1
mirror of https://code.videolan.org/videolan/vlc synced 2024-09-04 09:11:33 +02:00
vlc/modules/video_output/opengl.c

1108 lines
39 KiB
C

/*****************************************************************************
* opengl.c: OpenGL video output
*****************************************************************************
* Copyright (C) 2004 the VideoLAN team
* $Id$
*
* Authors: Cyril Deguet <asmax@videolan.org>
* Gildas Bazin <gbazin@videolan.org>
* Eric Petit <titer@m0k.org>
* Cedric Cocquebert <cedric.cocquebert@supelec.fr>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
/*****************************************************************************
* Preamble
*****************************************************************************/
#include <errno.h> /* ENOMEM */
#include <vlc/vlc.h>
#include <vlc_vout.h>
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
/* On OS X, use GL_TEXTURE_RECTANGLE_EXT instead of GL_TEXTURE_2D.
This allows sizes which are not powers of 2 */
#define VLCGL_TARGET GL_TEXTURE_RECTANGLE_EXT
/* OS X OpenGL supports YUV. Hehe. */
#define VLCGL_FORMAT GL_YCBCR_422_APPLE
#define VLCGL_TYPE GL_UNSIGNED_SHORT_8_8_APPLE
#else
#include <GL/gl.h>
#define VLCGL_TARGET GL_TEXTURE_2D
/* RV16 */
#ifndef GL_UNSIGNED_SHORT_5_6_5
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#endif
//#define VLCGL_RGB_FORMAT GL_RGB
//#define VLCGL_RGB_TYPE GL_UNSIGNED_SHORT_5_6_5
/* RV24 */
//#define VLCGL_RGB_FORMAT GL_RGB
//#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
/* RV32 */
#define VLCGL_RGB_FORMAT GL_RGBA
#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
/* YUY2 */
#ifndef YCBCR_MESA
#define YCBCR_MESA 0x8757
#endif
#ifndef UNSIGNED_SHORT_8_8_MESA
#define UNSIGNED_SHORT_8_8_MESA 0x85BA
#endif
#define VLCGL_YUV_FORMAT YCBCR_MESA
#define VLCGL_YUV_TYPE UNSIGNED_SHORT_8_8_MESA
/* Use RGB on Win32/GLX */
#define VLCGL_FORMAT VLCGL_RGB_FORMAT
#define VLCGL_TYPE VLCGL_RGB_TYPE
//#define VLCGL_FORMAT VLCGL_YUV_FORMAT
//#define VLCGL_TYPE VLCGL_YUV_TYPE
#endif
#ifndef GL_CLAMP_TO_EDGE
# define GL_CLAMP_TO_EDGE 0x812F
#endif
/* OpenGL effects */
#define OPENGL_EFFECT_NONE 1
#define OPENGL_EFFECT_CUBE 2
#define OPENGL_EFFECT_TRANSPARENT_CUBE 4
#if defined( HAVE_GL_GLU_H ) || defined( __APPLE__ )
#define OPENGL_MORE_EFFECT 8
#endif
#ifdef OPENGL_MORE_EFFECT
#include <math.h>
#ifdef __APPLE__
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
/* 3D MODEL */
#define CYLINDER 8
#define TORUS 16
#define SPHERE 32
/*GRID2D TRANSFORMATION */
#define SQUAREXY 64
#define SQUARER 128
#define ASINXY 256
#define ASINR 512
#define SINEXY 1024
#define SINER 2048
#define INIFILE 4096 // not used, just for mark end ...
