68c914c381607e0ffa3d1594c0fe215b4eb4b6d4
[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 "transportque.inc"
42 #include "vframe.h"
43
44 #ifdef HAVE_GL
45 #include <GL/gl.h>
46 #include <GL/glext.h>
47 #include <GL/glu.h>
48 #endif
49
50 #include <string.h>
51 #include <unistd.h>
52 #include <fcntl.h>
53
54 #define QQ(q)#q
55 #define SS(s)QQ(s)
56
57
58 // Shaders
59 // These should be passed to VFrame::make_shader to construct shaders.
60 // Can't hard code sampler2D
61
62
63 #ifdef HAVE_GL
64 static const char *yuv_to_rgb_frag =
65         "uniform sampler2D tex;\n"
66         "uniform mat3 yuv_to_rgb_matrix;\n"
67         "uniform float yminf;\n"
68         "void main()\n"
69         "{\n"
70         "       vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
71         "       yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
72         "       gl_FragColor = vec4(yuv_to_rgb_matrix * yuva.rgb, yuva.a);\n"
73         "}\n";
74
75 static const char *yuva_to_yuv_frag =
76         "uniform sampler2D tex;\n"
77         "void main()\n"
78         "{\n"
79         "       vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
80         "       float a = yuva.a;\n"
81         "       float anti_a = 1.0 - a;\n"
82         "       yuva.r *= a;\n"
83         "       yuva.g = yuva.g * a + 0.5 * anti_a;\n"
84         "       yuva.b = yuva.b * a + 0.5 * anti_a;\n"
85         "       yuva.a = 1.0;\n"
86         "       gl_FragColor = yuva;\n"
87         "}\n";
88
89 static const char *yuva_to_rgb_frag =
90         "uniform sampler2D tex;\n"
91         "uniform mat3 yuv_to_rgb_matrix;\n"
92         "uniform float yminf;\n"
93         "void main()\n"
94         "{\n"
95         "       vec4 yuva = texture2D(tex, gl_TexCoord[0].st);\n"
96         "       yuva.rgb -= vec3(yminf, 0.5, 0.5);\n"
97         "       yuva.rgb = yuv_to_rgb_matrix * yuva.rgb;\n"
98         "       yuva.rgb *= yuva.a;\n"
99         "       yuva.a = 1.0;\n"
100         "       gl_FragColor = yuva;\n"
101         "}\n";
102
103 static const char *rgb_to_yuv_frag =
104         "uniform sampler2D tex;\n"
105         "uniform mat3 rgb_to_yuv_matrix;\n"
106         "uniform float yminf;\n"
107         "void main()\n"
108         "{\n"
109         "       vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
110         "       rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
111         "       rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
112         "       gl_FragColor = rgba;\n"
113         "}\n";
114
115
116 static const char *rgba_to_rgb_frag =
117         "uniform sampler2D tex;\n"
118         "void main()\n"
119         "{\n"
120         "       vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
121         "       rgba.rgb *= rgba.a;\n"
122         "       rgba.a = 1.0;\n"
123         "       gl_FragColor = rgba;\n"
124         "}\n";
125
126 static const char *rgba_to_yuv_frag =
127         "uniform sampler2D tex;\n"
128         "uniform mat3 rgb_to_yuv_matrix;\n"
129         "uniform float yminf;\n"
130         "void main()\n"
131         "{\n"
132         "       vec4 rgba = texture2D(tex, gl_TexCoord[0].st);\n"
133         "       rgba.rgb *= rgba.a;\n"
134         "       rgba.a = 1.0;\n"
135         "       rgba.rgb = rgb_to_yuv_matrix * rgba.rgb;\n"
136         "       rgba.rgb += vec3(yminf, 0.5, 0.5);\n"
137         "       gl_FragColor = rgba;\n"
138         "}\n";
139
140 //static const char *rgba_to_rgb_flatten =
141 //      "void main() {\n"
142 //      "       gl_FragColor.rgb *= gl_FragColor.a;\n"
143 //      "       gl_FragColor.a = 1.0;\n"
144 //      "}\n";
145
146 #define GL_STD_BLEND(FN) \
147 static const char *blend_##FN##_frag = \
148         "uniform sampler2D tex2;\n" \
149         "uniform vec2 tex2_dimensions;\n" \
150         "uniform float alpha;\n" \
151         "void main() {\n" \
152         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
153         "       vec4 result;\n" \
154         "       result.rgb = " SS(COLOR_##FN(1.0, gl_FragColor.rgb, gl_FragColor.a, canvas.rgb, canvas.a)) ";\n" \
155         "       result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
156         "       gl_FragColor = mix(canvas, result, alpha);\n" \
157         "}\n"
158
159 #define GL_VEC_BLEND(FN) \
160 static const char *blend_##FN##_frag = \
161         "uniform sampler2D tex2;\n" \
162         "uniform vec2 tex2_dimensions;\n" \
163         "uniform float alpha;\n" \
164         "void main() {\n" \
165         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n" \
166         "       vec4 result;\n" \
167         "       result.r = " SS(COLOR_##FN(1.0, gl_FragColor.r, gl_FragColor.a, canvas.r, canvas.a)) ";\n" \
168         "       result.g = " SS(COLOR_##FN(1.0, gl_FragColor.g, gl_FragColor.a, canvas.g, canvas.a)) ";\n" \
169         "       result.b = " SS(COLOR_##FN(1.0, gl_FragColor.b, gl_FragColor.a, canvas.b, canvas.a)) ";\n" \
170         "       result.a = " SS(ALPHA_##FN(1.0, gl_FragColor.a, canvas.a)) ";\n" \
171         "       result = clamp(result, 0.0, 1.0);\n" \
172         "       gl_FragColor = mix(canvas, result, alpha);\n" \
173         "}\n"
174
175 #undef mabs
176 #define mabs abs
177 #undef mmin
178 #define mmin min
179 #undef mmax
180 #define mmax max
181
182 #undef ZERO
183 #define ZERO 0.0
184 #undef ONE
185 #define ONE 1.0
186 #undef TWO
187 #define TWO 2.0
188
189 // NORMAL
190 static const char *blend_NORMAL_frag =
191         "uniform sampler2D tex2;\n"
192         "uniform vec2 tex2_dimensions;\n"
193         "uniform float alpha;\n"
194         "void main() {\n"
195         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
196         "       vec4 result = mix(canvas, gl_FragColor, gl_FragColor.a);\n"
197         "       gl_FragColor = mix(canvas, result, alpha);\n"
198         "}\n";
199
200 // REPLACE
201 static const char *blend_REPLACE_frag =
202         "uniform float alpha;\n"
203         "void main() {\n"
204         "}\n";
205
206 // ADDITION
207 static const char *blend_ADDITION_frag =
208         "uniform sampler2D tex2;\n"
209         "uniform vec2 tex2_dimensions;\n"
210         "uniform float alpha;\n"
211         "void main() {\n"
212         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
213         "       vec4 result = clamp(gl_FragColor + canvas, 0.0, 1.0);\n"
214         "       gl_FragColor = mix(canvas, result, alpha);\n"
215         "}\n";
216
217 // SUBTRACT
218 static const char *blend_SUBTRACT_frag =
219         "uniform sampler2D tex2;\n"
220         "uniform vec2 tex2_dimensions;\n"
221         "uniform float alpha;\n"
222         "void main() {\n"
223         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
224         "       vec4 result = clamp(gl_FragColor - canvas, 0.0, 1.0);\n"
225         "       gl_FragColor = mix(canvas, result, alpha);\n"
226         "}\n";
227
228 GL_STD_BLEND(MULTIPLY);
229 GL_VEC_BLEND(DIVIDE);
230 GL_VEC_BLEND(MAX);
231 GL_VEC_BLEND(MIN);
232 GL_VEC_BLEND(DARKEN);
233 GL_VEC_BLEND(LIGHTEN);
234 GL_STD_BLEND(DST);
235 GL_STD_BLEND(DST_ATOP);
236 GL_STD_BLEND(DST_IN);
237 GL_STD_BLEND(DST_OUT);
238 GL_STD_BLEND(DST_OVER);
239 GL_STD_BLEND(SRC);
240 GL_STD_BLEND(SRC_ATOP);
241 GL_STD_BLEND(SRC_IN);
242 GL_STD_BLEND(SRC_OUT);
243 GL_STD_BLEND(SRC_OVER);
244 GL_STD_BLEND(AND);
245 GL_STD_BLEND(OR);
246 GL_STD_BLEND(XOR);
247 GL_VEC_BLEND(OVERLAY);
248 GL_STD_BLEND(SCREEN);
249 GL_VEC_BLEND(BURN);
250 GL_VEC_BLEND(DODGE);
251 GL_VEC_BLEND(HARDLIGHT);
252 GL_VEC_BLEND(SOFTLIGHT);
253 GL_VEC_BLEND(DIFFERENCE);
254
255 static const char *read_texture_frag =
256         "uniform sampler2D tex;\n"
257         "void main()\n"
258         "{\n"
259         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
260         "}\n";
261
262 static const char *in_vertex_frag =
263         "#version 430 // vertex shader\n"
264         "in vec3 in_pos;\n"
265         "void main() {\n"
266         "       gl_Position = vec4(in_pos-vec3(0.5,0.5,0.), .5);\n"
267         "}\n";
268
269 static const char *feather_frag =
270         "#version 430\n"
271         "layout(location=0) out vec4 color;\n"
272         "uniform sampler2D tex;\n"
273 // apparently, only doubles index properly in shared buffers
274         "buffer buf { dvec2 points[]; };\n"
275         "uniform float r;\n"
276         "uniform float v;\n"
277         "void main() {\n"
278         "       vec2 tex_st = gl_FragCoord.xy/textureSize(tex,0);\n"
279         "       color = texture(tex, tex_st);\n"
