X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=modules%2Fvideo_output%2Fopengl.c;h=32d56e256f6af68184698eb381855b16bbc7e196;hb=fa81ade13492bab2a809e6c8990e211f04aecab8;hp=6aa17b3c688538e058c1aedd54928f3679a66171;hpb=a06e4da7c357f69ed162f425360504e046fed07d;p=vlc diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c index 6aa17b3c68..32d56e256f 100644 --- a/modules/video_output/opengl.c +++ b/modules/video_output/opengl.c @@ -1,11 +1,13 @@ /***************************************************************************** * opengl.c: OpenGL video output ***************************************************************************** - * Copyright (C) 2004 VideoLAN + * Copyright (C) 2004 the VideoLAN team * $Id$ * * Authors: Cyril Deguet * Gildas Bazin + * Eric Petit + * Cedric Cocquebert * * 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 @@ -19,25 +21,38 @@ * * 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. *****************************************************************************/ /***************************************************************************** * Preamble *****************************************************************************/ + +#ifdef HAVE_CONFIG_H +# include "config.h" +#endif + #include /* ENOMEM */ -#include /* malloc(), free() */ -#include -#include -#include +#include +#include +#include -#ifndef SYS_DARWIN -#include -#else -/* Mac OS X < 10.3 does not have GL/gl.h */ +#ifdef __APPLE__ #include -#endif +#include + +/* 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 +#define VLCGL_TARGET GL_TEXTURE_2D /* RV16 */ #ifndef GL_UNSIGNED_SHORT_5_6_5 @@ -54,10 +69,63 @@ #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 + #ifdef __APPLE__ + #include + #else + #include + #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 *const ppsz_effects[] = { + "none", "cube", "transparent-cube", "cylinder", "torus", "sphere","SQUAREXY","SQUARER", "ASINXY", "ASINR", "SINEXY", "SINER" }; + static const char *const 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 @@ -73,24 +141,80 @@ static int Control ( vout_thread_t *, int, va_list ); static inline int GetAlignedSize( int ); -static int SendEvents( vlc_object_t *, char const *, - vlc_value_t, vlc_value_t, void * ); +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 ( int, float, float, int, int, int, int, double *, double * ); /***************************************************************************** * Module descriptor *****************************************************************************/ -#define EFFECT_TEXT N_("Select effect") +#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_( \ - "Allows you to select different visual effects.") + "Several visual OpenGL effects are available." ) + +#ifndef OPENGL_MORE_EFFECT +static const char *const ppsz_effects[] = { + "none", "cube", "transparent-cube" }; +static const char *const ppsz_effects_text[] = { + N_("None"), N_("Cube"), N_("Transparent Cube") }; +#endif vlc_module_begin(); - set_description( _("OpenGL video output") ); + set_shortname( "OpenGL" ); + set_category( CAT_VIDEO ); + set_subcategory( SUBCAT_VIDEO_VOUT ); + set_description( N_("OpenGL video output") ); +#ifdef __APPLE__ + set_capability( "video output", 200 ); +#else set_capability( "video output", 20 ); +#endif add_shortcut( "opengl" ); - set_callbacks( CreateVout, DestroyVout ); + add_float( "opengl-cube-speed", 2.0, NULL, SPEED_TEXT, + SPEED_LONGTEXT, true ); +#ifdef OPENGL_MORE_EFFECT + add_integer_with_range( "opengl-accuracy", 4, 1, 10, NULL, ACCURACY_TEXT, + ACCURACY_LONGTEXT, true ); + add_float_with_range( "opengl-pov-x", 0.0, -1.0, 1.0, NULL, POV_X_TEXT, + POV_X_LONGTEXT, true ); + add_float_with_range( "opengl-pov-y", 0.0, -1.0, 1.0, NULL, POV_Y_TEXT, + POV_Y_LONGTEXT, true ); + add_float_with_range( "opengl-pov-z", -1.0, -1.0, 1.0, NULL, POV_Z_TEXT, + POV_Z_LONGTEXT, true ); + add_float( "opengl-cylinder-radius", -100.0, NULL, RADIUS_TEXT, + RADIUS_LONGTEXT, true ); +#endif + /* Allow opengl provider plugin selection */ + add_string( "opengl-provider", "default", NULL, PROVIDER_TEXT, + PROVIDER_LONGTEXT, true ); + set_callbacks( CreateVout, DestroyVout ); add_string( "opengl-effect", "none", NULL, EFFECT_TEXT, - EFFECT_LONGTEXT, VLC_TRUE ); + EFFECT_LONGTEXT, false ); + change_string_list( ppsz_effects, ppsz_effects_text, 0 ); vlc_module_end(); /***************************************************************************** @@ -103,13 +227,16 @@ struct vout_sys_t { 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; + + float f_speed; + float f_radius; }; /***************************************************************************** @@ -119,20 +246,24 @@ 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; - } + return VLC_ENOMEM; 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->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 ); @@ -153,19 +284,30 @@ static int CreateVout( vlc_object_t *p_this ) 