#define SIGN(x) (x < 0 ? (-1) : 1)
#define PID2 1.570796326794896619231322
static const char *ppsz_effects[] = {
"none", "cube", "transparent-cube", "cylinder", "torus", "sphere","SQUAREXY","SQUARER", "ASINXY", "ASINR", "SINEXY", "SINER" };
static const char *ppsz_effects_text[] = {
N_("None"), N_("Cube"), N_("Transparent Cube"),
N_("Cylinder"), N_("Torus"), N_("Sphere"), N_("SQUAREXY"),N_("SQUARER"), N_("ASINXY"), N_("ASINR"), N_("SINEXY"), N_("SINER") };
#endif
/*****************************************************************************
* Vout interface
*****************************************************************************/
static int CreateVout ( vlc_object_t * );
static void DestroyVout ( vlc_object_t * );
static int Init ( vout_thread_t * );
static void End ( vout_thread_t * );
static int Manage ( vout_thread_t * );
static void Render ( vout_thread_t *, picture_t * );
static void DisplayVideo ( vout_thread_t *, picture_t * );
static int Control ( vout_thread_t *, int, va_list );
static inline int GetAlignedSize( int );
static int InitTextures ( vout_thread_t * );
static int SendEvents ( vlc_object_t *, char const *,
vlc_value_t, vlc_value_t, void * );
#ifdef OPENGL_MORE_EFFECT
static float Z_Compute ( float, int, float, float );
static void Transform ( float, int, float, float, int, int, int, int, double *, double * );
/*****************************************************************************
* Module descriptor
*****************************************************************************/
#define ACCURACY_TEXT N_( "OpenGL sampling accuracy " )
#define ACCURACY_LONGTEXT N_( "Select the accuracy of 3D object sampling(1 = min and 10 = max)" )
#define RADIUS_TEXT N_( "OpenGL Cylinder radius" )
#define RADIUS_LONGTEXT N_( "Radius of the OpenGL cylinder effect, if enabled" )
#define POV_X_TEXT N_("Point of view x-coordinate")
#define POV_X_LONGTEXT N_("Point of view (X coordinate) of the cube/cylinder "\
"effect, if enabled.")
#define POV_Y_TEXT N_("Point of view y-coordinate")
#define POV_Y_LONGTEXT N_("Point of view (Y coordinate) of the cube/cylinder "\
"effect, if enabled.")
#define POV_Z_TEXT N_("Point of view z-coordinate")
#define POV_Z_LONGTEXT N_("Point of view (Z coordinate) of the cube/cylinder "\
"effect, if enabled.")
#endif
#define PROVIDER_TEXT N_("OpenGL Provider")
#define PROVIDER_LONGTEXT N_("Allows you to modify what OpenGL provider should be used")
#define SPEED_TEXT N_( "OpenGL cube rotation speed" )
#define SPEED_LONGTEXT N_( "Rotation speed of the OpenGL cube effect, if " \
"enabled." )
#define EFFECT_TEXT N_("Effect")
#define EFFECT_LONGTEXT N_( \
"Several visual OpenGL effects are available." )
#ifndef OPENGL_MORE_EFFECT
static const char *ppsz_effects[] = {
"none", "cube", "transparent-cube" };
static const char *ppsz_effects_text[] = {
N_("None"), N_("Cube"), N_("Transparent Cube") };
#endif
vlc_module_begin();
set_shortname( "OpenGL" );
set_category( CAT_VIDEO );
set_subcategory( SUBCAT_VIDEO_VOUT );
set_description( _("OpenGL video output") );
#ifdef __APPLE__
set_capability( "video output", 200 );
#else
set_capability( "video output", 20 );
#endif
add_shortcut( "opengl" );
add_float( "opengl-cube-speed", 2.0, NULL, SPEED_TEXT,
SPEED_LONGTEXT, VLC_TRUE );
#ifdef OPENGL_MORE_EFFECT
add_integer_with_range( "opengl-accuracy", 4, 1, 10, NULL, ACCURACY_TEXT,
ACCURACY_LONGTEXT, VLC_TRUE );
add_float_with_range( "opengl-pov-x", 0.0, -1.0, 1.0, NULL, POV_X_TEXT,
POV_X_LONGTEXT, VLC_TRUE );
add_float_with_range( "opengl-pov-y", 0.0, -1.0, 1.0, NULL, POV_Y_TEXT,
POV_Y_LONGTEXT, VLC_TRUE );
add_float_with_range( "opengl-pov-z", -1.0, -1.0, 1.0, NULL, POV_Z_TEXT,
POV_Z_LONGTEXT, VLC_TRUE );
add_float( "opengl-cylinder-radius", -100.0, NULL, RADIUS_TEXT,
RADIUS_LONGTEXT, VLC_TRUE );
#endif
/* Allow opengl provider plugin selection */
add_string( "opengl-provider", "default", NULL, PROVIDER_TEXT,
PROVIDER_LONGTEXT, VLC_TRUE );
set_callbacks( CreateVout, DestroyVout );
add_string( "opengl-effect", "none", NULL, EFFECT_TEXT,
EFFECT_LONGTEXT, VLC_FALSE );
change_string_list( ppsz_effects, ppsz_effects_text, 0 );
vlc_module_end();
/*****************************************************************************
* vout_sys_t: video output method descriptor
*****************************************************************************
* This structure is part of the video output thread descriptor.