280         "       if( r==0. ) return;\n"
281         "       float rv = r*v>0. ? 1 : -1;\n"
282         "       float rr = r*r, dr = 1./rr;\n"
283         "       float vv = v>=0 ? 1.-v : 1.+v;\n"
284         "       float fg = rv>=0 ? vv : 1.;\n"
285         "       float bg = rv>=0 ? 1. : vv;\n"
286         "       int len = points.length();\n"
287         "       for( int i=0; i<len; ++i ) {\n"
288         "               float dx = float(points[i].x) - gl_FragCoord.x;\n"
289         "               float dy = float(points[i].y) - gl_FragCoord.y;\n"
290         "               float dd = dx*dx + dy*dy;\n"
291         "               if( dd >= rr ) continue;\n"
292         "               float d = dd*dr;\n"
293         "               float a = (1.-d)*fg + d*bg;\n"
294         "               if( rv*(color.a-a) > 0 ) color = vec4(a);\n"
295         "       }\n"
296         "}\n";
297
298 static const char *alpha_frag =
299         "uniform sampler2D tex;\n"
300         "uniform sampler2D tex2;\n"
301         "uniform vec2 tex2_dimensions;\n"
302         "void main() {\n" \
303         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
304         "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
305         "       gl_FragColor.a = canvas.a;\n"
306         "}\n";
307
308 static const char *fade_rgba_frag =
309         "uniform sampler2D tex;\n"
310         "uniform float alpha;\n"
311         "void main()\n"
312         "{\n"
313         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
314         "       gl_FragColor.a *= alpha;\n"
315         "}\n";
316
317 static const char *fade_yuv_frag =
318         "uniform sampler2D tex;\n"
319         "uniform float alpha;\n"
320         "void main()\n"
321         "{\n"
322         "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
323         "       gl_FragColor.r *= alpha;\n"
324         "       gl_FragColor.gb -= vec2(0.5, 0.5);\n"
325         "       gl_FragColor.g *= alpha;\n"
326         "       gl_FragColor.b *= alpha;\n"
327         "       gl_FragColor.gb += vec2(0.5, 0.5);\n"
328         "}\n";
329
330 #endif
331
332
333 Playback3DCommand::Playback3DCommand()
334  : BC_SynchronousCommand()
335 {
336         canvas = 0;
337         is_nested = 0;
338 }
339
340 void Playback3DCommand::copy_from(BC_SynchronousCommand *command)
341 {
342         Playback3DCommand *ptr = (Playback3DCommand*)command;
343         this->canvas = ptr->canvas;
344         this->is_cleared = ptr->is_cleared;
345
346         this->in_x1 = ptr->in_x1;
347         this->in_y1 = ptr->in_y1;
348         this->in_x2 = ptr->in_x2;
349         this->in_y2 = ptr->in_y2;
350         this->out_x1 = ptr->out_x1;
351         this->out_y1 = ptr->out_y1;
352         this->out_x2 = ptr->out_x2;
353         this->out_y2 = ptr->out_y2;
354         this->alpha = ptr->alpha;
355         this->mode = ptr->mode;
356         this->interpolation_type = ptr->interpolation_type;
357
358         this->input = ptr->input;
359         this->start_position_project = ptr->start_position_project;
360         this->keyframe_set = ptr->keyframe_set;
361         this->keyframe = ptr->keyframe;
362         this->default_auto = ptr->default_auto;
363         this->plugin_client = ptr->plugin_client;
364         this->want_texture = ptr->want_texture;
365         this->is_nested = ptr->is_nested;
366         this->dst_cmodel = ptr->dst_cmodel;
367
368         BC_SynchronousCommand::copy_from(command);
369 }
370
371 //#define GL_BUG 1
372 #ifdef GL_BUG
373 static void GLAPIENTRY glDebugCallback(GLenum source, GLenum type,
374         GLuint id, GLenum severity, GLsizei length, const GLchar* message,
375         const void* userParam)
376 {
377   fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
378         ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
379         type, severity, message );
380 }
381 #endif
382
383 Playback3D::Playback3D(MWindow *mwindow)
384  : BC_Synchronous()
385 {
386         this->mwindow = mwindow;
387         temp_texture = 0;
388 #ifdef GL_BUG
389         //Enabling OpenGL debug output
390         // this does not work
391         glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
392         glEnable(GL_DEBUG_OUTPUT);
393         glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
394         glDebugMessageCallback(glDebugCallback, 0);
395         glEnable(GL_DEBUG_OUTPUT);
396 #endif
397 }
398
399 Playback3D::~Playback3D()
400 {
401 }
402
403
404
405
406 BC_SynchronousCommand* Playback3D::new_command()
407 {
408         return new Playback3DCommand;
409 }
410
411
412
413 void Playback3D::handle_command(BC_SynchronousCommand *command)
414 {
415 //printf("Playback3D::handle_command 1 %d\n", command->command);
416         switch(command->command)
417         {
418                 case Playback3DCommand::WRITE_BUFFER:
419                         write_buffer_sync((Playback3DCommand*)command);
420                         break;
421
422                 case Playback3DCommand::CLEAR_OUTPUT:
423                         clear_output_sync((Playback3DCommand*)command);
424                         break;
425
426                 case Playback3DCommand::CLEAR_INPUT:
427                         clear_input_sync((Playback3DCommand*)command);
428                         break;
429
430                 case Playback3DCommand::DO_CAMERA:
431                         do_camera_sync((Playback3DCommand*)command);
432                         break;
433
434                 case Playback3DCommand::OVERLAY:
435                         overlay_sync((Playback3DCommand*)command);
436                         break;
437
438                 case Playback3DCommand::DO_FADE:
439                         do_fade_sync((Playback3DCommand*)command);
440                         break;
441
442                 case Playback3DCommand::DO_MASK:
443                         do_mask_sync((Playback3DCommand*)command);
444                         break;
445
446                 case Playback3DCommand::PLUGIN:
447                         run_plugin_sync((Playback3DCommand*)command);
448                         break;
449
450                 case Playback3DCommand::COPY_FROM:
451                         copy_from_sync((Playback3DCommand*)command);
452                         break;
453
454                 case Playback3DCommand::CONVERT_CMODEL:
455                         convert_cmodel_sync((Playback3DCommand*)command);
456                         break;
457
458 //              case Playback3DCommand::DRAW_REFRESH:
459 //                      draw_refresh_sync((Playback3DCommand*)command);
460 //                      break;
461         }
462 //printf("Playback3D::handle_command 10\n");
463 }
464
465
466
467
468 void Playback3D::copy_from(Canvas *canvas,
469         VFrame *dst,
470         VFrame *src,
471         int want_texture)
472 {
473         Playback3DCommand command;
474         command.command = Playback3DCommand::COPY_FROM;
475         command.canvas = canvas;
476         command.frame = dst;
477         command.input = src;
478         command.want_texture = want_texture;
479         send_command(&command);
480 }
481
482 void Playback3D::copy_from_sync(Playback3DCommand *command)
483 {
484 #ifdef HAVE_GL
485         BC_WindowBase *window =
486                 command->canvas->lock_canvas("Playback3D::copy_from_sync");
487         if( window ) {
488                 window->enable_opengl();
489                 glFinish();
490                 int w = command->input->get_w();
491                 int h = command->input->get_h();
492
493                 if(command->input->get_opengl_state() == VFrame::SCREEN &&
494                         w == command->frame->get_w() && h == command->frame->get_h())
495                 {
496 // printf("Playback3D::copy_from_sync 1 %d %d %d %d %d\n",
497 // command->input->get_w(),
498 // command->input->get_h(),
499 // command->frame->get_w(),
500 // command->frame->get_h(),
501 // command->frame->get_color_model());
502 // With NVidia at least,
503                         if(w % 4)
504                         {
505                                 printf("Playback3D::copy_from_sync: w=%d not supported because it is not divisible by 4.\n", w);
506                         }
507                         else
508 // Copy to texture
509                         if(command->want_texture)
510                         {
511 //printf("Playback3D::copy_from_sync 1 dst=%p src=%p\n", command->frame, command->input);
512 // Screen_to_texture requires the source pbuffer enabled.
