]> git.sesse.net Git - casparcg/blob - core/mixer/image/image_kernel.cpp
2.0. mixer: Composite local_key with internal_key instead of overriding.
[casparcg] / core / mixer / image / image_kernel.cpp
1 /*\r
2 * copyright (c) 2010 Sveriges Television AB <info@casparcg.com>\r
3 *\r
4 *  This file is part of CasparCG.\r
5 *\r
6 *    CasparCG is free software: you can redistribute it and/or modify\r
7 *    it under the terms of the GNU General Public License as published by\r
8 *    the Free Software Foundation, either version 3 of the License, or\r
9 *    (at your option) any later version.\r
10 *\r
11 *    CasparCG is distributed in the hope that it will be useful,\r
12 *    but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13 *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14 *    GNU General Public License for more details.\r
15 \r
16 *    You should have received a copy of the GNU General Public License\r
17 *    along with CasparCG.  If not, see <http://www.gnu.org/licenses/>.\r
18 *\r
19 */\r
20 #include "../../stdafx.h"\r
21 \r
22 #include "image_kernel.h"\r
23 \r
24 #include <common/exception/exceptions.h>\r
25 #include <common/gl/gl_check.h>\r
26 \r
27 #include <core/video_format.h>\r
28 #include <core/producer/frame/pixel_format.h>\r
29 #include <core/producer/frame/image_transform.h>\r
30 \r
31 #include <boost/noncopyable.hpp>\r
32 \r
33 #include <unordered_map>\r
34 \r
35 namespace caspar { namespace core {\r
36 \r
37 class shader_program : boost::noncopyable\r
38 {\r
39         GLuint program_;\r
40 public:\r
41 \r
42         shader_program() : program_(0) {}\r
43         shader_program(shader_program&& other) : program_(other.program_){other.program_ = 0;}\r
44         shader_program(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)\r
45         {\r
46                 GLint success;\r
47         \r
48                 const char* vertex_source = vertex_source_str.c_str();\r
49                                                 \r
50                 auto vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);\r
51                                         \r
52                 GL(glShaderSourceARB(vertex_shader, 1, &vertex_source, NULL));\r
53                 GL(glCompileShaderARB(vertex_shader));\r
54 \r
55                 GL(glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
56                 if (success == GL_FALSE)\r
57                 {\r
58                         char info[2048];\r
59                         GL(glGetInfoLogARB(vertex_shader, sizeof(info), 0, info));\r
60                         GL(glDeleteObjectARB(vertex_shader));\r
61                         std::stringstream str;\r
62                         str << "Failed to compile vertex shader:" << std::endl << info << std::endl;\r
63                         BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
64                 }\r
65                         \r
66                 const char* fragment_source = fragment_source_str.c_str();\r
67                                                 \r
68                 auto fragmemt_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);\r
69                                         \r
70                 GL(glShaderSourceARB(fragmemt_shader, 1, &fragment_source, NULL));\r
71                 GL(glCompileShaderARB(fragmemt_shader));\r
72 \r
73                 GL(glGetObjectParameterivARB(fragmemt_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
74                 if (success == GL_FALSE)\r
75                 {\r
76                         char info[2048];\r
77                         GL(glGetInfoLogARB(fragmemt_shader, sizeof(info), 0, info));\r
78                         GL(glDeleteObjectARB(fragmemt_shader));\r
79                         std::stringstream str;\r
80                         str << "Failed to compile fragment shader:" << std::endl << info << std::endl;\r
81                         BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
82                 }\r
83                         \r
84                 program_ = glCreateProgramObjectARB();\r
85                         \r
86                 GL(glAttachObjectARB(program_, vertex_shader));\r
87                 GL(glAttachObjectARB(program_, fragmemt_shader));\r
88 \r
89                 GL(glLinkProgramARB(program_));\r
90                         \r
91                 GL(glDeleteObjectARB(vertex_shader));\r
92                 GL(glDeleteObjectARB(fragmemt_shader));\r
93 \r
94                 GL(glGetObjectParameterivARB(program_, GL_OBJECT_LINK_STATUS_ARB, &success));\r
95                 if (success == GL_FALSE)\r
96                 {\r
97                         char info[2048];\r
98                         GL(glGetInfoLogARB(program_, sizeof(info), 0, info));\r
99                         GL(glDeleteObjectARB(program_));\r
100                         std::stringstream str;\r
101                         str << "Failed to link shader program:" << std::endl << info << std::endl;\r
102                         BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
103                 }\r
104                 GL(glUseProgramObjectARB(program_));\r
105                 glUniform1i(glGetUniformLocation(program_, "plane[0]"), 0);\r
106                 glUniform1i(glGetUniformLocation(program_, "plane[1]"), 1);\r
107                 glUniform1i(glGetUniformLocation(program_, "plane[2]"), 2);\r
108                 glUniform1i(glGetUniformLocation(program_, "plane[3]"), 3);\r
109                 glUniform1i(glGetUniformLocation(program_, "plane[4]"), 4);\r
110         }\r
111 \r
112         GLint get_location(const char* name)\r
113         {\r
114                 GLint loc = glGetUniformLocation(program_, name);\r
115                 return loc;\r
116         }\r
117 \r
118         shader_program& operator=(shader_program&& other) \r
119         {\r
120                 program_ = other.program_; \r
121                 other.program_ = 0; \r
122                 return *this;\r
123         }\r
124 \r
125         ~shader_program()\r
126         {\r
127                 glDeleteProgram(program_);\r
128         }\r
129 \r
130         void use()\r
131         {       \r
132                 GL(glUseProgramObjectARB(program_));            \r
133         }\r
134 };\r
135 \r
136 GLubyte progressive_pattern[] = {\r
137         0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
138         0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
139         0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
140         0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xFF, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff};\r
141         \r
142 GLubyte upper_pattern[] = {\r
143         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
144         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
145         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
146         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};\r
147                 \r
148 GLubyte lower_pattern[] = {\r
149         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, \r
150         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,\r
151         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,\r
152         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};\r
153 \r
154 struct image_kernel::implementation : boost::noncopyable\r
155 {       \r
156         std::unordered_map<core::pixel_format::type, shader_program> shaders_;\r