* It describes the OpenGL specific properties of the output thread.
*****************************************************************************/
struct vout_sys_t
{
vout_thread_t *p_vout;
uint8_t *pp_buffer[2];
int i_index;
int i_tex_width;
int i_tex_height;
GLuint p_textures[2];
int i_effect;
float f_speed;
float f_radius;
};
/*****************************************************************************
* CreateVout: This function allocates and initializes the OpenGL vout method.
*****************************************************************************/
static int CreateVout( vlc_object_t *p_this )
{
vout_thread_t *p_vout = (vout_thread_t *)p_this;
vout_sys_t *p_sys;
char * psz;
/* Allocate structure */
p_vout->p_sys = p_sys = malloc( sizeof( vout_sys_t ) );
if( p_sys == NULL )
{
msg_Err( p_vout, "out of memory" );
return VLC_EGENERIC;
}
var_Create( p_vout, "opengl-effect", VLC_VAR_STRING | VLC_VAR_DOINHERIT );
p_sys->i_index = 0;
#ifdef __APPLE__
p_sys->i_tex_width = p_vout->fmt_in.i_width;
p_sys->i_tex_height = p_vout->fmt_in.i_height;
#else
/* A texture must have a size aligned on a power of 2 */
p_sys->i_tex_width = GetAlignedSize( p_vout->fmt_in.i_width );
p_sys->i_tex_height = GetAlignedSize( p_vout->fmt_in.i_height );
#endif
msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
p_sys->i_tex_height );
/* Get window */
p_sys->p_vout =
(vout_thread_t *)vlc_object_create( p_this, VLC_OBJECT_OPENGL );
if( p_sys->p_vout == NULL )
{
msg_Err( p_vout, "out of memory" );
return VLC_ENOMEM;
}
vlc_object_attach( p_sys->p_vout, p_this );
p_sys->p_vout->i_window_width = p_vout->i_window_width;
p_sys->p_vout->i_window_height = p_vout->i_window_height;
p_sys->p_vout->b_fullscreen = p_vout->b_fullscreen;
p_sys->p_vout->render.i_width = p_vout->render.i_width;
p_sys->p_vout->render.i_height = p_vout->render.i_height;
p_sys->p_vout->render.i_aspect = p_vout->render.i_aspect;
p_sys->p_vout->fmt_render = p_vout->fmt_render;
p_sys->p_vout->fmt_in = p_vout->fmt_in;
p_sys->p_vout->b_scale = p_vout->b_scale;
p_sys->p_vout->i_alignment = p_vout->i_alignment;
psz = config_GetPsz( p_vout, "opengl-provider" );
msg_Dbg( p_vout, "requesting \"%s\" opengl provider",
psz ? psz : "default" );
p_sys->p_vout->p_module =
module_Need( p_sys->p_vout, "opengl provider", psz, 0 );
free( psz );
if( p_sys->p_vout->p_module == NULL )
{
msg_Warn( p_vout, "No OpenGL provider found" );
vlc_object_detach( p_sys->p_vout );
vlc_object_destroy( p_sys->p_vout );
return VLC_ENOOBJ;
}
p_sys->f_speed = var_CreateGetFloat( p_vout, "opengl-cube-speed" );
p_sys->f_radius = var_CreateGetFloat( p_vout, "opengl-cylinder-radius" );
p_vout->pf_init = Init;
p_vout->pf_end = End;
p_vout->pf_manage = Manage;
p_vout->pf_render = Render;
p_vout->pf_display = DisplayVideo;
p_vout->pf_control = Control;
/* Forward events from the opengl provider */
var_Create( p_sys->p_vout, "mouse-x", VLC_VAR_INTEGER );
var_Create( p_sys->p_vout, "mouse-y", VLC_VAR_INTEGER );
var_Create( p_sys->p_vout, "mouse-moved", VLC_VAR_BOOL );
var_Create( p_sys->p_vout, "mouse-clicked", VLC_VAR_INTEGER );
var_Create( p_sys->p_vout, "mouse-button-down", VLC_VAR_INTEGER );
var_Create( p_sys->p_vout, "video-on-top",
VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
var_AddCallback( p_sys->p_vout, "mouse-x", SendEvents, p_vout );
var_AddCallback( p_sys->p_vout, "mouse-y", SendEvents, p_vout );