513                                 command->input->enable_opengl();
514                                 command->frame->screen_to_texture();
515                                 command->frame->set_opengl_state(VFrame::TEXTURE);
516                         }
517                         else
518 // Copy to RAM
519                         {
520                                 command->input->to_texture();
521                                 command->input->bind_texture(0);
522                                 command->frame->enable_opengl();
523                                 command->frame->init_screen();
524                                 unsigned int shader = BC_CModels::is_yuv(command->input->get_color_model()) ?
525                                         VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
526                                 if( shader > 0 ) {
527                                         glUseProgram(shader);
528                                         int variable = glGetUniformLocation(shader, "tex");
529                                         glUniform1i(variable, 0);
530                                         BC_GL_YUV_TO_RGB(shader);
531                                 }
532                                 else
533                                         glUseProgram(0);
534                                 command->input->draw_texture(1);
535                                 command->frame->screen_to_ram();
536                                 glUseProgram(0);
537                         }
538                 }
539                 else
540                 {
541                         printf("Playback3D::copy_from_sync: invalid formats opengl_state=%d %dx%d -> %dx%d\n",
542                                 command->input->get_opengl_state(), w, h,
543                                 command->frame->get_w(), command->frame->get_h());
544                 }
545         }
546         command->canvas->unlock_canvas();
547 #endif
548 }
549
550
551
552
553 // void Playback3D::draw_refresh(Canvas *canvas,
554 //      VFrame *frame,
555 //      float in_x1,
556 //      float in_y1,
557 //      float in_x2,
558 //      float in_y2,
559 //      float out_x1,
560 //      float out_y1,
561 //      float out_x2,
562 //      float out_y2)
563 // {
564 //      Playback3DCommand command;
565 //      command.command = Playback3DCommand::DRAW_REFRESH;
566 //      command.canvas = canvas;
567 //      command.frame = frame;
568 //      command.in_x1 = in_x1;
569 //      command.in_y1 = in_y1;
570 //      command.in_x2 = in_x2;
571 //      command.in_y2 = in_y2;
572 //      command.out_x1 = out_x1;
573 //      command.out_y1 = out_y1;
574 //      command.out_x2 = out_x2;
575 //      command.out_y2 = out_y2;
576 //      send_command(&command);
577 // }
578 //
579 // void Playback3D::draw_refresh_sync(Playback3DCommand *command)
580 // {
581 // #ifdef HAVE_GL
582 //      BC_WindowBase *window =
583 //              command->canvas->lock_canvas("Playback3D::draw_refresh_sync");
584 //      if( window ) {
585 //              window->enable_opengl();
586 //
587 // // Read output pbuffer back to RAM in project colormodel
588 // // RGB 8bit is fastest for OpenGL to read back.
589 //              command->frame->reallocate(0,
590 //                      0,
591 //                      0,
592 //                      0,
593 //                      command->frame->get_w(),
594 //                      command->frame->get_h(),
595 //                      BC_RGB888,
596 //                      -1);
597 //              command->frame->screen_to_ram();
598 //
599 //              window->clear_box(0,
600 //                                              0,
601 //                                              window->get_w(),
602 //                                              window->get_h());
603 //              window->draw_vframe(command->frame,
604 //                                                      (int)command->out_x1,
605 //                                                      (int)command->out_y1,
606 //                                                      (int)(command->out_x2 - command->out_x1),
607 //                                                      (int)(command->out_y2 - command->out_y1),
608 //                                                      (int)command->in_x1,
609 //                                                      (int)command->in_y1,
610 //                                                      (int)(command->in_x2 - command->in_x1),
611 //                                                      (int)(command->in_y2 - command->in_y1),
612 //                                                      0);
613 //
614 //      }
615 //      command->canvas->unlock_canvas();
616 // #endif
617 // }
618
619
620
621
622
623 void Playback3D::write_buffer(Canvas *canvas,
624         VFrame *frame,
625         float in_x1,
626         float in_y1,
627         float in_x2,
628         float in_y2,
629         float out_x1,
630         float out_y1,
631         float out_x2,
632         float out_y2,
633         int is_cleared)
634 {
635         Playback3DCommand command;
636         command.command = Playback3DCommand::WRITE_BUFFER;
637         command.canvas = canvas;
638         command.frame = frame;
639         command.in_x1 = in_x1;
640         command.in_y1 = in_y1;
641         command.in_x2 = in_x2;
642         command.in_y2 = in_y2;
643         command.out_x1 = out_x1;
644         command.out_y1 = out_y1;
645         command.out_x2 = out_x2;
646         command.out_y2 = out_y2;
647         command.is_cleared = is_cleared;
648         send_command(&command);
649 }
650
651
652 void Playback3D::write_buffer_sync(Playback3DCommand *command)
653 {
654 #ifdef HAVE_GL
655         BC_WindowBase *window =
656                 command->canvas->lock_canvas("Playback3D::write_buffer_sync");
657         if( window ) {
658 // Update hidden cursor
659                 window->update_video_cursor();
660 // Make sure OpenGL is enabled first.
661                 window->enable_opengl();
662
663 //printf("Playback3D::write_buffer_sync 1 %d\n", window->get_id());
664                 int flip_y = 0;
665                 int frame_state = command->frame->get_opengl_state();
666                 switch( frame_state ) {
667 // Upload texture and composite to screen
668                         case VFrame::RAM:
669                                 flip_y = 1;
670                         case VFrame::SCREEN:
671                                 command->frame->to_texture();
672                                 window->enable_opengl();
673 // Composite texture to screen and swap buffer
674                         case VFrame::TEXTURE:
675                                 draw_output(command, flip_y);
676                                 break;
677                         default:
678                                 printf("Playback3D::write_buffer_sync unknown state\n");
679                                 break;
680                 }
681                 command->frame->set_opengl_state(frame_state);
682         }
683         command->canvas->unlock_canvas();
684 #endif
685 }
686
687
688
689 void Playback3D::draw_output(Playback3DCommand *command, int flip_y)
690 {
691 #ifdef HAVE_GL
692         int texture_id = command->frame->get_texture_id();
693         BC_WindowBase *window = command->canvas->get_canvas();
694
695 // printf("Playback3D::draw_output 1 texture_id=%d window=%p\n",
696 // texture_id,
697 // command->canvas->get_canvas());
698
699
700
701
702 // If virtual console is being used, everything in this function has
703 // already been done except the page flip.
704         if(texture_id >= 0)
705         {
706                 canvas_w = window->get_w();
707                 canvas_h = window->get_h();
708                 VFrame::init_screen(canvas_w, canvas_h);
709                 int color_model = command->frame->get_color_model();
710                 int is_yuv = BC_CModels::is_yuv(color_model);
711
712                 if(!command->is_cleared)
713                 {
714 // If we get here, the virtual console was not used.
