = ptr->interpolation_type;
379
380         this->input = ptr->input;
381         this->start_position_project = ptr->start_position_project;
382         this->keyframe_set = ptr->keyframe_set;
383         this->keyframe = ptr->keyframe;
384         this->default_auto = ptr->default_auto;
385         this->plugin_client = ptr->plugin_client;
386         this->want_texture = ptr->want_texture;
387         this->is_nested = ptr->is_nested;
388         this->dst_cmodel = ptr->dst_cmodel;
389
390         BC_SynchronousCommand::copy_from(command);
391 }
392
393 Playback3D::Playback3D(MWindow *mwindow)
394  : BC_Synchronous()
395 {
396         this->mwindow = mwindow;
397         temp_texture = 0;
398 }
399
400 Playback3D::~Playback3D()
401 {
402 }
403
404
405
406
407 BC_SynchronousCommand* Playback3D::new_command()
408 {
409         return new Playback3DCommand;
410 }
411
412
413
414 void Playback3D::handle_command(BC_SynchronousCommand *command)
415 {
416 //printf("Playback3D::handle_command 1 %d\n", command->command);
417         switch(command->command)
418         {
419                 case Playback3DCommand::WRITE_BUFFER:
420                         write_buffer_sync((Playback3DCommand*)command);
421                         break;
422
423                 case Playback3DCommand::CLEAR_OUTPUT:
424                         clear_output_sync((Playback3DCommand*)command);
425                         break;
426
427                 case Playback3DCommand::CLEAR_INPUT:
428                         clear_input_sync((Playback3DCommand*)command);
429                         break;
430
431                 case Playback3DCommand::DO_CAMERA:
432                         do_camera_sync((Playback3DCommand*)command);
433                         break;
434
435                 case Playback3DCommand::OVERLAY:
436                         overlay_sync((Playback3DCommand*)command);
437                         break;
438
439                 case Playback3DCommand::DO_FADE:
440                         do_fade_sync((Playback3DCommand*)command);
441                         break;
442
443                 case Playback3DCommand::DO_MASK:
444                         do_mask_sync((Playback3DCommand*)command);
445                         break;
446
447                 case Playback3DCommand::PLUGIN:
448                         run_plugin_sync((Playback3DCommand*)command);
449                         break;
450
451                 case Playback3DCommand::COPY_FROM:
452                         copy_from_sync((Playback3DCommand*)command);
453                         break;
454
455                 case Playback3DCommand::CONVERT_CMODEL:
456                         convert_cmodel_sync((Playback3DCommand*)command);
457                         break;
458
459 //              case Playback3DCommand::DRAW_REFRESH:
460 //                      draw_refresh_sync((Playback3DCommand*)command);
461 //                      break;
462         }
463 //printf("Playback3D::handle_command 10\n");
464 }
465
466
467
468
469 void Playback3D::copy_from(Canvas *canvas,
470         VFrame *dst,
471         VFrame *src,
472         int want_texture)
473 {
474         Playback3DCommand command;
475         command.command = Playback3DCommand::COPY_FROM;
476         command.canvas = canvas;
477         command.frame = dst;
478         command.input = src;
479         command.want_texture = want_texture;
480         send_command(&command);
481 }
482
483 void Playback3D::copy_from_sync(Playback3DCommand *command)
484 {
485 #ifdef HAVE_GL
486         BC_WindowBase *window =
487                 command->canvas->lock_canvas("Playback3D::copy_from_sync");
488         if( window ) {
489                 window->enable_opengl();
490                 glFinish();
491                 int w = command->input->get_w();
492                 int h = command->input->get_h();
493
494                 if(command->input->get_opengl_state() == VFrame::SCREEN &&
495                         w == command->frame->get_w() && h == command->frame->get_h())
496                 {
497 // printf("Playback3D::copy_from_sync 1 %d %d %d %d %d\n",
498 // command->input->get_w(),
499 // command->input->get_h(),
500 // command->frame->get_w(),
501 // command->frame->get_h(),
502 // command->frame->get_color_model());
503 // With NVidia at least,
504                         if(w % 4)
505                         {
506                                 printf("Playback3D::copy_from_sync: w=%d not supported because it is not divisible by 4.\n", w);
507                         }
508                         else
509 // Copy to texture
510                         if(command->want_texture)
511                         {
512 //printf("Playback3D::copy_from_sync 1 dst=%p src=%p\n", command->frame, command->input);
513 // Screen_to_texture requires the source pbuffer enabled.
514                                 command->input->enable_opengl();
515                                 command->frame->screen_to_texture();
516                                 command->frame->set_opengl_state(VFrame::TEXTURE);
517                         }
518                         else
519 // Copy to RAM
520                         {
521                                 command->input->to_texture();
522                                 command->input->bind_texture(0);
523                                 command->frame->enable_opengl();
524                                 command->frame->init_screen();
525                                 unsigned int shader = BC_CModels::is_yuv(command->input->get_color_model()) ?
526                                         VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
527                                 if( shader > 0 ) {
528                                         glUseProgram(shader);
529                                         int variable = glGetUniformLocation(shader, "tex");
530                                         glUniform1i(variable, 0);
531                                         BC_GL_YUV_TO_RGB(shader);
532                                 }
533                                 else
534                                         glUseProgram(0);
535                                 command->input->draw_texture(1);
536                                 command->frame->screen_to_ram();
537                                 glUseProgram(0);
538                         }
539                 }
540                 else
541                 {
542                         printf("Playback3D::copy_from_sync: invalid formats opengl_state=%d %dx%d -> %dx%d\n",
543                                 command->input->get_opengl_state(), w, h,
544                                 command->frame->get_w(), command->frame->get_h());
545                 }
546         }
547         command->canvas->unlock_canvas();
548 #endif
549 }
550
551
552
553
554 // void Playback3D::draw_refresh(Canvas *canvas,
555 //      VFrame *frame,
556 //      float in_x1,
557 //      float in_y1,
558 //      float in_x2,
559 //      float in_y2,
560 //      float out_x1,
561 //      float out_y1,
562 //      float out_x2,
563 //      float out_y2)
564 // {
565 //      Playback3DCommand command;
566 //      command.command = Playback3DCommand::DRAW_REFRESH;
567 //      command.canvas = canvas;
568 //      command.frame = frame;
569 //      command.in_x1 = in_x1;
570 //      command.in_y1 = in_y1;
571 //      command.in_x2 = in_x2;
572 //      command.in_y2 = in_y2;
573 //      command.out_x1 = out_x1;
574 //      command.out_y1 = out_y1;
575 //      command.out_x2 = out_x2;
576 //      command.out_y2 = out_y2;
577 //      send_command(&command);
578 // }
579 //
580 // void Playback3D::draw_refresh_sync(Playback3DCommand *command)
581 // {
582 // #ifdef HAVE_GL
583 //      BC_WindowBase *window =
584 //              command->canvas->lock_canvas("Playback3D::draw_refresh_sync");
585 //      if( window ) {
586 //              window->enable_opengl();
587 //
588 // // Read output pbuffer back to RAM in project colormodel
589 // // RGB 8bit is fastest for OpenGL to read back.