var_AddCallback( p_sys->p_vout, "mouse-moved", SendEvents, p_vout );
var_AddCallback( p_sys->p_vout, "mouse-clicked", SendEvents, p_vout );
var_AddCallback( p_sys->p_vout, "mouse-button-down", SendEvents, p_vout );
return VLC_SUCCESS;
}
/*****************************************************************************
* Init: initialize the OpenGL video thread output method
*****************************************************************************/
static int Init( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
int i_pixel_pitch;
vlc_value_t val;
p_sys->p_vout->pf_init( p_sys->p_vout );
/* TODO: We use YCbCr on Mac which is Y422, but on OSX it seems to == YUY2. Verify */
#if ( defined( WORDS_BIGENDIAN ) && VLCGL_FORMAT == GL_YCBCR_422_APPLE ) || (VLCGL_FORMAT == YCBCR_MESA)
p_vout->output.i_chroma = VLC_FOURCC('Y','U','Y','2');
i_pixel_pitch = 2;
#elif (VLCGL_FORMAT == GL_YCBCR_422_APPLE)
p_vout->output.i_chroma = VLC_FOURCC('U','Y','V','Y');
i_pixel_pitch = 2;
#elif VLCGL_FORMAT == GL_RGB
# if VLCGL_TYPE == GL_UNSIGNED_BYTE
p_vout->output.i_chroma = VLC_FOURCC('R','V','2','4');
# if defined( WORDS_BIGENDIAN )
p_vout->output.i_rmask = 0x00ff0000;
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x000000ff;
# else
p_vout->output.i_rmask = 0x000000ff;
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x00ff0000;
# endif
i_pixel_pitch = 3;
# else
p_vout->output.i_chroma = VLC_FOURCC('R','V','1','6');
# if defined( WORDS_BIGENDIAN )
p_vout->output.i_rmask = 0x001f;
p_vout->output.i_gmask = 0x07e0;
p_vout->output.i_bmask = 0xf800;
# else
p_vout->output.i_rmask = 0xf800;
p_vout->output.i_gmask = 0x07e0;
p_vout->output.i_bmask = 0x001f;
# endif
i_pixel_pitch = 2;
# endif
#else
p_vout->output.i_chroma = VLC_FOURCC('R','V','3','2');
# if defined( WORDS_BIGENDIAN )
p_vout->output.i_rmask = 0xff000000;
p_vout->output.i_gmask = 0x00ff0000;
p_vout->output.i_bmask = 0x0000ff00;
# else
p_vout->output.i_rmask = 0x000000ff;
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x00ff0000;
# endif
i_pixel_pitch = 4;
#endif
/* Since OpenGL can do rescaling for us, stick to the default
* coordinates and aspect. */
p_vout->output.i_width = p_vout->render.i_width;
p_vout->output.i_height = p_vout->render.i_height;
p_vout->output.i_aspect = p_vout->render.i_aspect;
p_vout->fmt_out = p_vout->fmt_in;
p_vout->fmt_out.i_chroma = p_vout->output.i_chroma;
/* We know the chroma, allocate one buffer which will be used
* directly by the decoder */
p_sys->pp_buffer[0] =
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
if( !p_sys->pp_buffer[0] )
{
msg_Err( p_vout, "out of memory" );
return -1;
}
p_sys->pp_buffer[1] =
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
if( !p_sys->pp_buffer[1] )
{
msg_Err( p_vout, "out of memory" );
return -1;
}
p_vout->p_picture[0].i_planes = 1;
p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[0];
p_vout->p_picture[0].p->i_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_visible_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_pixel_pitch = i_pixel_pitch;
p_vout->p_picture[0].p->i_pitch = p_vout->output.i_width *
p_vout->p_picture[0].p->i_pixel_pitch;
p_vout->p_picture[0].p->i_visible_pitch = p_vout->output.i_width *
p_vout->p_picture[0].p->i_pixel_pitch;
p_vout->p_picture[0].i_status = DESTROYED_PICTURE;
p_vout->p_picture[0].i_type = DIRECT_PICTURE;
PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0];