715                         init_frame(command, 0);
716                 }
717
718 // Texture
719 // Undo any previous shader settings
720                 command->frame->bind_texture(0);
721
722 // Convert colormodel
723                 unsigned int shader = is_yuv ? VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
724                 if( shader > 0 ) {
725                         glUseProgram(shader);
726 // Set texture unit of the texture
727                         int variable = glGetUniformLocation(shader, "tex");
728                         glUniform1i(variable, 0);
729                         BC_GL_YUV_TO_RGB(shader);
730                 }
731
732 //              if(BC_CModels::components(color_model) == 4)
733 //              {
734 //                      glEnable(GL_BLEND);
735 //                      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
736 //              }
737
738                 command->frame->draw_texture(
739                         command->in_x1, command->in_y1, command->in_x2, command->in_y2,
740                         command->out_x1, command->out_y1, command->out_x2, command->out_y2,
741                         flip_y);
742
743
744 //printf("Playback3D::draw_output 2 %f,%f %f,%f -> %f,%f %f,%f\n",
745 // command->in_x1,
746 // command->in_y1,
747 // command->in_x2,
748 // command->in_y2,
749 // command->out_x1,
750 // command->out_y1,
751 // command->out_x2,
752 // command->out_y2);
753
754                 glUseProgram(0);
755
756                 command->canvas->get_canvas()->flip_opengl();
757
758         }
759 #endif
760 }
761
762
763 void Playback3D::init_frame(Playback3DCommand *command, int is_yuv)
764 {
765 #ifdef HAVE_GL
766         float gbuv = is_yuv ? 0.5 : 0.0;
767         glClearColor(0.0, gbuv, gbuv, 0.0);
768         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
769 #endif
770 }
771
772
773 void Playback3D::clear_output(Canvas *canvas, VFrame *output)
774 {
775         Playback3DCommand command;
776         command.command = Playback3DCommand::CLEAR_OUTPUT;
777         command.canvas = canvas;
778         command.frame = output;
779         send_command(&command);
780 }
781
782 void Playback3D::clear_output_sync(Playback3DCommand *command)
783 {
784 #ifdef HAVE_GL
785         BC_WindowBase *window =
786                 command->canvas->lock_canvas("Playback3D::clear_output_sync");
787         if( window ) {
788 // If we get here, the virtual console is being used.
789                 command->canvas->get_canvas()->enable_opengl();
790                 int is_yuv = 0;
791 // Using pbuffer for refresh frame.
792                 if( command->frame ) {
793                         command->frame->enable_opengl();
794                         int color_model = command->canvas->mwindow->edl->session->color_model;
795                         is_yuv = BC_CModels::is_yuv(color_model);
796                 }
797
798                 init_frame(command, is_yuv);
799         }
800         command->canvas->unlock_canvas();
801 #endif
802 }
803
804
805 void Playback3D::clear_input(Canvas *canvas, VFrame *frame)
806 {
807         Playback3DCommand command;
808         command.command = Playback3DCommand::CLEAR_INPUT;
809         command.canvas = canvas;
810         command.frame = frame;
811         send_command(&command);
812 }
813
814 void Playback3D::clear_input_sync(Playback3DCommand *command)
815 {
816 #ifdef HAVE_GL
817         BC_WindowBase *window =
818                 command->canvas->lock_canvas("Playback3D::clear_input_sync");
819         if( window ) {
820                 command->canvas->get_canvas()->enable_opengl();
821                 command->frame->enable_opengl();
822                 command->frame->clear_pbuffer();
823                 command->frame->set_opengl_state(VFrame::SCREEN);
824         }
825         command->canvas->unlock_canvas();
826 #endif
827 }
828
829 void Playback3D::do_camera(Canvas *canvas,
830         VFrame *output,
831         VFrame *input,
832         float in_x1,
833         float in_y1,
834         float in_x2,
835         float in_y2,
836         float out_x1,
837         float out_y1,
838         float out_x2,
839         float out_y2)
840 {
841         Playback3DCommand command;
842         command.command = Playback3DCommand::DO_CAMERA;
843         command.canvas = canvas;
844         command.input = input;
845         command.frame = output;
846         command.in_x1 = in_x1;
847         command.in_y1 = in_y1;
848         command.in_x2 = in_x2;
849         command.in_y2 = in_y2;
850         command.out_x1 = out_x1;
851         command.out_y1 = out_y1;
852         command.out_x2 = out_x2;
853         command.out_y2 = out_y2;
854         send_command(&command);
855 }
856
857 void Playback3D::do_camera_sync(Playback3DCommand *command)
858 {
859 #ifdef HAVE_GL
860         BC_WindowBase *window =
861                 command->canvas->lock_canvas("Playback3D::do_camera_sync");
862         if( window ) {
863                 command->canvas->get_canvas()->enable_opengl();
864
865                 command->input->to_texture();
866                 command->frame->enable_opengl();
867                 command->frame->init_screen();
868                 command->frame->clear_pbuffer();
869
870                 command->input->bind_texture(0);
871 // Must call draw_texture in input frame to get the texture coordinates right.
872
873 // printf("Playback3D::do_camera_sync 1 %.2f %.2f %.2f %.2f %.2f %.2f %.2f %.2f\n",
874 // command->in_x1,
875 // command->in_y2,
876 // command->in_x2,
877 // command->in_y1,
878 // command->out_x1,
879 // (float)command->input->get_h() - command->out_y1,
880 // command->out_x2,
881 // (float)command->input->get_h() - command->out_y2);
882                 command->input->draw_texture(
883                         command->in_x1, command->in_y2,
884                         command->in_x2, command->in_y1,
885                         command->out_x1,
886                         (float)command->frame->get_h() - command->out_y1,
887                         command->out_x2,
888                         (float)command->frame->get_h() - command->out_y2);
889
890
891                 command->frame->set_opengl_state(VFrame::SCREEN);
892                 command->frame->screen_to_ram();
893         }
894         command->canvas->unlock_canvas();
895 #endif
896 }
897
898 void Playback3D::overlay(Canvas *canvas, VFrame *input,
899         float in_x1, float in_y1, float in_x2, float in_y2,
900         float out_x1, float out_y1, float out_x2, float out_y2,
901         float alpha, int mode, int interpolation_type,
902         VFrame *output, int is_nested)
903 {
904         Playback3DCommand command;
905         command.command = Playback3DCommand::OVERLAY;
906         command.canvas = canvas;
907         command.frame = output;
908         command.input = input;
909         command.in_x1 = in_x1;
910         command.in_y1 = in_y1;
911         command.in_x2 = in_x2;
912         command.in_y2 = in_y2;
913         command.out_x1 = out_x1;
914         command.out_y1 = out_y1;
915         command.out_x2 = out_x2;
916         command.out_y2 = out_y2;
917         command.alpha = alpha;
918         command.mode = mode;
919         command.interpolation_type = interpolation_type;
920         command.is_nested = is_nested;
921         send_command(&command);
922 }
923
924 void Playback3D::overlay_sync(Playback3DCommand *command)
925 {
926 #ifdef HAVE_GL
927 // To do these operations, we need to copy the input buffer to a texture
928 // and blend 2 textures in a shader
929         static const char * const overlay_shaders[TRANSFER_TYPES] = {
930                 blend_NORMAL_frag,      // TRANSFER_NORMAL
931                 blend_ADDITION_frag,    // TRANSFER_ADDITION
932                 blend_SUBTRACT_frag,    // TRANSFER_SUBTRACT
933                 blend_MULTIPLY_frag,    // TRANSFER_MULTIPLY
934                 blend_DIVIDE_frag,      // TRANSFER_DIVIDE
935                 blend_REPLACE_frag,     // TRANSFER_REPLACE
936                 blend_MAX_frag,         // TRANSFER_MAX
937                 blend_MIN_frag,         // TRANSFER_MIN
938                 blend_DARKEN_frag,      // TRANSFER_DARKEN
939                 blend_LIGHTEN_frag,     // TRANSFER_LIGHTEN
940                 blend_DST_frag,         // TRANSFER_DST
941                 blend_DST_ATOP_frag,    // TRANSFER_DST_ATOP
942                 blend_DST_IN_frag,      // TRANSFER_DST_IN
943                 blend_DST_OUT_frag,     // TRANSFER_DST_OUT
944                 blend_DST_OVER_frag,    // TRANSFER_DST_OVER
945                 blend_SRC_frag,         // TRANSFER_SRC
946                 blend_SRC_ATOP_frag,    // TRANSFER_SRC_ATOP
947                 blend_SRC_IN_frag,      // TRANSFER_SRC_IN
948                 blend_SRC_OUT_frag,     // TRANSFER_SRC_OUT
949                 blend_SRC_OVER_frag,    // TRANSFER_SRC_OVER
950                 blend_AND_frag,         // TRANSFER_AND
951                 blend_OR_frag,          // TRANSFER_OR
952                 blend_XOR_frag,         // TRANSFER_XOR
953                 blend_OVERLAY_frag,     // TRANSFER_OVERLAY
954                 blend_SCREEN_frag,      // TRANSFER_SCREEN
955                 blend_BURN_frag,        // TRANSFER_BURN
956                 blend_DODGE_frag,       // TRANSFER_DODGE
957                 blend_HARDLIGHT_frag,   // TRANSFER_HARDLIGHT
958                 blend_SOFTLIGHT_frag,   // TRANSFER_SOFTLIGHT
959                 blend_DIFFERENCE_frag,  // TRANSFER_DIFFERENCE
960         };
961
962         BC_WindowBase *window =
963                 command->canvas->lock_canvas("Playback3D::overlay_sync");
964         if( window ) {
965 // Make sure OpenGL is enabled first.