590 //              command->frame->reallocate(0,
591 //                      0,
592 //                      0,
593 //                      0,
594 //                      command->frame->get_w(),
595 //                      command->frame->get_h(),
596 //                      BC_RGB888,
597 //                      -1);
598 //              command->frame->screen_to_ram();
599 //
600 //              window->clear_box(0,
601 //                                              0,
602 //                                              window->get_w(),
603 //                                              window->get_h());
604 //              window->draw_vframe(command->frame,
605 //                                                      (int)command->out_x1,
606 //                                                      (int)command->out_y1,
607 //                                                      (int)(command->out_x2 - command->out_x1),
608 //                                                      (int)(command->out_y2 - command->out_y1),
609 //                                                      (int)command->in_x1,
610 //                                                      (int)command->in_y1,
611 //                                                      (int)(command->in_x2 - command->in_x1),
612 //                                                      (int)(command->in_y2 - command->in_y1),
613 //                                                      0);
614 //
615 //      }
616 //      command->canvas->unlock_canvas();
617 // #endif
618 // }
619
620
621
622
623
624 void Playback3D::write_buffer(Canvas *canvas,
625         VFrame *frame,
626         float in_x1,
627         float in_y1,
628         float in_x2,
629         float in_y2,
630         float out_x1,
631         float out_y1,
632         float out_x2,
633         float out_y2,
634         int is_cleared)
635 {
636         Playback3DCommand command;
637         command.command = Playback3DCommand::WRITE_BUFFER;
638         command.canvas = canvas;
639         command.frame = frame;
640         command.in_x1 = in_x1;
641         command.in_y1 = in_y1;
642         command.in_x2 = in_x2;
643         command.in_y2 = in_y2;
644         command.out_x1 = out_x1;
645         command.out_y1 = out_y1;
646         command.out_x2 = out_x2;
647         command.out_y2 = out_y2;
648         command.is_cleared = is_cleared;
649         send_command(&command);
650 }
651
652
653 void Playback3D::write_buffer_sync(Playback3DCommand *command)
654 {
655 #ifdef HAVE_GL
656         BC_WindowBase *window =
657                 command->canvas->lock_canvas("Playback3D::write_buffer_sync");
658         if( window ) {
659                 window->enable_opengl();
660 // Update hidden cursor
661                 window->update_video_cursor();
662                 command->frame->enable_opengl();
663                 command->frame->init_screen();
664 //printf("Playback3D::write_buffer_sync 1 %d\n", window->get_id());
665                 int frame_state = command->frame->get_opengl_state();
666                 if( frame_state != VFrame::TEXTURE )
667                         command->frame->to_texture();
668                 if( frame_state != VFrame::RAM ) {
669                         command->in_y1 = command->frame->get_h() - command->in_y1;
670                         command->in_y2 = command->frame->get_h() - command->in_y2;
671                 }
672                 window->enable_opengl();
673                 draw_output(command, 1);
674                 command->frame->set_opengl_state(frame_state);
675         }
676         command->canvas->unlock_canvas();
677 #endif
678 }
679
680
681
682 void Playback3D::draw_output(Playback3DCommand *command, int flip_y)
683 {
684 #ifdef HAVE_GL
685         int texture_id = command->frame->get_texture_id();
686         BC_WindowBase *window = command->canvas->get_canvas();
687
688 // printf("Playback3D::draw_output 1 texture_id=%d window=%p\n",
689 // texture_id,
690 // command->canvas->get_canvas());
691
692
693
694
695 // If virtual console is being used, everything in this function has
696 // already been done except the page flip.
697         if(texture_id >= 0)
698         {
699                 canvas_w = window->get_w();
700                 canvas_h = window->get_h();
701                 VFrame::init_screen(canvas_w, canvas_h);
702                 int color_model = command->frame->get_color_model();
703                 int is_yuv = BC_CModels::is_yuv(color_model);
704
705                 if(!command->is_cleared)
706                 {
707 // If we get here, the virtual console was not used.
708                         init_frame(command, 0);
709                 }
710
711 // Texture
712 // Undo any previous shader settings
713                 command->frame->bind_texture(0);
714
715 // Convert colormodel
716                 unsigned int shader = is_yuv ? VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
717                 if( shader > 0 ) {
718                         glUseProgram(shader);
719 // Set texture unit of the texture
720                         int variable = glGetUniformLocation(shader, "tex");
721                         glUniform1i(variable, 0);
722                         BC_GL_YUV_TO_RGB(shader);
723                 }
724
725 //              if(BC_CModels::components(color_model) == 4)
726 //              {
727 //                      glEnable(GL_BLEND);
728 //                      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
729 //              }
730
731                 command->frame->draw_texture(
732                         command->in_x1, command->in_y1, command->in_x2, command->in_y2,
733                         command->out_x1, command->out_y1, command->out_x2, command->out_y2,
734                         flip_y);
735
736
737 //printf("Playback3D::draw_output 2 %f,%f %f,%f -> %f,%f %f,%f\n",
738 // command->in_x1, command->in_y1, command->in_x2, command->in_y2,
739 // command->out_x1, command->out_y1, command->out_x2, command->out_y2);
740
741                 glUseProgram(0);
742
743                 command->canvas->get_canvas()->flip_opengl();
744
745         }
746 #endif
747 }
748
749
750 void Playback3D::init_frame(Playback3DCommand *command, int is_yuv)
751 {
752 #ifdef HAVE_GL
753         float gbuv = is_yuv ? 0.5 : 0.0;
754         glClearColor(0.0, gbuv, gbuv, 0.0);
755         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
756 #endif
757 }
758
759
760 void Playback3D::clear_output(Canvas *canvas, VFrame *output)
761 {
762         Playback3DCommand command;
763         command.command = Playback3DCommand::CLEAR_OUTPUT;
764         command.canvas = canvas;
765         command.frame = output;
766         send_command(&command);
767 }
768
769 void Playback3D::clear_output_sync(Playback3DCommand *command)
770 {
771 #ifdef HAVE_GL
772         BC_WindowBase *window =
773                 command->canvas->lock_canvas("Playback3D::clear_output_sync");
774         if( window ) {
775 // If we get here, the virtual console is being used.