157 \r
158 public:\r
159         std::unordered_map<core::pixel_format::type, shader_program>& shaders()\r
160         {\r
161                 GL(glEnable(GL_POLYGON_STIPPLE));\r
162                 GL(glEnable(GL_BLEND));\r
163                 GL(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE));\r
164 \r
165                 if(shaders_.empty())\r
166                 {\r
167                 std::string common_vertex = \r
168                         "void main()                                                                                                                    "\r
169                         "{                                                                                                                                              "\r
170                         "       gl_TexCoord[0] = gl_MultiTexCoord0;                                                                     "\r
171                         "       gl_TexCoord[1] = gl_MultiTexCoord1;                                                                     "\r
172                         "       gl_FrontColor = gl_Color;                                                                                       "\r
173                         "       gl_Position = ftransform();                                                                                     "\r
174                         "}                                                                                                                                              ";\r
175 \r
176                 std::string common_fragment = \r
177                         "uniform sampler2D      plane[5];                                                                                       "\r
178                         "uniform float          gain;                                                                                           "\r
179                         "uniform bool           HD;                                                                                                     "\r
180                         "uniform bool           local_key;                                                                                      "\r
181                         "uniform bool           layer_key;                                                                                      "\r
182                                                                                                                                                                 \r
183                         // NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf               \r
184                         // TODO: Support for more yuv formats might be needed.                                  \r
185                         "vec4 ycbcra_to_bgra_sd(float y, float cb, float cr, float a)                   "\r
186                         "{                                                                                                                                              "\r
187                         "       cb -= 0.5;                                                                                                                      "\r
188                         "       cr -= 0.5;                                                                                                                      "\r
189                         "       y = 1.164*(y-0.0625);                                                                                           "\r
190                         "                                                                                                                                               "\r
191                         "       vec4 color;                                                                                                                     "\r
192                         "       color.r = y + 1.596 * cr;                                                                                       "\r
193                         "       color.g = y - 0.813 * cr - 0.391 * cb;                                                          "\r
194                         "       color.b = y + 2.018 * cb;                                                                                       "\r
195                         "       color.a = a;                                                                                                            "\r
196                         "                                                                                                                                               "\r
197                         "       return color;                                                                                                           "\r
198                         "}                                                                                                                                              "                       \r
199                         "                                                                                                                                               "\r
200 \r
201                         "vec4 ycbcra_to_bgra_hd(float y, float cb, float cr, float a)                   "\r
202                         "{                                                                                                                                              "\r
203                         "       cb -= 0.5;                                                                                                                      "\r
204                         "       cr -= 0.5;                                                                                                                      "\r
205                         "       y = 1.164*(y-0.0625);                                                                                           "\r
206                         "                                                                                                                                               "\r
207                         "       vec4 color;                                                                                                                     "\r
208                         "       color.r = y + 1.793 * cr;                                                                                       "\r
209                         "       color.g = y - 0.534 * cr - 0.213 * cb;                                                          "\r
210                         "       color.b = y + 2.115 * cb;                                                                                       "\r
211                         "       color.a = a;                                                                                                            "\r
212                         "                                                                                                                                               "\r
213                         "       return color;                                                                                                           "\r
214                         "}                                                                                                                                              "                       \r