966                 window->enable_opengl();
967                 window->update_video_cursor();
968
969                 glColor4f(1, 1, 1, 1);
970                 glDisable(GL_BLEND);
971
972
973 //printf("Playback3D::overlay_sync 1 %d\n", command->input->get_opengl_state());
974                 switch( command->input->get_opengl_state() ) {
975 // Upload texture and composite to screen
976                 case VFrame::RAM:
977                         command->input->to_texture();
978                         break;
979 // Just composite texture to screen
980                 case VFrame::TEXTURE:
981                         break;
982 // read from PBuffer to texture, then composite texture to screen
983                 case VFrame::SCREEN:
984                         command->input->enable_opengl();
985                         command->input->screen_to_texture();
986                         break;
987                 default:
988                         printf("Playback3D::overlay_sync unknown state\n");
989                         break;
990                 }
991
992                 if(command->frame) {
993 // Render to PBuffer
994                         command->frame->enable_opengl();
995                         command->frame->set_opengl_state(VFrame::SCREEN);
996                         canvas_w = command->frame->get_w();
997                         canvas_h = command->frame->get_h();
998                 }
999                 else {
1000 // Render to canvas
1001                         window->enable_opengl();
1002                         canvas_w = window->get_w();
1003                         canvas_h = window->get_h();
1004                 }
1005
1006
1007                 const char *shader_stack[16];
1008                 memset(shader_stack,0, sizeof(shader_stack));
1009                 int total_shaders = 0, need_matrix = 0;
1010
1011                 VFrame::init_screen(canvas_w, canvas_h);
1012
1013 // Enable texture
1014                 command->input->bind_texture(0);
1015
1016 // Convert colormodel to RGB if not nested.
1017 // The color model setting in the output frame is ignored.
1018 //              if( command->is_nested <= 0 &&  // not nested
1019 //                  BC_CModels::is_yuv(command->input->get_color_model()) ) {
1020 //                      need_matrix = 1;
1021 //                      shader_stack[total_shaders++] = yuv_to_rgb_frag;
1022 //              }
1023
1024 // get the shaders
1025 #define add_shader(s) \
1026   if(!total_shaders) shader_stack[total_shaders++] = read_texture_frag; \
1027   shader_stack[total_shaders++] = s
1028
1029                 switch(command->mode) {
1030                 case TRANSFER_REPLACE:
1031 // This requires overlaying an alpha multiplied image on a black screen.
1032                         if( command->input->get_texture_components() != 4 ) break;
1033                         add_shader(overlay_shaders[command->mode]);
1034                         break;
1035                 default:
1036                         enable_overlay_texture(command);
1037                         add_shader(overlay_shaders[command->mode]);
1038                         break;
1039                 }
1040
1041 // if to flatten alpha
1042 //              if( command->is_nested < 0 ) {
1043 //                      switch(command->input->get_color_model()) {
1044 //// yuv has already been converted to rgb
1045 //                      case BC_YUVA8888:
1046 //                      case BC_RGBA_FLOAT:
1047 //                      case BC_RGBA8888:
1048 //                              add_shader(rgba_to_rgb_flatten);
1049 //                              break;
1050 //                      }
1051 //              }
1052
1053 // run the shaders
1054                 add_shader(0);
1055                 unsigned int shader = !shader_stack[0] ? 0 :
1056                         VFrame::make_shader(shader_stack);
1057                 if( shader > 0 ) {
1058                         glUseProgram(shader);
1059                         if( need_matrix ) BC_GL_YUV_TO_RGB(shader);
1060 // Set texture unit of the texture
1061                         glUniform1i(glGetUniformLocation(shader, "tex"), 0);
1062 // Set texture unit of the temp texture
1063                         glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
1064 // Set alpha
1065                         int variable = glGetUniformLocation(shader, "alpha");
1066                         glUniform1f(variable, command->alpha);
1067 // Set dimensions of the temp texture
1068                         if(temp_texture)
1069                                 glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
1070                                         (float)temp_texture->get_texture_w(),
1071                                         (float)temp_texture->get_texture_h());
1072                 }
1073                 else
1074                         glUseProgram(0);
1075
1076
1077 //printf("Playback3D::overlay_sync %f %f %f %f %f %f %f %f\n",
1078 // command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1079 // command->out_x1, command->out_y1, command->out_x2, command->out_y2);
1080
1081                 command->input->draw_texture(
1082                         command->in_x1, command->in_y1, command->in_x2, command->in_y2,
1083                         command->out_x1, command->out_y1, command->out_x2, command->out_y2,
1084                         !command->is_nested);
1085                 glUseProgram(0);
1086
1087 // Delete temp texture
1088                 if(temp_texture) {
1089                         delete temp_texture;
1090                         temp_texture = 0;
1091                         glActiveTexture(GL_TEXTURE1);
1092                         glDisable(GL_TEXTURE_2D);
1093                 }
1094                 glActiveTexture(GL_TEXTURE0);
1095                 glDisable(GL_TEXTURE_2D);
1096         }
1097         command->canvas->unlock_canvas();
1098 #endif
1099 }
1100
1101 void Playback3D::enable_overlay_texture(Playback3DCommand *command)
1102 {
1103 #ifdef HAVE_GL
1104         glDisable(GL_BLEND);
1105
1106         glActiveTexture(GL_TEXTURE1);
1107         BC_Texture::new_texture(&temp_texture, canvas_w, canvas_h,
1108                 command->input->get_color_model());
1109         temp_texture->bind(1);
1110
1111 // Read canvas into texture
1112         glReadBuffer(GL_BACK);
1113         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, canvas_w, canvas_h);
1114 #endif
1115 }
1116
1117
1118 void Playback3D::do_mask(Canvas *canvas,
1119         VFrame *output,
1120         int64_t start_position_project,
1121         MaskAutos *keyframe_set,
1122         MaskAuto *keyframe,
1123         MaskAuto *default_auto)
1124 {
1125         Playback3DCommand command;
1126         command.command = Playback3DCommand::DO_MASK;
1127         command.canvas = canvas;
1128         command.frame = output;
1129         command.start_position_project = start_position_project;
1130         command.keyframe_set = keyframe_set;
1131         command.keyframe = keyframe;
1132         command.default_auto = default_auto;
1133
1134         send_command(&command);
1135 }
1136
1137
1138 void Playback3D::draw_spots(MaskSpots &spots, int ix1,int iy1, int ix2,int iy2)
1139 {
1140         int x1 = iy1 < iy2 ? ix1 : ix2;
1141         int y1 = iy1 < iy2 ? iy1 : iy2;
1142         int x2 = iy1 < iy2 ? ix2 : ix1;
1143         int y2 = iy1 < iy2 ? iy2 : iy1;
1144
1145         int x = x1, y = y1;
1146         int dx = x2-x1, dy = y2-y1;
1147         int dx2 = 2*dx, dy2 = 2*dy;
1148         if( dx < 0 ) dx = -dx;
1149         int m = dx > dy ? dx : dy, n = m;
1150         if( dy >= dx ) {
1151                 if( dx2 >= 0 ) do {     /* +Y, +X */
1152                         spots.append(x, y++);
1153                         if( (m -= dx2) < 0 ) { m += dy2;  ++x; }
1154                 } while( --n >= 0 );
1155                 else do {              /* +Y, -X */
1156                         spots.append(x, y++);
1157                         if( (m += dx2) < 0 ) { m += dy2;  --x; }
1158                 } while( --n >= 0 );
1159         }
1160         else {
1161                 if( dx2 >= 0 ) do {     /* +X, +Y */
1162                         spots.append(x++, y);
1163                         if( (m -= dy2) < 0 ) { m += dx2;  ++y; }
1164                 } while( --n >= 0 );
1165                 else do {              /* -X, +Y */
1166                         spots.append(x--, y);
1167                         if( (m -= dy2) < 0 ) { m -= dx2;  ++y; }
1168                 } while( --n >= 0 );
1169         }
1170 }
1171
1172 #ifdef HAVE_GL
1173 class fb_texture : public BC_Texture
1174 {
1175 public:
1176         fb_texture(int w, int h, int colormodel);
1177         ~fb_texture();
1178         void bind(int texture_unit);
