forked from mia/Aegisub
77e21c985d
Originally committed to SVN as r976.
461 lines
13 KiB
C++
461 lines
13 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:zeratul@cellosoft.com
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//
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///////////
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// Headers
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#include <wx/wxprec.h>
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#include <GL/gl.h>
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#include "gl/glext.h"
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#include "gl_wrap.h"
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#include "options.h"
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//////////////////////////
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// Extension get function
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#ifdef __WIN32__
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void* glGetProc(const char *str) { return wglGetProcAddress(str); }
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#else
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#ifdef __WXMAC_OSX__
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void* glGetProc(const char *str) { return aglGetProcAddress(str); }
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#else
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void* glGetProc(const char *str) { return glXGetProcAddress((const GLubyte *)str); }
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#endif
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#endif
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//////////////////////////////////////
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// OpenGL extension function pointers
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
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PFNGLUNIFORM2FARBPROC glUniform2fARB = NULL;
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////////////////
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// GLEW library
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//#if __VISUALC__ >= 1200
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//#pragma comment(lib,"glew32.lib")
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//#endif
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/////////////
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// Draw line
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void OpenGLWrapper::DrawLine(float x1,float y1,float x2,float y2) {
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SetModeLine();
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glBegin(GL_LINES);
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glVertex2f(x1,y1);
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glVertex2f(x2,y2);
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glEnd();
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}
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///////////////
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// Draw circle
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void OpenGLWrapper::DrawEllipse(float x,float y,float radiusX,float radiusY) {
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DrawRing(x,y,radiusY,radiusY,radiusX/radiusY);
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}
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//////////////////
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// Draw rectangle
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void OpenGLWrapper::DrawRectangle(float x1,float y1,float x2,float y2) {
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// Fill
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if (a2 != 0.0) {
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SetModeFill();
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glBegin(GL_QUADS);
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glVertex2f(x1,y1);
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glVertex2f(x2,y1);
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glVertex2f(x2,y2);
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glVertex2f(x1,y2);
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glEnd();
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}
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// Outline
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if (a1 != 0.0) {
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SetModeLine();
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glBegin(GL_LINE_LOOP);
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glVertex2f(x1,y1);
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glVertex2f(x2,y1);
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glVertex2f(x2,y2);
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glVertex2f(x1,y2);
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glEnd();
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}
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}
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///////////////////////
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// Draw ring (annulus)
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void OpenGLWrapper::DrawRing(float x,float y,float r1,float r2,float ar,float arcStart,float arcEnd) {
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// Make r1 bigger
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if (r2 > r1) {
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float temp = r1;
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r1 = r2;
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r2 = temp;
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}
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// Arc range
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bool hasEnds = arcStart != arcEnd;
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float pi = 3.1415926535897932384626433832795f;
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arcEnd *= pi / 180.f;
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arcStart *= pi / 180.f;
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if (arcEnd <= arcStart) arcEnd += 2.0f*pi;
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float range = arcEnd - arcStart;
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// Math
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int steps = int((r1 + r1*ar) * range / (2.0f*pi))*4;
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if (steps < 12) steps = 12;
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//float end = arcEnd;
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float step = range/steps;
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float curAngle = arcStart;
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// Fill
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if (a2 != 0.0) {
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SetModeFill();
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// Annulus
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if (r1 != r2) {
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glBegin(GL_QUADS);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
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glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
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curAngle += step;
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glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
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glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
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}
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glEnd();
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}
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// Circle
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else {
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glBegin(GL_POLYGON);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
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curAngle += step;
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}
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glEnd();
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}
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// Reset angle
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curAngle = arcStart;
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}
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// Outlines
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if (a1 != 0.0) {
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// Outer
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steps++;
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SetModeLine();
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glBegin(GL_LINE_STRIP);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
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curAngle += step;
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}
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glEnd();
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// Inner
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if (r1 != r2) {
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curAngle = arcStart;
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glBegin(GL_LINE_STRIP);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r2,y+cos(curAngle)*r2);