I_OUTPUTPICTURES = 1;
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return 0;
}
InitTextures( p_vout );
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT );
/* Check if the user asked for useless visual effects */
var_Get( p_vout, "opengl-effect", &val );
if( !val.psz_string || !strcmp( val.psz_string, "none" ))
{
p_sys->i_effect = OPENGL_EFFECT_NONE;
}
else if( !strcmp( val.psz_string, "cube" ) )
{
p_sys->i_effect = OPENGL_EFFECT_CUBE;
glEnable( GL_CULL_FACE);
}
else if( !strcmp( val.psz_string, "transparent-cube" ) )
{
p_sys->i_effect = OPENGL_EFFECT_TRANSPARENT_CUBE;
glDisable( GL_DEPTH_TEST );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
}
else
{
#ifdef OPENGL_MORE_EFFECT
p_sys->i_effect = 3;
while (( strcmp( val.psz_string, ppsz_effects[p_sys->i_effect]) ) && (pow(2,p_sys->i_effect) < INIFILE))
{
p_sys->i_effect ++;
}
if (pow(2,p_sys->i_effect) < INIFILE)
p_sys->i_effect = pow(2,p_sys->i_effect);
else if ( strcmp( val.psz_string, ppsz_effects[p_sys->i_effect]))
{
msg_Warn( p_vout, "no valid opengl effect provided, using "
"\"none\"" );
p_sys->i_effect = OPENGL_EFFECT_NONE;
}
#else
msg_Warn( p_vout, "no valid opengl effect provided, using "
"\"none\"" );
p_sys->i_effect = OPENGL_EFFECT_NONE;
#endif
}
if( val.psz_string ) free( val.psz_string );
if( p_sys->i_effect & ( OPENGL_EFFECT_CUBE |
OPENGL_EFFECT_TRANSPARENT_CUBE ) )
{
/* Set the perpective */
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, - 5.0 );
}
#ifdef OPENGL_MORE_EFFECT
else
{
/* Set the perpective */
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -3.0 );
float f_pov_x, f_pov_y, f_pov_z;
f_pov_x = var_CreateGetFloat( p_vout, "opengl-pov-x");
f_pov_y = var_CreateGetFloat( p_vout, "opengl-pov-y");
f_pov_z = var_CreateGetFloat( p_vout, "opengl-pov-z");
gluLookAt(0, 0, 0, f_pov_x, f_pov_y, f_pov_z, 0, 1, 0);
}
#endif
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
return 0;
}
/*****************************************************************************
* End: terminate GLX video thread output method
*****************************************************************************/
static void End( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return;
}
glFinish();
glFlush();
/* Free the texture buffer*/
glDeleteTextures( 2, p_sys->p_textures );
if( p_sys->pp_buffer[0] ) free( p_sys->pp_buffer[0] );
if( p_sys->pp_buffer[1] ) free( p_sys->pp_buffer[1] );
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
}
/*****************************************************************************
* Destroy: destroy GLX video thread output method
*****************************************************************************
* Terminate an output method created by CreateVout
*****************************************************************************/
static void DestroyVout( vlc_object_t *p_this )
{
vout_thread_t *p_vout = (vout_thread_t *)p_this;
vout_sys_t *p_sys = p_vout->p_sys;
module_Unneed( p_sys->p_vout, p_sys->p_vout->p_module );
vlc_object_detach( p_sys->p_vout );
vlc_object_destroy( p_sys->p_vout );
free( p_sys );
}
/*****************************************************************************
* Manage: handle Sys events
*****************************************************************************
* This function should be called regularly by video output thread. It returns
* a non null value if an error occurred.