776                 command->canvas->get_canvas()->enable_opengl();
777                 int is_yuv = 0;
778 // Using pbuffer for refresh frame.
779                 if( command->frame ) {
780                         command->frame->enable_opengl();
781                         int color_model = command->canvas->mwindow->edl->session->color_model;
782                         is_yuv = BC_CModels::is_yuv(color_model);
783                 }
784
785                 init_frame(command, is_yuv);
786         }
787         command->canvas->unlock_canvas();
788 #endif
789 }
790
791
792 void Playback3D::clear_input(Canvas *canvas, VFrame *frame)
793 {
794         Playback3DCommand command;
795         command.command = Playback3DCommand::CLEAR_INPUT;
796         command.canvas = canvas;
797         command.frame = frame;
798         send_command(&command);
799 }
800
801 void Playback3D::clear_input_sync(Playback3DCommand *command)
802 {
803 #ifdef HAVE_GL
804         BC_WindowBase *window =
805                 command->canvas->lock_canvas("Playback3D::clear_input_sync");
806         if( window ) {
807                 command->canvas->get_canvas()->enable_opengl();
808                 command->frame->enable_opengl();
809                 command->frame->clear_pbuffer();
810                 command->frame->set_opengl_state(VFrame::SCREEN);
811         }
812         command->canvas->unlock_canvas();
813 #endif
814 }
815
816 void Playback3D::do_camera(Canvas *canvas,
817         VFrame *output,
818         VFrame *input,
819         float in_x1,
820         float in_y1,
821         float in_x2,
822         float in_y2,
823         float out_x1,
824         float out_y1,
825         float out_x2,
826         float out_y2)
827 {
828         Playback3DCommand command;
829         command.command = Playback3DCommand::DO_CAMERA;
830         command.canvas = canvas;
831         command.input = input;
832         command.frame = output;
833         command.in_x1 = in_x1;
834         command.in_y1 = in_y1;
835         command.in_x2 = in_x2;
836         command.in_y2 = in_y2;
837         command.out_x1 = out_x1;
838         command.out_y1 = out_y1;
839         command.out_x2 = out_x2;
840         command.out_y2 = out_y2;
841         send_command(&command);
842 }
843
844 void Playback3D::do_camera_sync(Playback3DCommand *command)
845 {
846 #ifdef HAVE_GL
847         BC_WindowBase *window =
848                 command->canvas->lock_canvas("Playback3D::do_camera_sync");
849         if( window ) {
850                 command->canvas->get_canvas()->enable_opengl();
851
852                 command->input->to_texture();
853                 command->frame->enable_opengl();
854                 command->frame->init_screen();
855                 command->frame->clear_pbuffer();
856
857                 command->input->bind_texture(0);
858 // Must call draw_texture in input frame to get the texture coordinates right.
859
860 // printf("Playback3D::do_camera_sync 1 %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f\n",
861 // command->in_x1,
862 // command->in_y2,
863 // command->in_x2,
864 // command->in_y1,
865 // command->out_x1,
866 // (float)command->input->get_h() - command->out_y1,
867 // command->out_x2,
868 // (float)command->input->get_h() - command->out_y2);
869                 command->input->draw_texture(
870                         command->in_x1, command->in_y2,
871                         command->in_x2, command->in_y1,
872                         command->out_x1,
873                         (float)command->frame->get_h() - command->out_y1,
874                         command->out_x2,
875                         (float)command->frame->get_h() - command->out_y2);
876
877
878                 command->frame->set_opengl_state(VFrame::SCREEN);
879                 command->frame->screen_to_ram();
880         }
881         command->canvas->unlock_canvas();
882 #endif
883 }
884
885 void Playback3D::overlay(Canvas *canvas, VFrame *input,
886         float in_x1, float in_y1, float in_x2, float in_y2,
887         float out_x1, float out_y1, float out_x2, float out_y2,
888         float alpha, int mode, int interpolation_type,
889         VFrame *output, int is_nested)
890 {
891         Playback3DCommand command;
892         command.command = Playback3DCommand::OVERLAY;
893         command.canvas = canvas;
894         command.frame = output;
895         command.input = input;
896         command.in_x1 = in_x1;
897         command.in_y1 = in_y1;
898         command.in_x2 = in_x2;
899         command.in_y2 = in_y2;
900         command.out_x1 = out_x1;
901         command.out_y1 = out_y1;
902         command.out_x2 = out_x2;
903         command.out_y2 = out_y2;
904         command.alpha = alpha;
905         command.mode = mode;
906         command.interpolation_type = interpolation_type;
907         command.is_nested = is_nested;
908         send_command(&command);
909 }
910
911 void Playback3D::overlay_sync(Playback3DCommand *command)
912 {
913 #ifdef HAVE_GL
914 // To do these operations, we need to copy the input buffer to a texture
915 // and blend 2 textures in a shader
916         static const char * const overlay_shaders[TRANSFER_TYPES] = {
917                 blend_NORMAL_frag,      // TRANSFER_NORMAL
918                 blend_ADDITION_frag,    // TRANSFER_ADDITION
919                 blend_SUBTRACT_frag,    // TRANSFER_SUBTRACT
920                 blend_MULTIPLY_frag,    // TRANSFER_MULTIPLY
921                 blend_DIVIDE_frag,      // TRANSFER_DIVIDE
922                 blend_REPLACE_frag,     // TRANSFER_REPLACE
923                 blend_MAX_frag,         // TRANSFER_MAX
924                 blend_MIN_frag,         // TRANSFER_MIN
925                 blend_DARKEN_frag,      // TRANSFER_DARKEN
926                 blend_LIGHTEN_frag,     // TRANSFER_LIGHTEN
927                 blend_DST_frag,         // TRANSFER_DST
928                 blend_DST_ATOP_frag,    // TRANSFER_DST_ATOP
929                 blend_DST_IN_frag,      // TRANSFER_DST_IN
930                 blend_DST_OUT_frag,     // TRANSFER_DST_OUT
931                 blend_DST_OVER_frag,    // TRANSFER_DST_OVER
932                 blend_SRC_frag,         // TRANSFER_SRC
933                 blend_SRC_ATOP_frag,    // TRANSFER_SRC_ATOP
934                 blend_SRC_IN_frag,      // TRANSFER_SRC_IN
935                 blend_SRC_OUT_frag,     // TRANSFER_SRC_OUT
936                 blend_SRC_OVER_frag,    // TRANSFER_SRC_OVER
937                 blend_AND_frag,         // TRANSFER_AND
938                 blend_OR_frag,          // TRANSFER_OR
939                 blend_XOR_frag,         // TRANSFER_XOR
940                 blend_OVERLAY_frag,     // TRANSFER_OVERLAY
941                 blend_SCREEN_frag,      // TRANSFER_SCREEN
942                 blend_BURN_frag,        // TRANSFER_BURN
943                 blend_DODGE_frag,       // TRANSFER_DODGE
944                 blend_HARDLIGHT_frag,   // TRANSFER_HARDLIGHT
945                 blend_SOFTLIGHT_frag,   // TRANSFER_SOFTLIGHT
946                 blend_DIFFERENCE_frag,  // TRANSFER_DIFFERENCE
947         };
948
949         BC_WindowBase *window =
950                 command->canvas->lock_canvas("Playback3D::overlay_sync");
951         if( window ) {
952 // Make sure OpenGL is enabled first.