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", NULL, 0 ); + module_Need( p_sys->p_vout, "opengl provider", psz, 0 ); + free( psz ); 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 ); + vlc_object_release( 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; @@ -174,10 +316,19 @@ static int CreateVout( vlc_object_t *p_this ) 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; } @@ -193,27 +344,52 @@ static int Init( vout_thread_t *p_vout ) p_sys->p_vout->pf_init( p_sys->p_vout ); - /* No YUV textures :( */ +/* 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; -#if VLCGL_RGB_FORMAT == GL_RGB -# if VLCGL_RGB_TYPE == GL_UNSIGNED_BYTE +#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 @@ -223,19 +399,24 @@ static int Init( vout_thread_t *p_vout ) 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->p_buffer ) - { - msg_Err( p_vout, "Out of memory" ); + if( !p_sys->pp_buffer[0] ) + 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] ) 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_vout->output.i_width * p_vout->p_picture[0].p->i_pixel_pitch; @@ -246,28 +427,23 @@ static int Init( vout_thread_t *p_vout ) p_vout->p_picture[0].i_type = DIRECT_PICTURE; PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0]; - I_OUTPUTPICTURES = 1; - - /* Set the texture parameters */ - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0 ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + I_OUTPUTPICTURES = 1; - glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + 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; + } - /* Allocate the OpenGL texture */ - glTexImage2D( GL_TEXTURE_2D, 0, 3, - p_sys->i_tex_width, p_sys->i_tex_height , 0, - VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, NULL ); + 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 */ @@ -281,7 +457,6 @@ static int Init( vout_thread_t *p_vout ) p_sys->i_effect = OPENGL_EFFECT_CUBE; glEnable( GL_CULL_FACE); - //glEnable( GL_DEPTH_TEST ); } else if( !strcmp( val.psz_string, "transparent-cube" ) ) { @@ -293,11 +468,27 @@ static int Init( vout_thread_t *p_vout ) } 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 ); + free( val.psz_string ); if( p_sys->i_effect & ( OPENGL_EFFECT_CUBE | OPENGL_EFFECT_TRANSPARENT_CUBE ) ) @@ -310,6 +501,28 @@ static int Init( vout_thread_t *p_vout ) 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; } @@ -319,8 +532,27 @@ static int Init( vout_thread_t *p_vout ) *****************************************************************************/ 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 ); + free( p_sys->pp_buffer[0] ); + free( p_sys->pp_buffer[1] ); + + if( p_sys->p_vout->pf_unlock ) + { + p_sys->p_vout->pf_unlock( p_sys->p_vout ); + } } /***************************************************************************** @@ -334,11 +566,7 @@ static void DestroyVout( vlc_object_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 the texture buffer*/ - if( p_sys->p_buffer ) free( p_sys->p_buffer ); + vlc_object_release( p_sys->p_vout ); free( p_sys ); } @@ -347,13 +575,115 @@ static void DestroyVout( vlc_object_t *p_this ) * 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; + 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 + } - return p_sys->p_vout->pf_manage( p_sys->p_vout ); + 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; } /***************************************************************************** @@ -361,82 +691,327 @@ static int Manage( vout_thread_t *p_vout ) *****************************************************************************/ static void Render( vout_thread_t *p_vout, picture_t *p_pic ) { + VLC_UNUSED(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) + + 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->render.i_width, p_vout->render.i_height, - VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->p_buffer ); + 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( 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 ) +{ + VLC_UNUSED(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( GL_TEXTURE_2D ); + 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 +#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( 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( 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 ) @@ -457,10 +1032,66 @@ static int Control( vout_thread_t *p_vout, int i_query, va_list args ) { vout_sys_t *p_sys = p_vout->p_sys; - if( p_sys->p_vout->pf_control ) - return p_sys->p_vout->pf_control( p_sys->p_vout, i_query, args ); - else + 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; } /***************************************************************************** @@ -469,5 +1100,6 @@ static int Control( vout_thread_t *p_vout, int i_query, va_list args ) static int SendEvents( vlc_object_t *p_this, char const *psz_var, vlc_value_t oldval, vlc_value_t newval, void *_p_vout ) { + VLC_UNUSED(p_this); VLC_UNUSED(oldval); return var_Set( (vlc_object_t *)_p_vout, psz_var, newval ); }