1179         void read_screen(int x, int y, int w, int h);
1180         void set_output_texture();
1181         GLuint fb, rb;
1182 };
1183
1184 fb_texture::fb_texture(int w, int h, int colormodel)
1185  : BC_Texture(w, h, colormodel)
1186 {
1187         fb = 0;  rb = 0;
1188 //      glGenRenderbuffers(1, &rb);
1189 //      glBindRenderbuffer(GL_RENDERBUFFER, rb);
1190 //      glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, get_texture_w(), get_texture_w());
1191         glGenFramebuffers(1, &fb);
1192         glBindFramebuffer(GL_FRAMEBUFFER, fb);
1193 //      glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb);
1194 }
1195
1196 fb_texture::~fb_texture()
1197 {
1198         glBindFramebuffer(GL_FRAMEBUFFER, 0);
1199         glDeleteFramebuffers(1, (GLuint *)&fb);
1200 //      glBindRenderbuffer(GL_RENDERBUFFER, 0);
1201 //      glGenRenderbuffers(1, &rb);
1202 }
1203
1204 void fb_texture::bind(int texture_unit)
1205 {
1206         glBindFramebuffer(GL_FRAMEBUFFER, fb);
1207 //      glBindRenderbuffer(GL_RENDERBUFFER, rb);
1208         BC_Texture::bind(texture_unit);
1209 }
1210
1211 void fb_texture::read_screen(int x, int y, int w, int h)
1212 {
1213         glBindFramebuffer(GL_FRAMEBUFFER, 0);
1214         glReadBuffer(GL_BACK);
1215         glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0,0, x,y, w,h);
1216 }
1217
1218 void fb_texture::set_output_texture()
1219 {
1220         glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, get_texture_id(), 0);
1221         GLenum dbo[1] = { GL_COLOR_ATTACHMENT0, }; // bind layout(location=0) out vec4 color;
1222         glDrawBuffers(1, dbo);
1223         int ret = glCheckFramebufferStatus(GL_FRAMEBUFFER);
1224         if( ret != GL_FRAMEBUFFER_COMPLETE ) {
1225                 printf("glDrawBuffer error 0x%04x\n", ret);
1226                 return;
1227         }
1228 }
1229
1230 static void combineData(GLdouble coords[3],
1231                 GLdouble *vertex_data[4], GLfloat weight[4],
1232                 GLdouble **outData, void *data)
1233 {
1234         ArrayList<double *> *invented = (ArrayList<double *> *)data;
1235         GLdouble *vertex = new double[6];
1236         invented->append(vertex);
1237         vertex[0] = coords[0];
1238         vertex[1] = coords[1];
1239         vertex[2] = coords[2];
1240         for( int i=3; i<6; ++i ) {
1241                 vertex[i] = weight[0] * vertex_data[0][i] +
1242                         weight[1] * vertex_data[1][i] +
1243                         weight[2] * vertex_data[2][i] +
1244                         weight[3] * vertex_data[3][i];
1245         }
1246         *outData = vertex;
1247 }
1248
1249 // dbug
1250 static void zglBegin(GLenum mode) { glBegin(mode); }
1251 static void zglEnd() { glEnd(); }
1252 static void zglVertex3dv(const GLdouble *v) { glVertex3dv(v); }
1253
1254 #endif
1255
1256 void Playback3D::do_mask_sync(Playback3DCommand *command)
1257 {
1258 #ifdef HAVE_GL
1259         BC_WindowBase *window =
1260                 command->canvas->lock_canvas("Playback3D::do_mask_sync");
1261         if( window ) {
1262                 window->enable_opengl();
1263
1264                 switch( command->frame->get_opengl_state() ) {
1265                 case VFrame::RAM:
1266 // upload frame to the texture
1267                         command->frame->to_texture();
1268                         break;
1269
1270                 case VFrame::SCREEN:
1271 // Read back from PBuffer
1272 // Bind context to pbuffer
1273                         command->frame->enable_opengl();
1274                         command->frame->screen_to_texture();
1275                         break;
1276                 }
1277
1278 // Initialize coordinate system
1279                 command->frame->enable_opengl();
1280                 command->frame->init_screen();
1281                 int color_model = command->frame->get_color_model();
1282                 int w = command->frame->get_w();
1283                 int h = command->frame->get_h();
1284                 MaskEdges edges;
1285                 float faders[SUBMASKS], feathers[SUBMASKS], bg = 1;
1286                 MaskPointSet point_set[SUBMASKS];
1287 // Draw every submask as a new polygon
1288                 int total_submasks = command->keyframe_set->total_submasks(
1289                         command->start_position_project, PLAY_FORWARD);
1290
1291                 for(int k = 0; k < total_submasks; k++) {
1292                         MaskPointSet &points = point_set[k];
1293                         command->keyframe_set->get_points(&points,
1294                                 k, command->start_position_project, PLAY_FORWARD);
1295                         float fader = command->keyframe_set->get_fader(
1296                                 command->start_position_project, k, PLAY_FORWARD);
1297                         float v = fader/100.;
1298                         faders[k] = v;
1299                         if( v < 0 && (v+=1) < bg ) bg = v;
1300                         float feather = command->keyframe_set->get_feather(
1301                                 command->start_position_project, k, PLAY_FORWARD);
1302                         feathers[k] = feather;
1303                 }
1304 // clear screen
1305                 glDisable(GL_TEXTURE_2D);
1306                 glClearColor(bg, bg, bg, bg);
1307                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1308
1309                 for(int k = 0; k < total_submasks; k++) {
1310                         MaskPointSet &points = point_set[k];
1311                         MaskEdge &edge = *edges.append(new MaskEdge());
1312                         int first_point = 0;
1313 // Need to tabulate every vertex in persistent memory because
1314 // gluTessVertex doesn't copy them.
1315                         for(int i = 0; i < points.total; i++) {
1316                                 MaskPoint *point1 = points.values[i];
1317                                 MaskPoint *point2 = (i >= points.total - 1) ?
1318                                         points.values[0] : points.values[i + 1];
1319
1320                                 float x, y;
1321                                 int segments = 0;
1322                                 if( point1->control_x2 == 0 && point1->control_y2 == 0 &&
1323                                     point2->control_x1 == 0 && point2->control_y1 == 0 )
1324                                         segments = 1;
1325
1326                                 float x0 = point1->x, y0 = point1->y;
1327                                 float x1 = point1->x + point1->control_x2;
1328                                 float y1 = point1->y + point1->control_y2;
1329                                 float x2 = point2->x + point2->control_x1;
1330                                 float y2 = point2->y + point2->control_y1;
1331                                 float x3 = point2->x, y3 = point2->y;
1332
1333                                 // forward differencing bezier curves implementation taken from GPL code at
1334                                 // http://cvs.sourceforge.net/viewcvs.py/guliverkli/guliverkli/src/subtitles/Rasterizer.cpp?rev=1.3
1335
1336                                 float cx3, cx2, cx1, cx0, cy3, cy2, cy1, cy0;
1337
1338                                 // [-1 +3 -3 +1]
1339                                 // [+3 -6 +3  0]
1340                                 // [-3 +3  0  0]
1341                                 // [+1  0  0  0]
1342
1343                                 cx3 = -  x0 + 3*x1 - 3*x2 + x3;
1344                                 cx2 =  3*x0 - 6*x1 + 3*x2;
1345                                 cx1 = -3*x0 + 3*x1;
1346                                 cx0 =    x0;
1347
1348                                 cy3 = -  y0 + 3*y1 - 3*y2 + y3;
1349                                 cy2 =  3*y0 - 6*y1 + 3*y2;
1350                                 cy1 = -3*y0 + 3*y1;
1351                                 cy0 =    y0;
1352
1353                                 // This equation is from Graphics Gems I.
1354                                 //
1355                                 // The idea is that since we're approximating a cubic curve with lines,
1356                                 // any error we incur is due to the curvature of the line, which we can
1357                                 // estimate by calculating the maximum acceleration of the curve.  For
1358                                 // a cubic, the acceleration (second derivative) is a line, meaning that
1359                                 // the absolute maximum acceleration must occur at either the beginning
1360                                 // (|c2|) or the end (|c2+c3|).  Our bounds here are a little more
1361                                 // conservative than that, but that's okay.