953                 window->enable_opengl();
954                 window->update_video_cursor();
955
956                 glColor4f(1, 1, 1, 1);
957                 glDisable(GL_BLEND);
958
959
960 //printf("Playback3D::overlay_sync 1 %d\n", command->input->get_opengl_state());
961                 switch( command->input->get_opengl_state() ) {
962 // Upload texture and composite to screen
963                 case VFrame::RAM:
964                         command->input->to_texture();
965                         break;
966 // Just composite texture to screen
967                 case VFrame::TEXTURE:
968                         break;
969 // read from PBuffer to texture, then composite texture to screen
970                 case VFrame::SCREEN:
971                         command->input->enable_opengl();
972                         command->input->screen_to_texture();
973                         break;
974                 default:
975                         printf("Playback3D::overlay_sync unknown state\n");
976                         break;
977                 }
978
979                 if(command->frame) {
980 // Render to PBuffer
981                         command->frame->enable_opengl();
982                         command->frame->set_opengl_state(VFrame::SCREEN);
983                         canvas_w = command->frame->get_w();
984                         canvas_h = command->frame->get_h();
985                 }
986                 else {
987 // Render to canvas
988                         window->enable_opengl();
989                         canvas_w = window->get_w();
990                         canvas_h = window->get_h();
991                 }
992
993
994                 const char *shader_stack[16];
995                 memset(shader_stack,0, sizeof(shader_stack));
996                 int total_shaders = 0, need_matrix = 0;
997
998                 VFrame::init_screen(canvas_w, canvas_h);
999
1000 // Enable texture
1001                 command->input->bind_texture(0);
1002
1003 // Convert colormodel to RGB if not nested.
1004 // The color model setting in the output frame is ignored.
1005 //              if( command->is_nested <= 0 &&  // not nested
1006 //                  BC_CModels::is_yuv(command->input->get_color_model()) ) {
1007 //                      need_matrix = 1;
1008 //                      shader_stack[total_shaders++] = yuv_to_rgb_frag;
1009 //              }
1010
1011 // get the shaders
1012 #define add_shader(s) \
1013   if(!total_shaders) shader_stack[total_shaders++] = read_texture_frag; \
1014   shader_stack[total_shaders++] = s
1015
1016                 switch(command->mode) {
1017                 case TRANSFER_REPLACE:
1018 // This requires overlaying an alpha multiplied image on a black screen.
1019                         if( command->input->get_texture_components() != 4 ) break;
1020                         add_shader(overlay_shaders[command->mode]);
1021                         break;
1022                 default:
1023                         enable_overlay_texture(command);
1024                         add_shader(overlay_shaders[command->mode]);
1025                         break;
1026                 }
1027
1028 // if to flatten alpha
1029 //              if( command->is_nested < 0 ) {
1030 //                      switch(command->input->get_color_model()) {
1031 //// yuv has already been converted to rgb
1032 //                      case BC_YUVA8888:
1033 //                      case BC_RGBA_FLOAT:
1034 //                      case BC_RGBA8888:
1035 //                              add_shader(rgba_to_rgb_flatten);
1036 //                              break;
1037 //                      }
1038 //              }
1039
1040 // run the shaders
1041                 add_shader(0);
1042                 unsigned int shader = !shader_stack[0] ? 0 :
1043                         VFrame::make_shader(shader_stack);
1044                 if( shader > 0 ) {
1045                         glUseProgram(shader);
1046                         if( need_matrix ) BC_GL_YUV_TO_RGB(shader);
1047 // Set texture unit of the texture
1048                         glUniform1i(glGetUniformLocation(shader, "tex"), 0);
1049 // Set texture unit of the temp texture
1050                         glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
1051 // Set alpha
1052                         int variable = glGetUniformLocation(shader, "alpha");
1053                         glUniform1f(variable, command->alpha);
1054 // Set dimensions of the temp texture
1055                         if(temp_texture)
1056                                 glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
1057                                         (float)temp_texture->get_texture_w(),
1058                                         (float)temp_texture->get_texture_h());
1059                 }
1060                 else
1061                         glUseProgram(0);
1062
1063
1064 //printf("Playback3D::overlay_sync %f %f %f %f %f %f %f %f\n",
1065 // command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1066 // command->out_x1, command->out_y1, command->out_x2, command->out_y2);
1067
1068                 command->input->draw_texture(
1069                         command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1070                         command->out_x1, command->out_y1, command->out_x2, command->out_y2,
1071                         !command->is_nested);
1072                 glUseProgram(0);
1073
1074 // Delete temp texture
1075                 if(temp_texture) {
1076                         delete temp_texture;
1077                         temp_texture = 0;
1078                         glActiveTexture(GL_TEXTURE1);
1079                         glDisable(GL_TEXTURE_2D);
1080                 }
1081                 glActiveTexture(GL_TEXTURE0);
1082                 glDisable(GL_TEXTURE_2D);
1083         }
1084         command->canvas->unlock_canvas();
1085 #endif
1086 }
1087
1088 void Playback3D::enable_overlay_texture(Playback3DCommand *command)
1089 {
1090 #ifdef HAVE_GL
1091         glDisable(GL_BLEND);
1092
1093         glActiveTexture(GL_TEXTURE1);
1094         BC_Texture::new_texture(&temp_texture, canvas_w, canvas_h,
1095                 command->input->get_color_model());
1096         temp_texture->bind(1);
1097
1098 // Read canvas into texture
1099         glReadBuffer(GL_BACK);
1100         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, canvas_w, canvas_h);
1101 #endif
1102 }
1103
1104
1105 void Playback3D::do_mask(Canvas *canvas,
1106         VFrame *output,