215                         "                                                                                                                                               ";\r
216                         \r
217                 shaders_[core::pixel_format::gray] = shader_program(common_vertex, common_fragment +\r
218 \r
219                         "void main()                                                                                                                    "\r
220                         "{                                                                                                                                              "\r
221                         "       vec4 rgba = vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0);      "\r
222                         "       if(local_key)                                                                                                           "\r
223                         "               rgba.a *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
224                         "       if(layer_key)                                                                                                           "\r
225                         "               rgba.a *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
226                         "       gl_FragColor = rgba * gain;                                                                                     "\r
227                         "}                                                                                                                                              ");\r
228 \r
229                 shaders_[core::pixel_format::abgr] = shader_program(common_vertex, common_fragment +\r
230 \r
231                         "void main()                                                                                                                    "\r
232                         "{                                                                                                                                              "\r
233                         "       vec4 abgr = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
234                         "       if(local_key)                                                                                                           "\r
235                         "               abgr.b *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
236                         "       if(layer_key)                                                                                                           "\r
237                         "               abgr.b *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
238                         "       gl_FragColor = abgr.argb * gain;                                                                        "\r
239                         "}                                                                                                                                              ");\r
240                 \r
241                 shaders_[core::pixel_format::argb]= shader_program(common_vertex, common_fragment +\r
242 \r
243                         "void main()                                                                                                                    "       \r
244                         "{                                                                                                                                              "\r
245                         "       vec4 argb = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
246                         "       if(local_key)                                                                                                           "\r
247                         "               argb.b *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
248                         "       if(layer_key)                                                                                                           "\r
249                         "               argb.b *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
250                         "       gl_FragColor = argb.grab * gl_Color * gain;                                                     "\r
251                         "}                                                                                                                                              ");\r
252                 \r
253                 shaders_[core::pixel_format::bgra]= shader_program(common_vertex, common_fragment +\r
254 \r
255                         "void main()                                                                                                                    "\r
256                         "{                                                                                                                                              "\r
257                         "       vec4 bgra = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
258                         "       if(local_key)                                                                                                           "\r
259                         "               bgra.a *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
260                         "       if(layer_key)                                                                                                           "\r
261                         "               bgra.a *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
262                         "       gl_FragColor = bgra.rgba * gl_Color * gain;                                                     "\r
263                         "}                                                                                                                                              ");\r
264                 \r
265                 shaders_[core::pixel_format::rgba] = shader_program(common_vertex, common_fragment +\r
266 \r
267                         "void main()                                                                                                                    "\r
268                         "{                                                                                                                                              "\r
269                         "       vec4 rgba = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
270                         "       if(local_key)                                                                                                           "\r
271                         "               rgba.a *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
272                         "       if(layer_key)                                                                                                           "\r
273                         "               rgba.a *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
274                         "       gl_FragColor = rgba.bgra * gl_Color * gain;                                                     "\r
275                         "}                                                                                                                                              ");\r
276                 \r
277                 shaders_[core::pixel_format::ycbcr] = shader_program(common_vertex, common_fragment +\r
278 \r