1362                                 if (segments == 0) {
1363                                         float maxaccel1 = fabs(2*cy2) + fabs(6*cy3);
1364                                         float maxaccel2 = fabs(2*cx2) + fabs(6*cx3);
1365
1366                                         float maxaccel = maxaccel1 > maxaccel2 ? maxaccel1 : maxaccel2;
1367                                         float h = 1.0;
1368
1369                                         if(maxaccel > 8.0) h = sqrt((8.0) / maxaccel);
1370                                         segments = int(1/h);
1371                                 }
1372
1373                                 for(int j = 0; j <= segments; j++) {
1374                                         float t = (float)j / segments;
1375                                         x = cx0 + t*(cx1 + t*(cx2 + t*cx3));
1376                                         y = cy0 + t*(cy1 + t*(cy2 + t*cy3));
1377
1378                                         if(j > 0 || first_point) {
1379                                                 edge.append(x, y - h);
1380                                                 first_point = 0;
1381                                         }
1382                                 }
1383                         }
1384                         if( edge.size() > 0 ) {
1385 // draw polygon
1386                                 float fader = faders[k];
1387                                 float v = fader < 0 ? 1 : 1-fader;
1388                                 glColor4f(v, v, v, v);
1389                                 int display_list = glGenLists(1);
1390                                 glNewList(display_list, GL_COMPILE);
1391 #if 0
1392                                 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1393                                 glBegin(GL_POLYGON);
1394                                 MaskCoord *c = &edge[0];
1395                                 for( int i=edge.size(); --i>=0; ++c )
1396                                         glVertex2f(c->x, c->y);
1397                                 glEnd();
1398 #else
1399                                 GLUtesselator *tess = gluNewTess();
1400                                 gluTessCallback(tess, GLU_TESS_VERTEX,(GLvoid (*)()) &zglVertex3dv);
1401                                 gluTessCallback(tess, GLU_TESS_BEGIN,(GLvoid (*)()) &zglBegin);
1402                                 gluTessCallback(tess, GLU_TESS_END,(GLvoid (*)()) &zglEnd);
1403                                 gluTessCallback(tess, GLU_TESS_COMBINE_DATA,(GLvoid (*)()) &combineData);
1404                                 ArrayList<double *> invented;
1405                                 invented.set_array_delete();
1406
1407                                 gluTessBeginPolygon(tess, &invented);
1408                                 gluTessBeginContour(tess);
1409                                 MaskCoord *c = &edge[0];
1410                                 for( int i=edge.size(); --i>=0; ++c )
1411                                         gluTessVertex(tess, (GLdouble *)c, c);
1412                                 gluTessEndContour(tess);
1413                                 gluTessEndPolygon(tess);
1414                                 gluDeleteTess(tess);
1415                                 invented.remove_all_objects();
1416 #endif
1417                                 glEndList();
1418                                 glCallList(display_list);
1419                                 glDeleteLists(1, display_list);
1420                         }
1421                 }
1422
1423 // in/out textures
1424                 fb_texture *in = new fb_texture(w, h, color_model);
1425                 in->bind(0);
1426                 in->read_screen(0,0, w,h);
1427                 fb_texture *out = new fb_texture(w, h, color_model);
1428
1429                 unsigned int frag_shader =
1430                         VFrame::make_shader(0, in_vertex_frag, feather_frag, 0);
1431                 if( frag_shader > 0 ) {
1432                         GLuint points[1];
1433                         glGenBuffers(1, points);
1434                         for(int k = 0; k < total_submasks; k++) {
1435                                 MaskEdge &edge = *edges[k];
1436                                 if( !edge.size() ) continue;
1437                                 if( !faders[k] ) continue;
1438                                 if( !feathers[k] ) continue;
1439                                 MaskSpots spots;
1440                                 for( int i=0; i<edge.size(); ++i ) {
1441                                         MaskCoord &a = edge[i];
1442                                         MaskCoord &b = i<edge.size()-1 ? edge[i+1] : edge[0];
1443                                         draw_spots(spots, a.x,a.y+h, b.x,b.y+h);
1444                                 }
1445                                 int sz = spots.size() * sizeof(MaskSpot);
1446                                 glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, points[0], 0, sz);
1447                                 glBufferData(GL_SHADER_STORAGE_BUFFER, sz, &spots[0], GL_DYNAMIC_COPY);
1448                                 glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
1449                                 glUseProgram(frag_shader);
1450                                 float r = feathers[k], v = faders[k];
1451                                 glUniform1f(glGetUniformLocation(frag_shader, "r"), r);
1452                                 glUniform1f(glGetUniformLocation(frag_shader, "v"), v);
1453                                 in->bind(0);
1454                                 glUniform1i(glGetUniformLocation(frag_shader, "tex"), 0);
1455                                 out->set_output_texture();
1456                                 glViewport(0,0, w,h);
1457                                 out->draw_texture(0,0, w,h, 0,0, w,h);
1458                                 glUseProgram(0);
1459                                 fb_texture *t = in;  in = out;  out = t;
1460                         }
1461                         glDeleteBuffers(1, points);
1462                 }
1463
1464                 glDrawBuffers(0, 0);
1465                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1466
1467                 unsigned int shader = VFrame::make_shader(0, alpha_frag, 0);
1468                 glUseProgram(shader);
1469                 if( shader > 0 ) {
1470                         command->frame->bind_texture(0);
1471                         in->BC_Texture::bind(1);
1472                         glUniform1i(glGetUniformLocation(shader, "tex"), 0);
1473                         glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
1474                         glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
1475                                         (float)in->get_texture_w(),
1476                                         (float)in->get_texture_h());
1477 //                      if( BC_CModels::components(color_model ) == 4) {
1478 //                              glEnable(GL_BLEND);
1479 //                              glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1480 //                      }
1481                 }
1482                 command->frame->draw_texture();
1483                 command->frame->set_opengl_state(VFrame::SCREEN);
1484                 glUseProgram(0);
1485                 delete in;
1486                 delete out;
1487 // Default drawable
1488                 glDisable(GL_TEXTURE_2D);
1489                 glColor4f(1, 1, 1, 1);
1490                 glActiveTexture(GL_TEXTURE0);
1491                 window->enable_opengl();
1492         }
1493         command->canvas->unlock_canvas();
1494 #endif
1495 }
1496
1497
1498 void Playback3D::convert_cmodel(Canvas *canvas,
1499         VFrame *output,
1500         int dst_cmodel)
1501 {
1502 // Do nothing if colormodels are equivalent in OpenGL & the image is in hardware.
1503         int src_cmodel = output->get_color_model();
1504         if(
1505                 (output->get_opengl_state() == VFrame::TEXTURE ||
1506                 output->get_opengl_state() == VFrame::SCREEN) &&
1507 // OpenGL has no floating point.
