/*****************************************************************************
* opengl.c: OpenGL video output
*****************************************************************************
- * Copyright (C) 2004 VideoLAN
+ * Copyright (C) 2004 the VideoLAN team
* $Id$
*
* Authors: Cyril Deguet <asmax@videolan.org>
* Gildas Bazin <gbazin@videolan.org>
+ * Eric Petit <titer@m0k.org>
*
* 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
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111, USA.
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
/*****************************************************************************
#include <vlc/vlc.h>
#include <vlc/vout.h>
+#ifdef SYS_DARWIN
+#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
#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
+
/*****************************************************************************
* Vout interface
*****************************************************************************/
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 * );
+
/*****************************************************************************
* Module descriptor
*****************************************************************************/
+#define SPEED_TEXT N_( "OpenGL cube rotation speed" )
+/*****************************************************************************
+ * Module descriptor
+ *****************************************************************************/
+#define SPEED_TEXT N_( "OpenGL cube rotation speed" )
+#define SPEED_LONGTEXT N_( "If the OpenGL cube effect is enabled, this " \
+ "controls its rotation speed." )
+
+#define EFFECT_TEXT N_("Select effect")
+#define EFFECT_LONGTEXT N_( \
+ "Allows you to select different visual effects.")
+
+static char *ppsz_effects[] = {
+ "none", "cube", "transparent-cube" };
+static char *ppsz_effects_text[] = {
+ N_("None"), N_("Cube"), N_("Transparent Cube") };
+
vlc_module_begin();
+ set_shortname( "OpenGL" );
+ set_category( CAT_VIDEO );
+ set_subcategory( SUBCAT_VIDEO_VOUT );
set_description( _("OpenGL video output") );
+#ifdef SYS_DARWIN
+ 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 );
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_thread_t *p_vout;
- uint8_t *p_buffer;
+ uint8_t *pp_buffer[2];
int i_index;
int i_tex_width;
int i_tex_height;
- GLuint texture;
+ GLuint p_textures[2];
+
+ int i_effect;
- int i_effect; //XXX
+ float f_speed;
};
/*****************************************************************************
return VLC_EGENERIC;
}
- //XXX set to 0 to disable the cube effect
- p_sys->i_effect = 1;
+ var_Create( p_vout, "opengl-effect", VLC_VAR_STRING | VLC_VAR_DOINHERIT );
+ p_sys->i_index = 0;
+#ifdef SYS_DARWIN
+ 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->render.i_width );
- p_sys->i_tex_height = GetAlignedSize( p_vout->render.i_height );
+ 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 );
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->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->i_window_height = p_vout->i_window_height;
+ 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;
p_sys->p_vout->p_module =
module_Need( p_sys->p_vout, "opengl provider", NULL, 0 );
if( p_sys->p_vout->p_module == NULL )
{
- msg_Err( p_vout, "No OpenGL provider found" );
+ 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;
}
- vlc_object_attach( p_sys->p_vout, p_this );
+
+ p_sys->f_speed = var_CreateGetFloat( p_vout, "opengl-cube-speed" );
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;
}
{
vout_sys_t *p_sys = p_vout->p_sys;
int i_pixel_pitch;
+ vlc_value_t val;
- /* No YUV textures :( */
+ p_sys->p_vout->pf_init( p_sys->p_vout );
-#if VLCGL_RGB_FORMAT == GL_RGB
-# if VLCGL_RGB_TYPE == GL_UNSIGNED_BYTE
+#if defined( SYS_DARWIN ) || (VLCGL_FORMAT == YCBCR_MESA)
+ p_vout->output.i_chroma = VLC_FOURCC('Y','U','Y','2');
+ 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');
p_vout->output.i_rmask = 0x000000ff;
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_height = p_vout->render.i_height;
p_vout->output.i_aspect = p_vout->render.i_aspect;
- /* We know the chroma, allocate a buffer which will be used
+ 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_vout->p_picture[0].i_planes = 1;
- p_sys->p_buffer =
+ 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->p_buffer )
+ if( !p_sys->pp_buffer[1] )
{
msg_Err( p_vout, "Out of memory" );
return -1;
}
- p_vout->p_picture[0].p->p_pixels = p_sys->p_buffer;
+ 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_sys->i_tex_width *
+ 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_type = DIRECT_PICTURE;
PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0];
+
I_OUTPUTPICTURES = 1;
- /* Set the texture parameters */
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ 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 );
- if( p_sys->i_effect )
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_CULL_FACE);
+ 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);
- /* glDisable( GL_DEPTH_TEST );
+ //glEnable( GL_DEPTH_TEST );
+ }
+ 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 );*/
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE );
+ }
+ else
+ {
+ msg_Warn( p_vout, "no valid opengl effect provided, using "
+ "\"none\"" );
+ p_sys->i_effect = OPENGL_EFFECT_NONE;
+ }
+ 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();
glTranslatef( 0.0, 0.0, - 5.0 );
}
+ if( p_sys->p_vout->pf_unlock )
+ {
+ p_sys->p_vout->pf_unlock( p_sys->p_vout );
+ }
+
return 0;
}
*****************************************************************************/
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();
+
+ if( p_sys->p_vout->pf_unlock )
+ {
+ p_sys->p_vout->pf_unlock( p_sys->p_vout );
+ }
}
/*****************************************************************************
vlc_object_destroy( p_sys->p_vout );
/* Free the texture buffer*/
- if( p_sys->p_buffer ) free( p_sys->p_buffer );
+ if( p_sys->pp_buffer[0] ) free( p_sys->pp_buffer[0] );
+ if( p_sys->pp_buffer[1] ) free( p_sys->pp_buffer[1] );
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 occured.