1107         int64_t start_position_project,
1108         MaskAutos *keyframe_set,
1109         MaskAuto *keyframe,
1110         MaskAuto *default_auto)
1111 {
1112         Playback3DCommand command;
1113         command.command = Playback3DCommand::DO_MASK;
1114         command.canvas = canvas;
1115         command.frame = output;
1116         command.start_position_project = start_position_project;
1117         command.keyframe_set = keyframe_set;
1118         command.keyframe = keyframe;
1119         command.default_auto = default_auto;
1120
1121         send_command(&command);
1122 }
1123
1124
1125 void Playback3D::draw_spots(MaskSpots &spots, int ix1,int iy1, int ix2,int iy2)
1126 {
1127         int x1 = iy1 < iy2 ? ix1 : ix2;
1128         int y1 = iy1 < iy2 ? iy1 : iy2;
1129         int x2 = iy1 < iy2 ? ix2 : ix1;
1130         int y2 = iy1 < iy2 ? iy2 : iy1;
1131
1132         int x = x1, y = y1;
1133         int dx = x2-x1, dy = y2-y1;
1134         int dx2 = 2*dx, dy2 = 2*dy;
1135         if( dx < 0 ) dx = -dx;
1136         int m = dx > dy ? dx : dy, n = m;
1137         if( dy >= dx ) {
1138                 if( dx2 >= 0 ) do {     /* +Y, +X */
1139                         spots.append(x, y++);
1140                         if( (m -= dx2) < 0 ) { m += dy2;  ++x; }
1141                 } while( --n >= 0 );
1142                 else do {              /* +Y, -X */
1143                         spots.append(x, y++);
1144                         if( (m += dx2) < 0 ) { m += dy2;  --x; }
1145                 } while( --n >= 0 );
1146         }
1147         else {
1148                 if( dx2 >= 0 ) do {     /* +X, +Y */
1149                         spots.append(x++, y);
1150                         if( (m -= dy2) < 0 ) { m += dx2;  ++y; }
1151                 } while( --n >= 0 );
1152                 else do {              /* -X, +Y */
1153                         spots.append(x--, y);
1154                         if( (m -= dy2) < 0 ) { m -= dx2;  ++y; }
1155                 } while( --n >= 0 );
1156         }
1157 }
1158
1159 #ifdef HAVE_GL
1160 class fb_texture : public BC_Texture
1161 {
1162 public:
1163         fb_texture(int w, int h, int colormodel);
1164         ~fb_texture();
1165         void bind(int texture_unit);
1166         void read_screen(int x, int y, int w, int h);
1167         void set_output_texture();
1168         GLuint fb, rb;
1169 };
1170
1171 fb_texture::fb_texture(int w, int h, int colormodel)
1172  : BC_Texture(w, h, colormodel)
1173 {
1174         fb = 0;  rb = 0;
1175 //      glGenRenderbuffers(1, &rb);
1176 //      glBindRenderbuffer(GL_RENDERBUFFER, rb);
1177 //      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, get_texture_w(), get_texture_w());
1178         glGenFramebuffers(1, &fb);
1179         glBindFramebuffer(GL_FRAMEBUFFER, fb);
1180 //      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
1181 }
1182
1183 fb_texture::~fb_texture()
1184 {
1185         glBindFramebuffer(GL_FRAMEBUFFER, 0);
1186         glDeleteFramebuffers(1, (GLuint *)&fb);
1187 //      glBindRenderbuffer(GL_RENDERBUFFER, 0);
1188 //      glGenRenderbuffers(1, &rb);
1189 }
1190
1191 void fb_texture::bind(int texture_unit)
1192 {
1193         glBindFramebuffer(GL_FRAMEBUFFER, fb);
1194 //      glBindRenderbuffer(GL_RENDERBUFFER, rb);
1195         BC_Texture::bind(texture_unit);
1196 }
1197
1198 void fb_texture::read_screen(int x, int y, int w, int h)
1199 {
1200         glBindFramebuffer(GL_FRAMEBUFFER, 0);
1201         glReadBuffer(GL_BACK);
1202         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0,0, x,y, w,h);
1203 }
1204
1205 void fb_texture::set_output_texture()
1206 {
1207         glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, get_texture_id(), 0);
1208         GLenum dbo[1] = { GL_COLOR_ATTACHMENT0, }; // bind layout(location=0) out vec4 color;
1209         glDrawBuffers(1, dbo);
1210         int ret = glCheckFramebufferStatus(GL_FRAMEBUFFER);
1211         if( ret != GL_FRAMEBUFFER_COMPLETE ) {
1212                 printf("glDrawBuffer error 0x%04x\n", ret);
1213                 return;
1214         }
1215 }
1216
1217 static void combineData(GLdouble coords[3],
1218                 GLdouble *vertex_data[4], GLfloat weight[4],
1219                 GLdouble **outData, void *data)
1220 {
1221         ArrayList<double *> *invented = (ArrayList<double *> *)data;
1222         GLdouble *vertex = new double[6];
1223         invented->append(vertex);
1224         vertex[0] = coords[0];
1225         vertex[1] = coords[1];
1226         vertex[2] = coords[2];
1227         for( int i=3; i<6; ++i ) {
1228                 GLdouble v = 0;
1229                 for( int k=0; k<4; ++k ) {
1230                         if( !weight[k] || !vertex_data[k] ) continue;
1231                         v += weight[k] * vertex_data[k][i];
1232                 }
1233                 vertex[i] = v;
1234         }
1235         *outData = vertex;
1236 }
1237
1238 // dbug
1239 static void zglBegin(GLenum mode) { glBegin(mode); }
1240 static void zglEnd() { glEnd(); }
1241 static void zglVertex3dv(const GLdouble *v) { glVertex3dv(v); }
1242
1243 #endif
1244
1245 void Playback3D::do_mask_sync(Playback3DCommand *command)
1246 {
1247 #ifdef HAVE_GL
1248         BC_WindowBase *window =
1249                 command->canvas->lock_canvas("Playback3D::do_mask_sync");
1250         if( window ) {
1251                 window->enable_opengl();
1252
1253                 switch( command->frame->get_opengl_state() ) {
1254                 case VFrame::RAM:
1255 // upload frame to the texture
1256                         command->frame->to_texture();
1257                         break;
1258
1259                 case VFrame::SCREEN:
1260 // Read back from PBuffer
1261 // Bind context to pbuffer
1262                         command->frame->enable_opengl();
1263                         command->frame->screen_to_texture();
1264                         break;
1265                 }
1266
1267 // Initialize coordinate system
1268                 command->frame->enable_opengl();
1269                 command->frame->init_screen();
1270                 int color_model = command->frame->get_color_model();
1271                 int w = command->frame->get_w();
1272                 int h = command->frame->get_h();
1273                 MaskEdges edges;
1274                 float faders[SUBMASKS], feathers[SUBMASKS], bg = 1;
1275                 MaskPoints point_set[SUBMASKS];
1276 // Draw every submask as a new polygon
1277                 int total_submasks = command->keyframe_set->total_submasks(