*****************************************************************************/
static int Manage( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
int i_ret, i_fullscreen_change;
i_fullscreen_change = ( p_vout->i_changes & VOUT_FULLSCREEN_CHANGE );
p_vout->fmt_out.i_x_offset = p_sys->p_vout->fmt_in.i_x_offset =
p_vout->fmt_in.i_x_offset;
p_vout->fmt_out.i_y_offset = p_sys->p_vout->fmt_in.i_y_offset =
p_vout->fmt_in.i_y_offset;
p_vout->fmt_out.i_visible_width = p_sys->p_vout->fmt_in.i_visible_width =
p_vout->fmt_in.i_visible_width;
p_vout->fmt_out.i_visible_height = p_sys->p_vout->fmt_in.i_visible_height =
p_vout->fmt_in.i_visible_height;
p_vout->fmt_out.i_aspect = p_sys->p_vout->fmt_in.i_aspect =
p_vout->fmt_in.i_aspect;
p_vout->fmt_out.i_sar_num = p_sys->p_vout->fmt_in.i_sar_num =
p_vout->fmt_in.i_sar_num;
p_vout->fmt_out.i_sar_den = p_sys->p_vout->fmt_in.i_sar_den =
p_vout->fmt_in.i_sar_den;
p_vout->output.i_aspect = p_vout->fmt_in.i_aspect;
p_sys->p_vout->i_changes = p_vout->i_changes;
i_ret = p_sys->p_vout->pf_manage( p_sys->p_vout );
p_vout->i_changes = p_sys->p_vout->i_changes;
#ifdef __APPLE__
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return i_ret;
}
/* On OS X, we create the window and the GL view when entering
fullscreen - the textures have to be inited again */
if( i_fullscreen_change )
{
InitTextures( p_vout );
switch( p_sys->i_effect )
{
case OPENGL_EFFECT_CUBE:
#ifdef OPENGL_MORE_EFFECT
case CYLINDER:
case TORUS:
case SPHERE:
case SQUAREXY:
case SQUARER:
case ASINXY:
case ASINR:
case SINEXY:
case SINER:
#endif
glEnable( GL_CULL_FACE );
break;
case OPENGL_EFFECT_TRANSPARENT_CUBE:
glDisable( GL_DEPTH_TEST );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
break;
}
if( p_sys->i_effect & ( OPENGL_EFFECT_CUBE |
OPENGL_EFFECT_TRANSPARENT_CUBE ) )
{
/* Set the perpective */
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, - 5.0 );
}
#ifdef OPENGL_MORE_EFFECT
else
{
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -3.0 );
float f_pov_x, f_pov_y, f_pov_z;
f_pov_x = var_CreateGetFloat( p_vout, "opengl-pov-x");
f_pov_y = var_CreateGetFloat( p_vout, "opengl-pov-y");
f_pov_z = var_CreateGetFloat( p_vout, "opengl-pov-z");
gluLookAt(0, 0, 0, f_pov_x, f_pov_y, f_pov_z, 0, 1, 0);
}
#endif
}
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
#endif
// to align in real time in OPENGL
if (p_sys->p_vout->i_alignment != p_vout->i_alignment)
{
p_vout->i_changes = VOUT_CROP_CHANGE; //to force change
p_sys->p_vout->i_alignment = p_vout->i_alignment;
}
return i_ret;
}
/*****************************************************************************
* Render: render previously calculated output
*****************************************************************************/
static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
/* On Win32/GLX, we do this the usual way:
+ Fill the buffer with new content,
+ Reload the texture,
+ Use the texture.
On OS X with VRAM or AGP texturing, the order has to be:
+ Reload the texture,
+ Fill the buffer with new content,
+ Use the texture.
(Thanks to gcc from the Arstechnica forums for the tip)
Therefore, we have to use two buffers and textures. On Win32/GLX,
we reload the texture to be displayed and use it right away. On
OS X, we first render, then reload the texture to be used next
time. */
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return;
}
#ifdef __APPLE__
int i_new_index;
i_new_index = ( p_sys->i_index + 1 ) & 1;
/* Update the texture */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
p_vout->fmt_out.i_width,
p_vout->fmt_out.i_height,
VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[i_new_index] );
/* Bind to the previous texture for drawing */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
/* Switch buffers */
p_sys->i_index = i_new_index;
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
#else
/* Update the texture */
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
p_vout->fmt_out.i_width,
p_vout->fmt_out.i_height,
VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[0] );
#endif
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
}
#ifdef OPENGL_MORE_EFFECT
/*****************************************************************************
* Transform: Calculate the distorted grid coordinates
*****************************************************************************/
static void Transform(float p, int distortion, float width, float height,int i, int j, int i_visible_width, int i_visible_height, double *ix,double *iy)