1508                 ( (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGB_FLOAT) ||
1509                   (src_cmodel == BC_RGBA8888 && dst_cmodel == BC_RGBA_FLOAT) ||
1510                   (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGB888) ||
1511                   (src_cmodel == BC_RGBA_FLOAT && dst_cmodel == BC_RGBA8888) ||
1512 // OpenGL sets alpha to 1 on import
1513                   (src_cmodel == BC_RGB888 && dst_cmodel == BC_RGBA8888) ||
1514                   (src_cmodel == BC_YUV888 && dst_cmodel == BC_YUVA8888) ||
1515                   (src_cmodel == BC_RGB_FLOAT && dst_cmodel == BC_RGBA_FLOAT) )
1516                 ) return;
1517
1518
1519
1520         Playback3DCommand command;
1521         command.command = Playback3DCommand::CONVERT_CMODEL;
1522         command.canvas = canvas;
1523         command.frame = output;
1524         command.dst_cmodel = dst_cmodel;
1525         send_command(&command);
1526 }
1527
1528 void Playback3D::convert_cmodel_sync(Playback3DCommand *command)
1529 {
1530 #ifdef HAVE_GL
1531         BC_WindowBase *window =
1532                 command->canvas->lock_canvas("Playback3D::convert_cmodel_sync");
1533         if( window ) {
1534                 window->enable_opengl();
1535
1536 // Import into hardware
1537                 command->frame->enable_opengl();
1538                 command->frame->init_screen();
1539                 command->frame->to_texture();
1540
1541 // Colormodel permutation
1542                 int src_cmodel = command->frame->get_color_model();
1543                 int dst_cmodel = command->dst_cmodel;
1544                 typedef struct {
1545                         int src, dst, typ;
1546                         const char *shader;
1547                 } cmodel_shader_table_t;
1548                 enum { rgb_to_rgb, rgb_to_yuv, yuv_to_rgb, yuv_to_yuv, };
1549                 int type = -1;
1550                 static cmodel_shader_table_t cmodel_shader_table[]  = {
1551                         { BC_RGB888,    BC_YUV888,      rgb_to_yuv, rgb_to_yuv_frag  },
1552                         { BC_RGB888,    BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1553                         { BC_RGBA8888,  BC_RGB888,      rgb_to_rgb, rgba_to_rgb_frag },
1554                         { BC_RGBA8888,  BC_RGB_FLOAT,   rgb_to_rgb, rgba_to_rgb_frag },
1555                         { BC_RGBA8888,  BC_YUV888,      rgb_to_yuv, rgba_to_yuv_frag },
1556                         { BC_RGBA8888,  BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1557                         { BC_RGB_FLOAT, BC_YUV888,      rgb_to_yuv, rgb_to_yuv_frag  },
1558                         { BC_RGB_FLOAT, BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1559                         { BC_RGBA_FLOAT,BC_RGB888,      rgb_to_rgb, rgba_to_rgb_frag },
1560                         { BC_RGBA_FLOAT,BC_RGB_FLOAT,   rgb_to_rgb, rgba_to_rgb_frag },
1561                         { BC_RGBA_FLOAT,BC_YUV888,      rgb_to_yuv, rgba_to_yuv_frag },
1562                         { BC_RGBA_FLOAT,BC_YUVA8888,    rgb_to_yuv, rgb_to_yuv_frag  },
1563                         { BC_YUV888,    BC_RGB888,      yuv_to_rgb, yuv_to_rgb_frag  },
1564                         { BC_YUV888,    BC_RGBA8888,    yuv_to_rgb, yuv_to_rgb_frag  },
1565                         { BC_YUV888,    BC_RGB_FLOAT,   yuv_to_rgb, yuv_to_rgb_frag  },
1566                         { BC_YUV888,    BC_RGBA_FLOAT,  yuv_to_rgb, yuv_to_rgb_frag  },
1567                         { BC_YUVA8888,  BC_RGB888,      yuv_to_rgb, yuva_to_rgb_frag },
1568                         { BC_YUVA8888,  BC_RGBA8888,    yuv_to_rgb, yuv_to_rgb_frag  },
1569                         { BC_YUVA8888,  BC_RGB_FLOAT,   yuv_to_rgb, yuva_to_rgb_frag },
1570                         { BC_YUVA8888,  BC_RGBA_FLOAT,  yuv_to_rgb, yuv_to_rgb_frag  },
1571                         { BC_YUVA8888,  BC_YUV888,      yuv_to_yuv, yuva_to_yuv_frag },
1572                 };
1573
1574                 const char *shader = 0;
1575                 int table_size = sizeof(cmodel_shader_table) / sizeof(cmodel_shader_table_t);
1576                 for( int i=0; i<table_size; ++i ) {
1577                         if( cmodel_shader_table[i].src == src_cmodel &&
1578                             cmodel_shader_table[i].dst == dst_cmodel ) {
1579                                 shader = cmodel_shader_table[i].shader;
1580                                 type = cmodel_shader_table[i].typ;
1581                                 break;
1582                         }
1583                 }
1584
1585 // printf("Playback3D::convert_cmodel_sync %d %d %d shader=\n%s",
1586 // __LINE__,
1587 // command->frame->get_color_model(),
1588 // command->dst_cmodel,
1589 // shader);
1590
1591                 const char *shader_stack[9];
1592                 memset(shader_stack,0, sizeof(shader_stack));
1593                 int current_shader = 0;
1594
1595                 if( shader ) {
1596 //printf("Playback3D::convert_cmodel_sync %d\n", __LINE__);
1597                         shader_stack[current_shader++] = shader;
1598                         shader_stack[current_shader] = 0;
1599                         unsigned int shader_id = VFrame::make_shader(shader_stack);
1600
1601                         command->frame->bind_texture(0);
1602                         glUseProgram(shader_id);
1603
1604                         glUniform1i(glGetUniformLocation(shader_id, "tex"), 0);
1605                         switch( type ) {
1606                         case rgb_to_yuv:
1607                                 BC_GL_RGB_TO_YUV(shader_id);
1608                                 break;
1609                         case yuv_to_rgb:
1610                                 BC_GL_YUV_TO_RGB(shader_id);
1611                                 break;
1612                         }
1613
1614                         command->frame->draw_texture();
1615                         if(shader) glUseProgram(0);
1616                         command->frame->set_opengl_state(VFrame::SCREEN);
1617                 }
1618         }
1619
1620         command->canvas->unlock_canvas();
1621 #endif // HAVE_GL
1622 }
1623
1624 void Playback3D::do_fade(Canvas *canvas, VFrame *frame, float fade)
1625 {
1626         Playback3DCommand command;
1627         command.command = Playback3DCommand::DO_FADE;
1628         command.canvas = canvas;
1629         command.frame = frame;
1630         command.alpha = fade;
1631         send_command(&command);
1632 }
1633
1634 void Playback3D::do_fade_sync(Playback3DCommand *command)
1635 {
1636 #ifdef HAVE_GL
1637         BC_WindowBase *window =
1638                 command->canvas->lock_canvas("Playback3D::do_fade_sync");
1639         if( window ) {
1640                 window->enable_opengl();
1641                 switch( command->frame->get_opengl_state() ) {
1642                 case VFrame::RAM:
1643                         command->frame->to_texture();
1644                         break;
1645
1646                 case VFrame::SCREEN:
1647 // Read back from PBuffer
1648 // Bind context to pbuffer
1649                         command->frame->enable_opengl();
1650                         command->frame->screen_to_texture();
1651                         break;
1652                 }
1653
1654                 command->frame->enable_opengl();
1655                 command->frame->init_screen();
1656                 command->frame->bind_texture(0);
1657
1658 //              glClearColor(0.0, 0.0, 0.0, 0.0);
1659 //              glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1660                 glDisable(GL_BLEND);
1661                 unsigned int frag_shader = 0;
1662                 switch(command->frame->get_color_model())
1663                 {
1664 // For the alpha colormodels, the native function seems to multiply the
1665 // components by the alpha instead of just the alpha.
1666                         case BC_RGBA8888:
1667                         case BC_RGBA_FLOAT:
1668                         case BC_YUVA8888:
1669                                 frag_shader = VFrame::make_shader(0, fade_rgba_frag, 0);
1670                                 break;
1671
1672                         case BC_RGB888:
1673                                 glEnable(GL_BLEND);
1674                                 glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
1675                                 glColor4f(command->alpha, command->alpha, command->alpha, 1);
1676                                 break;
1677
1678
1679                         case BC_YUV888:
1680                                 frag_shader = VFrame::make_shader(0, fade_yuv_frag, 0);
1681                                 break;
1682                 }
1683
1684
1685                 if( frag_shader ) {
1686                         glUseProgram(frag_shader);
1687                         int variable;
1688                         if((variable = glGetUniformLocation(frag_shader, "tex")) >= 0)
1689                                 glUniform1i(variable, 0);
1690                         if((variable = glGetUniformLocation(frag_shader, "alpha")) >= 0)
1691                                 glUniform1f(variable, command->alpha);
1692                 }
1693
1694                 command->frame->draw_texture();
1695                 command->frame->set_opengl_state(VFrame::SCREEN);
1696
1697                 if(frag_shader)
1698                 {
1699                         glUseProgram(0);
1700                 }
1701
1702                 glColor4f(1, 1, 1, 1);
1703                 glDisable(GL_BLEND);
1704         }
1705         command->canvas->unlock_canvas();
1706 #endif
1707 }
1708
1709
1710 int Playback3D::run_plugin(Canvas *canvas, PluginClient *client)
1711 {
1712         Playback3DCommand command;
1713         command.command = Playback3DCommand::PLUGIN;
1714         command.canvas = canvas;
1715         command.plugin_client = client;
1716         return send_command(&command);
1717 }
1718
1719 void Playback3D::run_plugin_sync(Playback3DCommand *command)
1720 {
1721         BC_WindowBase *window =
1722                 command->canvas->lock_canvas("Playback3D::run_plugin_sync");
1723         if( window ) {
1724                 window->enable_opengl();
1725                 command->result = ((PluginVClient*)command->plugin_client)->handle_opengl();
1726         }
1727         command->canvas->unlock_canvas();
1728 }
1729
1730