1278                         command->start_position_project, PLAY_FORWARD);
1279
1280                 for(int k = 0; k < total_submasks; k++) {
1281                         MaskPoints &points = point_set[k];
1282                         command->keyframe_set->get_points(&points,
1283                                 k, command->start_position_project, PLAY_FORWARD);
1284                         float fader = command->keyframe_set->get_fader(
1285                                 command->start_position_project, k, PLAY_FORWARD);
1286                         float v = fader/100.;
1287                         faders[k] = v;
1288                         if( v < 0 && (v+=1) < bg ) bg = v;
1289                         float feather = command->keyframe_set->get_feather(
1290                                 command->start_position_project, k, PLAY_FORWARD);
1291                         feathers[k] = feather;
1292                 }
1293 // clear screen
1294                 glDisable(GL_TEXTURE_2D);
1295                 glClearColor(bg, bg, bg, bg);
1296                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1297
1298                 int show_mask = command->keyframe_set->track->masks;
1299                 for(int k = 0; k < total_submasks; k++) {
1300                         MaskEdge &edge = *edges.append(new MaskEdge());
1301                         if( !((show_mask>>k) & 1) ) continue;
1302                         edge.load(point_set[k], h);
1303                         if( edge.size() > 0 ) {
1304 // draw polygon
1305                                 float fader = faders[k];
1306                                 float v = fader < 0 ? 1 : 1-fader;
1307                                 glColor4f(v, v, v, v);
1308                                 int display_list = glGenLists(1);
1309                                 glNewList(display_list, GL_COMPILE);
1310 #if 0
1311                                 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1312                                 glBegin(GL_POLYGON);
1313                                 MaskCoord *c = &edge[0];
1314                                 for( int i=edge.size(); --i>=0; ++c )
1315                                         glVertex2f(c->x, c->y);
1316                                 glEnd();
1317 #else
1318                                 GLUtesselator *tess = gluNewTess();
1319                                 gluTessCallback(tess, GLU_TESS_VERTEX,(GLvoid (*)()) &zglVertex3dv);
1320                                 gluTessCallback(tess, GLU_TESS_BEGIN,(GLvoid (*)()) &zglBegin);
1321                                 gluTessCallback(tess, GLU_TESS_END,(GLvoid (*)()) &zglEnd);
1322                                 gluTessCallback(tess, GLU_TESS_COMBINE_DATA,(GLvoid (*)()) &combineData);
1323                                 ArrayList<double *> invented;
1324                                 invented.set_array_delete();
1325
1326                                 gluTessBeginPolygon(tess, &invented);
1327                                 gluTessBeginContour(tess);
1328                                 MaskCoord *c = &edge[0];
1329                                 for( int i=edge.size(); --i>=0; ++c )
1330                                         gluTessVertex(tess, (GLdouble *)c, c);
1331                                 gluTessEndContour(tess);
1332                                 gluTessEndPolygon(tess);
1333                                 gluDeleteTess(tess);
1334                                 invented.remove_all_objects();
1335 #endif
1336                                 glEndList();
1337                                 glCallList(display_list);
1338                                 glDeleteLists(1, display_list);
1339                         }
1340                 }
1341
1342 // in/out textures
1343                 fb_texture *in = new fb_texture(w, h, color_model);
1344                 in->bind(0);
1345                 in->read_screen(0,0, w,h);
1346                 fb_texture *out = new fb_texture(w, h, color_model);
1347
1348                 unsigned int frag_shader =
1349                         VFrame::make_shader(0, in_vertex_frag, feather_frag, 0);
1350                 if( frag_shader > 0 ) {
1351                         GLuint points[1];
1352                         glGenBuffers(1, points);
1353                         for(int k = 0; k < total_submasks; k++) {
1354                                 MaskEdge &edge = *edges[k];
1355                                 if( !edge.size() ) continue;
1356                                 if( !faders[k] ) continue;
1357                                 if( !feathers[k] ) continue;
1358                                 MaskSpots spots;
1359                                 for( int i=0; i<edge.size(); ++i ) {
1360                                         MaskCoord &a = edge[i];
1361                                         MaskCoord &b = i<edge.size()-1 ? edge[i+1] : edge[0];
1362                                         draw_spots(spots, a.x,a.y+h, b.x,b.y+h);
1363                                 }
1364                                 int sz = spots.size() * sizeof(MaskSpot);
1365                                 glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, points[0], 0, sz);
1366                                 glBufferData(GL_SHADER_STORAGE_BUFFER, sz, &spots[0], GL_DYNAMIC_COPY);
1367                                 glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
1368                                 glUseProgram(frag_shader);
1369                                 float r = feathers[k], v = faders[k];
1370                                 glUniform1f(glGetUniformLocation(frag_shader, "r"), r);
1371                                 glUniform1f(glGetUniformLocation(frag_shader, "v"), v);
1372                                 in->bind(0);
1373                                 glUniform1i(glGetUniformLocation(frag_shader, "tex"), 0);
1374                                 out->set_output_texture();
1375                                 glViewport(0,0, w,h);
1376                                 out->draw_texture(0,0, w,h, 0,0, w,h);
1377                                 glUseProgram(0);
1378                                 fb_texture *t = in;  in = out;  out = t;
1379                         }
1380                         glDeleteBuffers(1, points);
1381                 }
1382
1383                 glDrawBuffers(0, 0);
1384                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1385
1386                 const char *alpha_shader = BC_CModels::has_alpha(color_model) ?