279                         "void main()                                                                                                                    "\r
280                         "{                                                                                                                                              "\r
281                         "       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                            "\r
282                         "       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                            "\r
283                         "       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                            "\r
284                         "       float a = 1.0;                                                                                                          "       \r
285                         "       if(local_key)                                                                                                           "\r
286                         "               a *= texture2D(plane[3], gl_TexCoord[1].st).r;                                  "\r
287                         "       if(layer_key)                                                                                                           "\r
288                         "               a *= texture2D(plane[4], gl_TexCoord[1].st).r;                                  "\r
289                         "       if(HD)                                                                                                                          "\r
290                         "               gl_FragColor = ycbcra_to_bgra_hd(y, cb, cr, a) * gl_Color * gain;"\r
291                         "       else                                                                                                                            "\r
292                         "               gl_FragColor = ycbcra_to_bgra_sd(y, cb, cr, a) * gl_Color * gain;"\r
293                         "}                                                                                                                                              ");\r
294                 \r
295                 shaders_[core::pixel_format::ycbcra] = shader_program(common_vertex, common_fragment +\r
296 \r
297                         "void main()                                                                                                                    "\r
298                         "{                                                                                                                                              "\r
299                         "       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                            "\r
300                         "       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                            "\r
301                         "       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                            "\r
302                         "       float a  = texture2D(plane[3], gl_TexCoord[0].st).r;                            "\r
303                         "       if(local_key)                                                                                                           "\r
304                         "               a *= texture2D(plane[3], gl_TexCoord[1].st).r;                                  "\r
305                         "       if(layer_key)                                                                                                           "\r
306                         "               a *= texture2D(plane[4], gl_TexCoord[1].st).r;                                  "\r
307                         "       if(HD)                                                                                                                          "\r
308                         "               gl_FragColor = ycbcra_to_bgra_hd(y, cb, cr, a) * gl_Color * gain;"\r
309                         "       else                                                                                                                            "\r
310                         "               gl_FragColor = ycbcra_to_bgra_sd(y, cb, cr, a) * gl_Color * gain;"\r
311                         "}                                                                                                                                              ");\r
312                 }\r
313                 return shaders_;\r
314         }\r
315 };\r
316 \r
317 image_kernel::image_kernel() : impl_(new implementation()){}\r
318 \r
319 void image_kernel::draw(size_t width, size_t height, const core::pixel_format_desc& pix_desc, const core::image_transform& transform, bool local_key, bool layer_key)\r
320 {\r
321         if(transform.get_opacity() < 0.001)\r
322                 return;\r
323 \r
324         GL(glEnable(GL_TEXTURE_2D));\r
325         GL(glDisable(GL_DEPTH_TEST));   \r
326 \r
327         impl_->shaders()[pix_desc.pix_fmt].use();\r
328 \r
329         GL(glUniform1f(impl_->shaders()[pix_desc.pix_fmt].get_location("gain"), static_cast<GLfloat>(transform.get_gain())));\r
330         GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("HD"), pix_desc.planes.at(0).height > 700 ? 1 : 0));\r
331         GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("local_key"), local_key ? 1 : 0));\r
332         GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("layer_key"), layer_key ? 1 : 0));\r
333 \r
334         if(transform.get_mode() == core::video_mode::upper)\r
335                 glPolygonStipple(upper_pattern);\r
336         else if(transform.get_mode() == core::video_mode::lower)\r
337                 glPolygonStipple(lower_pattern);\r
338         else\r
339                 glPolygonStipple(progressive_pattern);\r
340                         \r
341         GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
342         GL(glViewport(0, 0, width, height));\r
343                                                 \r
344         auto m_p = transform.get_clip_translation();\r
345         auto m_s = transform.get_clip_scale();\r
346         double w = static_cast<double>(width);\r
347         double h = static_cast<double>(height);\r
348 \r
349         GL(glEnable(GL_SCISSOR_TEST));\r
350         GL(glScissor(static_cast<size_t>(m_p[0]*w), static_cast<size_t>(m_p[1]*h), static_cast<size_t>(m_s[0]*w), static_cast<size_t>(m_s[1]*h)));\r
351                         \r
352         auto f_p = transform.get_fill_translation();\r
353         auto f_s = transform.get_fill_scale();\r
354                         \r
355         glBegin(GL_QUADS);\r
356                 glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        ,  f_p[1]        );             glVertex2d( f_p[0]        *2.0-1.0,  f_p[1]        *2.0-1.0);\r
357                 glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]),  f_p[1]        );             glVertex2d((f_p[0]+f_s[0])*2.0-1.0,  f_p[1]        *2.0-1.0);\r
358                 glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1]));             glVertex2d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
359                 glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        , (f_p[1]+f_s[1]));             glVertex2d( f_p[0]        *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
360         glEnd();\r
361         GL(glDisable(GL_SCISSOR_TEST)); \r
362 }\r
363 \r
364 }}