Aegisub/aegisub/gl_wrap.cpp

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// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
///////////
// Headers
#include <wx/wxprec.h>
#include <GL/gl.h>
#include "gl/glext.h"
#include "gl_wrap.h"
#include "options.h"
//////////////////////////////////////
// OpenGL extension function pointers
#ifdef __WIN32__
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
PFNGLUNIFORM2FARBPROC glUniform2fARB = NULL;
#endif
////////////////
// GLEW library
//#if __VISUALC__ >= 1200
//#pragma comment(lib,"glew32.lib")
//#endif
/////////////
// Draw line
void OpenGLWrapper::DrawLine(float x1,float y1,float x2,float y2) {
SetModeLine();
glBegin(GL_LINES);
glVertex2f(x1,y1);
glVertex2f(x2,y2);
glEnd();
}
///////////////
// Draw circle
void OpenGLWrapper::DrawEllipse(float x,float y,float radiusX,float radiusY) {
DrawRing(x,y,radiusY,radiusY,radiusX/radiusY);
}
//////////////////
// Draw rectangle
void OpenGLWrapper::DrawRectangle(float x1,float y1,float x2,float y2) {
// Fill
if (a2 != 0.0) {
SetModeFill();
glBegin(GL_QUADS);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
}
// Outline
if (a1 != 0.0) {
SetModeLine();
glBegin(GL_LINE_LOOP);
glVertex2f(x1,y1);
glVertex2f(x2,y1);
glVertex2f(x2,y2);
glVertex2f(x1,y2);
glEnd();
}
}
///////////////////////
// Draw ring (annulus)
void OpenGLWrapper::DrawRing(float x,float y,float r1,float r2,float ar,float arcStart,float arcEnd) {
// Make r1 bigger
if (r2 > r1) {
float temp = r1;
r1 = r2;
r2 = temp;
}
// Arc range
bool hasEnds = arcStart != arcEnd;
float pi = 3.1415926535897932384626433832795f;
arcEnd *= pi / 180.f;
arcStart *= pi / 180.f;
if (arcEnd <= arcStart) arcEnd += 2.0f*pi;
float range = arcEnd - arcStart;
// Math
int steps = int((r1 + r1*ar) * range / (2.0f*pi))*4;
if (steps < 12) steps = 12;
//float end = arcEnd;
float step = range/steps;
float curAngle = arcStart;
// Fill
if (a2 != 0.0) {
SetModeFill();
// Annulus
if (r1 != r2) {
glBegin(GL_QUADS);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
curAngle += step;
glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
}
glEnd();
}
// Circle
else {
glBegin(GL_POLYGON);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
curAngle += step;
}
glEnd();
}
// Reset angle
curAngle = arcStart;
}
// Outlines
if (a1 != 0.0) {
// Outer
steps++;
SetModeLine();
glBegin(GL_LINE_STRIP);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
curAngle += step;
}
glEnd();
// Inner
if (r1 != r2) {
curAngle = arcStart;
glBegin(GL_LINE_STRIP);
for (int i=0;i<steps;i++) {
glVertex2f(x+sin(curAngle)*r2,y+cos(curAngle)*r2);
curAngle += step;
}
glEnd();
// End caps
if (hasEnds) {
glBegin(GL_LINES);
glVertex2f(x+sin(arcStart)*r1,y+cos(arcStart)*r1);
glVertex2f(x+sin(arcStart)*r2,y+cos(arcStart)*r2);
glVertex2f(x+sin(arcEnd)*r1,y+cos(arcEnd)*r1);
glVertex2f(x+sin(arcEnd)*r2,y+cos(arcEnd)*r2);
glEnd();
}
}
}
}
///////////////////
// Set line colour
void OpenGLWrapper::SetLineColour(wxColour col,float alpha,int width) {
r1 = col.Red()/255.0f;
g1 = col.Green()/255.0f;
b1 = col.Blue()/255.0f;
a1 = alpha;
lw = width;
}
///////////////////
// Set fill colour
void OpenGLWrapper::SetFillColour(wxColour col,float alpha) {
r2 = col.Red()/255.0f;
g2 = col.Green()/255.0f;
b2 = col.Blue()/255.0f;
a2 = alpha;
}
////////
// Line
void OpenGLWrapper::SetModeLine() {
glColor4f(r1,g1,b1,a1);
if (a1 == 1.0f) glDisable(GL_BLEND);
else {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
glLineWidth(lw);
//glEnable(GL_LINE_SMOOTH);
}
////////
// Fill
void OpenGLWrapper::SetModeFill() {
glColor4f(r2,g2,b2,a2);
if (a2 == 1.0f) glDisable(GL_BLEND);
else {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
}
//////////////////////////
// Are shaders available?
bool OpenGLWrapper::ShadersAvailable() {
return IsExtensionSupported("GL_ARB_vertex_shader") && IsExtensionSupported("GL_ARB_fragment_shader");
}
////////////////
// Use shaders?
bool OpenGLWrapper::UseShaders() {
return Options.AsBool(_T("Video Use Pixel Shaders")) && ShadersAvailable();
}
///////////////////////////
// Is extension supported?
bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
char *extList = (char*) glGetString(GL_EXTENSIONS);
if (!extList) return false;
return strstr(extList, ext) != NULL;
}
///////////////////
// Initialize GLEW
void OpenGLWrapper::Initialize() {
static bool initialized = false;
if (!initialized) {
initialized = true;
//glewInit();
#ifdef __WIN32__
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) wglGetProcAddress("glUseProgramObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) wglGetProcAddress("glDeleteObjectARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) wglGetProcAddress("glCreateProgramObjectARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) wglGetProcAddress("glAttachObjectARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) wglGetProcAddress("glLinkProgramARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) wglGetProcAddress("glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) wglGetProcAddress("glShaderSourceARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) wglGetProcAddress("glCompileShaderARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) wglGetProcAddress("glGetUniformLocationARB");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC) wglGetProcAddress("glUniform1iARB");
glUniform2fARB = (PFNGLUNIFORM2FARBPROC) wglGetProcAddress("glUniform2fARB");
#endif
}
}
//////////////////////
// Set current shader
void OpenGLWrapper::SetShader(GLuint i) {
Initialize();
glUseProgramObjectARB(i);
}
//////////////////////////
// Destroy shader program
void OpenGLWrapper::DestroyShaderProgram(GLuint i) {
Initialize();
SetShader(0);
glDeleteObjectARB(i);
}
////////////////////////////////////////////////////////
// Create shader program from vertex and pixel shaders
GLuint OpenGLWrapper::CreateShaderProgram(GLuint vertex,GLuint pixel) {
// Create instance
Initialize();
GLuint program = glCreateProgramObjectARB();
// Attach shaders
glAttachObjectARB(program,vertex);
glAttachObjectARB(program,pixel);
// Link
glLinkProgramARB(program);
// Return
return program;
}
/////////////////////////////////
// Create standard Vertex shader
GLuint OpenGLWrapper::CreateStandardVertexShader() {
// Create instance
Initialize();
GLuint shader = glCreateShaderObjectARB(GL_VERTEX_SHADER);
// Read source
char source[] =
"void main() {\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
" gl_Position = ftransform();\n"
"}";
// Compile
const GLchar *src = source;
glShaderSourceARB(shader,1,&src,NULL);
glCompileShaderARB(shader);
// Return
return shader;
}
///////////////////////////////////
// Create YV12->RGB32 Pixel Shader
GLuint OpenGLWrapper::CreateYV12PixelShader() {
// Create instance
Initialize();
GLuint shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
// Read source
char source[] =
"uniform sampler2D tex;\n"
"uniform vec2 off1;\n"
"uniform vec2 off2;\n"
"\n"
"void main() {\n"
" vec2 pos = gl_TexCoord[0].st;\n"
" vec4 y_bias = vec4(-0.063,-0.063,-0.063,0.0);\n"
" vec4 y_mult = vec4(1.164,1.164,1.164,1.0);\n"
" vec4 color_y = (texture2D(tex,pos) + y_bias) * y_mult;\n"
" pos *= 0.5;\n"
" vec4 uv_bias = vec4(-0.5,-0.5,-0.5,0.0);\n"
" vec4 uv_mult = vec4(0.0,-0.391,2.018,1.0);\n"
//" vec4 uv_mult = vec4(0.0,-0.344,1.770,1.0);\n"
" vec4 color_u = (texture2D(tex,pos + off1) + uv_bias) * uv_mult;\n"
" uv_mult = vec4(1.596,-0.813,0.0,1.0);\n"
//" uv_mult = vec4(1.403,-0.714,0.0,1.0);\n"
" vec4 color_v = (texture2D(tex,pos + off2) + uv_bias) * uv_mult;\n"
" gl_FragColor = color_y + color_u + color_v;\n"
"}";
// Compile
const GLchar *src = source;
glShaderSourceARB(shader,1,&src,NULL);
glCompileShaderARB(shader);
// Return
return shader;
}
/////////////////////////////////////
// Create YV12->RGB32 Shader Program
GLuint OpenGLWrapper::CreateYV12Shader(float tw,float th) {
// Create vertex shader
GLuint ver = OpenGLWrapper::CreateStandardVertexShader();
if (glGetError() != 0) throw _T("Error creating generic vertex shader");
// Create pixel shader
GLuint pix = OpenGLWrapper::CreateYV12PixelShader();
if (glGetError() != 0) throw _T("Error creating YV12 pixel shader");
// Create program
GLuint program = OpenGLWrapper::CreateShaderProgram(ver,pix);
if (glGetError() != 0) throw _T("Error creating shader program");
// Set shader
OpenGLWrapper::SetShader(program);
if (glGetError() != 0) throw _T("Error setting shader");
// Set uniform variables
GLuint address = glGetUniformLocationARB(program,"tex");
glUniform1iARB(address, 0);
address = glGetUniformLocationARB(program,"off1");
glUniform2fARB(address, 0.0f, th);
address = glGetUniformLocationARB(program,"off2");
glUniform2fARB(address, tw*0.5f, th);
// Return shader
return program;
}