1387                                 multiply_mask4_frag :
1388                         !BC_CModels::is_yuv(color_model) ?
1389                                 multiply_mask3_frag :
1390                                 multiply_yuvmask3_frag;
1391                 unsigned int shader = VFrame::make_shader(0, alpha_shader, 0);
1392                 glUseProgram(shader);
1393                 if( shader > 0 ) {
1394                         command->frame->bind_texture(0);
1395                         in->BC_Texture::bind(1);
1396                         glUniform1i(glGetUniformLocation(shader, "tex"), 0);
1397                         glUniform1i(glGetUniformLocation(shader, "tex1"), 1);
1398                 }
1399                 command->frame->draw_texture();
1400                 command->frame->set_opengl_state(VFrame::SCREEN);
1401                 glUseProgram(0);
1402                 delete in;
1403                 delete out;
1404 // Default drawable
1405                 glDisable(GL_TEXTURE_2D);
1406                 glColor4f(1, 1, 1, 1);
1407                 glActiveTexture(GL_TEXTURE0);
1408                 window->enable_opengl();
1409         }
1410         command->canvas->unlock_canvas();
1411 #endif
1412 }
1413
1414
1415 void Playback3D::convert_cmodel(Canvas *canvas,
1416         VFrame *output,
1417         int dst_cmodel)
1418 {
1419 // Do nothing if colormodels are equivalent in OpenGL & the image is in hardware.
1420         int src_cmodel = output->get_color_model();
1421         if(
1422                 (output->get_opengl_state() == VFrame::TEXTURE ||
1423                 output->get_opengl_state() == VFrame::SCREEN) &&
1424 // OpenGL has no floating point.
1425                 ( (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGB_FLOAT) ||
1426                   (src_cmodel == BC_RGBA8888 && dst_cmodel == BC_RGBA_FLOAT) ||
1427                   (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGB888) ||
1428                   (src_cmodel == BC_RGBA_FLOAT && dst_cmodel == BC_RGBA8888) ||
1429 // OpenGL sets alpha to 1 on import
1430                   (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGBA8888) ||
1431                   (src_cmodel == BC_YUV888 && dst_cmodel == BC_YUVA8888) ||
1432                   (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGBA_FLOAT) )
1433                 ) return;
1434
1435
1436
1437         Playback3DCommand command;
1438         command.command = Playback3DCommand::CONVERT_CMODEL;
1439         command.canvas = canvas;
1440         command.frame = output;
1441         command.dst_cmodel = dst_cmodel;
1442         send_command(&command);
1443 }
1444
1445 void Playback3D::convert_cmodel_sync(Playback3DCommand *command)
1446 {
1447 #ifdef HAVE_GL
1448         BC_WindowBase *window =
1449                 command->canvas->lock_canvas("Playback3D::convert_cmodel_sync");
1450         if( window ) {
1451                 window->enable_opengl();
1452
1453 // Import into hardware
1454                 command->frame->enable_opengl();
1455                 command->frame->init_screen();
1456                 command->frame->to_texture();
1457
1458 // Colormodel permutation
1459                 int src_cmodel = command->frame->get_color_model();
1460                 int dst_cmodel = command->dst_cmodel;
1461                 typedef struct {
1462                         int src, dst, typ;
1463                         const char *shader;
1464                 } cmodel_shader_table_t;
1465                 enum { rgb_to_rgb, rgb_to_yuv, yuv_to_rgb, yuv_to_yuv, };
1466                 int type = -1;
1467                 static cmodel_shader_table_t cmodel_shader_table[]  = {
1468                         { BC_RGB888,    BC_YUV888,      rgb_to_yuv, rgb_to_yuv_frag  },
1469                         { BC_RGB888,    BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1470                         { BC_RGBA8888,  BC_RGB888,      rgb_to_rgb, rgba_to_rgb_frag },
1471                         { BC_RGBA8888,  BC_RGB_FLOAT,   rgb_to_rgb, rgba_to_rgb_frag },
1472                         { BC_RGBA8888,  BC_YUV888,      rgb_to_yuv, rgba_to_yuv_frag },
1473                         { BC_RGBA8888,  BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1474                         { BC_RGB_FLOAT, BC_YUV888,      rgb_to_yuv, rgb_to_yuv_frag  },
1475                         { BC_RGB_FLOAT, BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1476                         { BC_RGBA_FLOAT,BC_RGB888,      rgb_to_rgb, rgba_to_rgb_frag },
1477                         { BC_RGBA_FLOAT,BC_RGB_FLOAT,   rgb_to_rgb, rgba_to_rgb_frag },
1478                         { BC_RGBA_FLOAT,BC_YUV888,      rgb_to_yuv, rgba_to_yuv_frag },
1479                         { BC_RGBA_FLOAT,BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1480                         { BC_YUV888,    BC_RGB888,      yuv_to_rgb, yuv_to_rgb_frag  },
1481                         { BC_YUV888,    BC_RGBA8888,    yuv_to_rgb, yuv_to_rgb_frag  },
1482                         { BC_YUV888,    BC_RGB_FLOAT,   yuv_to_rgb, yuv_to_rgb_frag  },
1483                         { BC_YUV888,    BC_RGBA_FLOAT,  yuv_to_rgb, yuv_to_rgb_frag  },
1484                         { BC_YUVA8888,  BC_RGB888,      yuv_to_rgb, yuva_to_rgb_frag },
1485                         { BC_YUVA8888,  BC_RGBA8888,    yuv_to_rgb, yuv_to_rgb_frag  },
1486                         { BC_YUVA8888,  BC_RGB_FLOAT,   yuv_to_rgb, yuva_to_rgb_frag },
1487                         { BC_YUVA8888,  BC_RGBA_FLOAT,  yuv_to_rgb, yuv_to_rgb_frag  },
1488                         { BC_YUVA8888,  BC_YUV888,      yuv_to_yuv, yuva_to_yuv_frag },
1489                 };
1490
1491                 const char *shader = 0;
1492                 int table_size = sizeof(cmodel_shader_table) / sizeof(cmodel_shader_table_t);
1493                 for( int i=0; i<table_size; ++i ) {
1494                         if( cmodel_shader_table[i].src == src_cmodel &&
1495                             cmodel_shader_table[i].dst == dst_cmodel ) {