{
double x,y,xnew,ynew;
double r,theta,rnew,thetanew;
x = (double)i * (width / ((double)i_visible_width));
y = (double)j * (height / ((double)i_visible_height));
x = (2.0 * (double)x / width) - 1;
y = (2.0 * (double)y / height) - 1;
xnew = x;
ynew = y;
r = sqrt(x*x+y*y);
theta = atan2(y,x);
switch (distortion)
{
/* GRID2D TRANSFORMATION */
case SINEXY:
xnew = sin(PID2*x);
ynew = sin(PID2*y);
break;
case SINER:
rnew = sin(PID2*r);
thetanew = theta;
xnew = rnew * cos(thetanew);
ynew = rnew * sin(thetanew);
break;
case SQUAREXY:
xnew = x*x*SIGN(x);
ynew = y*y*SIGN(y);
break;
case SQUARER:
rnew = r*r;
thetanew = theta;
xnew = rnew * cos(thetanew);
ynew = rnew * sin(thetanew);
break;
case ASINXY:
xnew = asin(x) / PID2;
ynew = asin(y) / PID2;
break;
case ASINR:
rnew = asin(r) / PID2;
thetanew = theta;
xnew = rnew * cos(thetanew);
ynew = rnew * sin(thetanew);
break;
/* OTHER WAY: 3D MODEL */
default:
xnew = x;
ynew = y;
}
*ix = width * (xnew + 1) / (2.0);
*iy = height * (ynew + 1) / (2.0);
}
/*****************************************************************************
* Z_Compute: Calculate the Z-coordinate
*****************************************************************************/
static float Z_Compute(float p, int distortion, float x, float y)
{
float f_z = 0.0;
double d_p = p / 100.0;
switch (distortion)
{
/* 3D MODEL */
case CYLINDER:
if (d_p > 0)
f_z = (1 - d_p * d_p) / (2 * d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x));
else
f_z = (1 - d_p * d_p) / (2 * d_p) + d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x));
break;
case TORUS:
if (d_p > 0)
f_z = (1 - d_p * d_p) / (d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x)) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - y * y));
else
f_z = (1 - d_p * d_p) / (d_p) + 2 * d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x)) + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - y * y));
break;
case SPHERE:
if (d_p > 0)
f_z = (1 - d_p * d_p) / (2 * d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x - y * y));
else
f_z = (1 - d_p * d_p) / (2 * d_p) + d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x - y * y));
break;
/* OTHER WAY: GRID2D TRANSFORMATION */
case SINEXY:;
case SINER:
case SQUAREXY:
case SQUARER:;
case ASINXY:
case ASINR:
f_z = 0.0;
break;
default:
f_z = 0.0;
}
return f_z;
}
#endif
/*****************************************************************************
* DisplayVideo: displays previously rendered output
*****************************************************************************/
static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
float f_width, f_height, f_x, f_y;
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return;
}
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
#ifdef __APPLE__
f_x = (float)p_vout->fmt_out.i_x_offset;
f_y = (float)p_vout->fmt_out.i_y_offset;
f_width = (float)p_vout->fmt_out.i_x_offset +
(float)p_vout->fmt_out.i_visible_width;
f_height = (float)p_vout->fmt_out.i_y_offset +
(float)p_vout->fmt_out.i_visible_height;
#else
f_x = (float)p_vout->fmt_out.i_x_offset / p_sys->i_tex_width;
f_y = (float)p_vout->fmt_out.i_y_offset / p_sys->i_tex_height;
f_width = ( (float)p_vout->fmt_out.i_x_offset +
p_vout->fmt_out.i_visible_width ) / p_sys->i_tex_width;
f_height = ( (float)p_vout->fmt_out.i_y_offset +
p_vout->fmt_out.i_visible_height ) / p_sys->i_tex_height;
#endif
/* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call pf_display to force redraw. Currently,
the OS X provider uses it to get a smooth window resizing */
glClear( GL_COLOR_BUFFER_BIT );
if( p_sys->i_effect == OPENGL_EFFECT_NONE )
{
glEnable( VLCGL_TARGET );
glBegin( GL_POLYGON );
glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );
glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
glEnd();
}
else
#ifdef OPENGL_MORE_EFFECT
if ((p_sys->i_effect > OPENGL_EFFECT_TRANSPARENT_CUBE) ||
((p_sys->i_effect == OPENGL_EFFECT_NONE)))
{
unsigned int i_i, i_j;
unsigned int i_accuracy = config_GetInt( p_vout, "opengl-accuracy");
unsigned int i_n = pow(2, i_accuracy);
unsigned int i_n_x = (p_vout->fmt_out.i_visible_width / (i_n * 2));
unsigned int i_n_y = (p_vout->fmt_out.i_visible_height / i_n);
double d_x, d_y;
int i_distortion = p_sys->i_effect;
float f_p = p_sys->f_radius;
glEnable( VLCGL_TARGET );
glBegin(GL_QUADS);
for (i_i = 0; i_i < p_vout->fmt_out.i_visible_width; i_i += i_n_x)
{
if ( i_i == i_n_x * i_n / 2) i_n_x += p_vout->fmt_out.i_visible_width % i_n;