+ * 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;
- return p_sys->p_vout->pf_manage( p_sys->p_vout );
+ 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 SYS_DARWIN
+ 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:
+ 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 );
+ }
+ }
+
+ if( p_sys->p_vout->pf_unlock )
+ {
+ p_sys->p_vout->pf_unlock( p_sys->p_vout );
+ }
+#endif
+
+ return i_ret;
}
/*****************************************************************************
static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
- float f_width = (float)p_vout->output.i_width / p_sys->i_tex_width;
- float f_height = (float)p_vout->output.i_height / p_sys->i_tex_height;
- glClear( GL_COLOR_BUFFER_BIT );
+ /* 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)
- glTexImage2D( GL_TEXTURE_2D, 0, 3,
- p_sys->i_tex_width, p_sys->i_tex_height , 0,
- VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->p_buffer );
+ 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->i_effect )
+ if( p_sys->p_vout->pf_lock &&
+ p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
- glEnable( GL_TEXTURE_2D );
+ msg_Warn( p_vout, "could not lock OpenGL provider" );
+ return;
+ }
+
+#ifdef SYS_DARWIN
+ 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 );
+ }
+}
+
+/*****************************************************************************
+ * 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 SYS_DARWIN
+ 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( 0.0, 0.0 ); glVertex2f( -1.0, 1.0 );
- glTexCoord2f( f_width, 0.0 ); glVertex2f( 1.0, 1.0 );
+ 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( 0.0, f_height ); glVertex2f( -1.0, -1.0 );
+ glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
glEnd();
}
else
{
- glRotatef( 1.0, 0.3, 0.5, 0.7 );
+ glRotatef( 0.5 * p_sys->f_speed , 0.3, 0.5, 0.7 );
- glEnable( GL_TEXTURE_2D );
+ glEnable( VLCGL_TARGET );
glBegin( GL_QUADS );
/* Front */
- glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, 1.0, 1.0 );
- glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );
+ 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, 0 ); glVertex3f( 1.0, 1.0, 1.0 );
+ glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, 1.0 );
/* Left */
- glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, 1.0, - 1.0 );
- glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
+ 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, 0 ); glVertex3f( - 1.0, 1.0, 1.0 );
+ glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, 1.0 );
/* Back */
- glTexCoord2f( 0, 0 ); glVertex3f( 1.0, 1.0, - 1.0 );
- glTexCoord2f( 0, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
+ 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, 0 ); glVertex3f( - 1.0, 1.0, - 1.0 );
+ glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );
/* Right */
- glTexCoord2f( 0, 0 ); glVertex3f( 1.0, 1.0, 1.0 );
- glTexCoord2f( 0, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );
+ 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, 0 ); glVertex3f( 1.0, 1.0, - 1.0 );
+ glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
/* Top */
- glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, 1.0, - 1.0 );
- glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, 1.0, 1.0 );
+ 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, 0 ); glVertex3f( 1.0, 1.0, - 1.0 );
+ glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
/* Bottom */
- glTexCoord2f( 0, 0 ); glVertex3f( - 1.0, - 1.0, 1.0 );
- glTexCoord2f( 0, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
+ 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, 0 ); glVertex3f( 1.0, - 1.0, 1.0 );
+ glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, - 1.0, 1.0 );
glEnd();
}
- glDisable( GL_TEXTURE_2D);
-}
+ glDisable( VLCGL_TARGET );
-/*****************************************************************************
- * 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;
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 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 SYS_DARWIN
+ /* 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 );
+}