1496                                 shader = cmodel_shader_table[i].shader;
1497                                 type = cmodel_shader_table[i].typ;
1498                                 break;
1499                         }
1500                 }
1501
1502 // printf("Playback3D::convert_cmodel_sync %d %d %d shader=\n%s",
1503 // __LINE__,
1504 // command->frame->get_color_model(),
1505 // command->dst_cmodel,
1506 // shader);
1507
1508                 const char *shader_stack[9];
1509                 memset(shader_stack,0, sizeof(shader_stack));
1510                 int current_shader = 0;
1511
1512                 if( shader ) {
1513 //printf("Playback3D::convert_cmodel_sync %d\n", __LINE__);
1514                         shader_stack[current_shader++] = shader;
1515                         shader_stack[current_shader] = 0;
1516                         unsigned int shader_id = VFrame::make_shader(shader_stack);
1517
1518                         command->frame->bind_texture(0);
1519                         glUseProgram(shader_id);
1520
1521                         glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
1522                         switch( type ) {
1523                         case rgb_to_yuv:
1524                                 BC_GL_RGB_TO_YUV(shader_id);
1525                                 break;
1526                         case yuv_to_rgb:
1527                                 BC_GL_YUV_TO_RGB(shader_id);
1528                                 break;
1529                         }
1530
1531                         command->frame->draw_texture();
1532                         if(shader) glUseProgram(0);
1533                         command->frame->set_opengl_state(VFrame::SCREEN);
1534                 }
1535         }
1536
1537         command->canvas->unlock_canvas();
1538 #endif // HAVE_GL
1539 }
1540
1541 void Playback3D::do_fade(Canvas *canvas, VFrame *frame, float fade)
1542 {
1543         Playback3DCommand command;
1544         command.command = Playback3DCommand::DO_FADE;
1545         command.canvas = canvas;
1546         command.frame = frame;
1547         command.alpha = fade;
1548         send_command(&command);
1549 }
1550
1551 void Playback3D::do_fade_sync(Playback3DCommand *command)
1552 {
1553 #ifdef HAVE_GL
1554         BC_WindowBase *window =
1555                 command->canvas->lock_canvas("Playback3D::do_fade_sync");
1556         if( window ) {
1557                 window->enable_opengl();
1558                 switch( command->frame->get_opengl_state() ) {
1559                 case VFrame::RAM:
1560                         command->frame->to_texture();
1561                         break;
1562
1563                 case VFrame::SCREEN:
1564 // Read back from PBuffer
1565 // Bind context to pbuffer
1566                         command->frame->enable_opengl();
1567                         command->frame->screen_to_texture();
1568                         break;
1569                 }
1570
1571                 command->frame->enable_opengl();
1572                 command->frame->init_screen();
1573                 command->frame->bind_texture(0);
1574
1575 //              glClearColor(0.0, 0.0, 0.0, 0.0);
1576 //              glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1577                 glDisable(GL_BLEND);
1578                 unsigned int frag_shader = 0;
1579                 switch(command->frame->get_color_model())
1580                 {
1581 // For the alpha colormodels, the native function seems to multiply the
1582 // components by the alpha instead of just the alpha.
1583                         case BC_RGBA8888:
1584                         case BC_RGBA_FLOAT:
1585                         case BC_YUVA8888:
1586                                 frag_shader = VFrame::make_shader(0, fade_rgba_frag, 0);
1587                                 break;
1588
1589                         case BC_RGB888:
1590                                 glEnable(GL_BLEND);
1591                                 glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1592                                 glColor4f(command->alpha, command->alpha, command->alpha, 1);
1593                                 break;
1594
1595
1596                         case BC_YUV888:
1597                                 frag_shader = VFrame::make_shader(0, fade_yuv_frag, 0);
1598                                 break;
1599                 }
1600
1601
1602                 if( frag_shader ) {
1603                         glUseProgram(frag_shader);
1604                         int variable;
1605                         if((variable = glGetUniformLocation(frag_shader, "tex")) >= 0)
1606                                 glUniform1i(variable, 0);
1607                         if((variable = glGetUniformLocation(frag_shader, "alpha")) >= 0)
1608                                 glUniform1f(variable, command->alpha);
1609                 }
1610
1611                 command->frame->draw_texture();
1612                 command->frame->set_opengl_state(VFrame::SCREEN);
1613
1614                 if(frag_shader)
1615                 {
1616                         glUseProgram(0);
1617                 }
1618
1619                 glColor4f(1, 1, 1, 1);
1620                 glDisable(GL_BLEND);
1621         }
1622         command->canvas->unlock_canvas();
1623 #endif
1624 }
1625
1626
1627 int Playback3D::run_plugin(Canvas *canvas, PluginClient *client)
1628 {
1629         Playback3DCommand command;
1630         command.command = Playback3DCommand::PLUGIN;
1631         command.canvas = canvas;
1632         command.plugin_client = client;
1633         return send_command(&command);
1634 }
1635
1636 void Playback3D::run_plugin_sync(Playback3DCommand *command)
1637 {
1638         BC_WindowBase *window =
1639                 command->canvas->lock_canvas("Playback3D::run_plugin_sync");
1640         if( window ) {
1641                 window->enable_opengl();
1642                 command->result = ((PluginVClient*)command->plugin_client)->handle_opengl();
1643         }
1644         command->canvas->unlock_canvas();
1645 }
1646
1647