if ((i_i == (p_vout->fmt_out.i_visible_width / i_n) * i_n / 2 + i_n_x) &&
(p_vout->fmt_out.i_visible_width / i_n != i_n_x))
i_n_x -= p_vout->fmt_out.i_visible_width % i_n;
int i_m;
int i_index_max = 0;
for (i_j = 0; i_j < p_vout->fmt_out.i_visible_height; i_j += i_n_y)
{
if ( i_j == i_n_y * i_n / 2) i_n_y += p_vout->fmt_out.i_visible_height % i_n;
if ((i_j == (p_vout->fmt_out.i_visible_height / i_n) * i_n / 2 + i_n_y) &&
(p_vout->fmt_out.i_visible_height / i_n != i_n_y))
i_n_y -= p_vout->fmt_out.i_visible_height % i_n;
for (i_m = i_index_max; i_m < i_index_max + 4; i_m++)
{
int i_k = ((i_m % 4) == 1) || ((i_m % 4) == 2);
int i_l = ((i_m % 4) == 2) || ((i_m % 4) == 3);
Transform(f_p, i_distortion, f_width, f_height, i_i + i_k * i_n_x, i_j + i_l * i_n_y, p_vout->fmt_out.i_visible_width, p_vout->fmt_out.i_visible_height, &d_x, &d_y);
glTexCoord2f(f_x + d_x, f_y + d_y);
d_x = - 1.0 + 2.0 * ((double)(i_k * i_n_x + i_i) / (double)p_vout->fmt_out.i_visible_width);
d_y = 1.0 - 2.0 * (((double)i_l * i_n_y + i_j) / (double)p_vout->fmt_out.i_visible_height);
glVertex3f((float)d_x, (float)d_y, Z_Compute(f_p, i_distortion, (float)d_x, (float)d_y));
}
}
}
glEnd();
}
else
#endif
{
glRotatef( 0.5 * p_sys->f_speed , 0.3, 0.5, 0.7 );
glEnable( VLCGL_TARGET );
glBegin( GL_QUADS );
/* Front */
glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, 1.0 );
glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, 1.0 );
/* Left */
glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );
glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, 1.0 );
/* Back */
glTexCoord2f( f_x, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
glTexCoord2f( f_x, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );
/* Right */
glTexCoord2f( f_x, f_y ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( f_x, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );
glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
/* Top */
glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );
glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, 1.0, 1.0 );
glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
/* Bottom */
glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, - 1.0, 1.0 );
glEnd();
}
glDisable( VLCGL_TARGET );
p_sys->p_vout->pf_swap( p_sys->p_vout );
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
}
int GetAlignedSize( int i_size )
{
/* Return the nearest power of 2 */
int i_result = 1;
while( i_result < i_size )
{
i_result *= 2;
}
return i_result;
}
/*****************************************************************************
* Control: control facility for the vout
*****************************************************************************/
static int Control( vout_thread_t *p_vout, int i_query, va_list args )
{
vout_sys_t *p_sys = p_vout->p_sys;
switch( i_query )
{
case VOUT_SNAPSHOT:
return vout_vaControlDefault( p_vout, i_query, args );
default:
if( p_sys->p_vout->pf_control )
return p_sys->p_vout->pf_control( p_sys->p_vout, i_query, args );
else
return vout_vaControlDefault( p_vout, i_query, args );
}
}
static int InitTextures( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
int i_index;
glDeleteTextures( 2, p_sys->p_textures );
glGenTextures( 2, p_sys->p_textures );
for( i_index = 0; i_index < 2; i_index++ )
{
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );
/* Set the texture parameters */
glTexParameterf( VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0 );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
#ifdef __APPLE__
/* Tell the driver not to make a copy of the texture but to use
our buffer */
glEnable( GL_UNPACK_CLIENT_STORAGE_APPLE );
glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );
#if 0
/* Use VRAM texturing */
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE );
#else
/* Use AGP texturing */
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE );
#endif
#endif
/* Call glTexImage2D only once, and use glTexSubImage2D later */
glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,
p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
p_sys->pp_buffer[i_index] );
}
return 0;
}
/*****************************************************************************
* SendEvents: forward mouse and keyboard events to the parent p_vout
*****************************************************************************/
static int SendEvents( vlc_object_t *p_this, char const *psz_var,
vlc_value_t oldval, vlc_value_t newval, void *_p_vout )
{
return var_Set( (vlc_object_t *)_p_vout, psz_var, newval );
}