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curAngle += step;
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}
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glEnd();
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// End caps
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if (hasEnds) {
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glBegin(GL_LINES);
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glVertex2f(x+sin(arcStart)*r1,y+cos(arcStart)*r1);
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glVertex2f(x+sin(arcStart)*r2,y+cos(arcStart)*r2);
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glVertex2f(x+sin(arcEnd)*r1,y+cos(arcEnd)*r1);
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glVertex2f(x+sin(arcEnd)*r2,y+cos(arcEnd)*r2);
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glEnd();
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}
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}
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}
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}
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///////////////////
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// Set line colour
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void OpenGLWrapper::SetLineColour(wxColour col,float alpha,int width) {
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r1 = col.Red()/255.0f;
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g1 = col.Green()/255.0f;
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b1 = col.Blue()/255.0f;
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a1 = alpha;
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lw = width;
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}
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///////////////////
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// Set fill colour
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void OpenGLWrapper::SetFillColour(wxColour col,float alpha) {
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r2 = col.Red()/255.0f;
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g2 = col.Green()/255.0f;
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b2 = col.Blue()/255.0f;
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a2 = alpha;
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}
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////////
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// Line
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void OpenGLWrapper::SetModeLine() {
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glColor4f(r1,g1,b1,a1);
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if (a1 == 1.0f) glDisable(GL_BLEND);
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else {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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}
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glLineWidth(lw);
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//glEnable(GL_LINE_SMOOTH);
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}
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////////
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// Fill
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void OpenGLWrapper::SetModeFill() {
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glColor4f(r2,g2,b2,a2);
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if (a2 == 1.0f) glDisable(GL_BLEND);
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else {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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//////////////////////////
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// Are shaders available?
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bool OpenGLWrapper::ShadersAvailable() {
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bool available = IsExtensionSupported("GL_ARB_vertex_shader") && IsExtensionSupported("GL_ARB_fragment_shader");
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static bool first = true;
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if (first) {
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first = false;
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wxMessageBox(_T("Warning, OpenGL shaders are not available on this machine. YV12 video will be on greyscale."),_T("GL Shaders Error"));
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}
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return available;
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}
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////////////////
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// Use shaders?
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bool OpenGLWrapper::UseShaders() {
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return Options.AsBool(_T("Video Use Pixel Shaders")) && ShadersAvailable();
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}
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///////////////////////////
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// Is extension supported?
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bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
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char *extList = (char*) glGetString(GL_EXTENSIONS);
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if (!extList) return false;
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return strstr(extList, ext) != NULL;
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}
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///////////////////
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// Initialize GLEW
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void OpenGLWrapper::Initialize() {
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static bool initialized = false;
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if (!initialized) {
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initialized = true;
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) glGetProc("glUseProgramObjectARB");
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if (!glUseProgramObjectARB) throw _T("OpenGL shader support not available.");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) glGetProc("glDeleteObjectARB");
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) glGetProc("glCreateProgramObjectARB");
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) glGetProc("glAttachObjectARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) glGetProc("glLinkProgramARB");
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glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) glGetProc("glCreateShaderObjectARB");
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glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) glGetProc("glShaderSourceARB");
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glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) glGetProc("glCompileShaderARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) glGetProc("glGetUniformLocationARB");
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glUniform1iARB = (PFNGLUNIFORM1IARBPROC) glGetProc("glUniform1iARB");
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glUniform2fARB = (PFNGLUNIFORM2FARBPROC) glGetProc("glUniform2fARB");
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}
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}
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//////////////////////
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// Set current shader
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void OpenGLWrapper::SetShader(GLuint i) {
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if (UseShaders()) {
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Initialize();
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glUseProgramObjectARB(i);
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if (glGetError()) throw _T("Could not set shader program.");
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}
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}
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//////////////////////////
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// Destroy shader program
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void OpenGLWrapper::DestroyShaderProgram(GLuint i) {
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if (UseShaders()) {
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Initialize();
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SetShader(0);
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glDeleteObjectARB(i);
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if (glGetError()) throw _T("Error removing shader program.");
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}
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}
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////////////////////////////////////////////////////////
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// Create shader program from vertex and pixel shaders
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GLuint OpenGLWrapper::CreateShaderProgram(GLuint vertex,GLuint pixel) {
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// Create instance
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Initialize();
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GLuint program = glCreateProgramObjectARB();
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if (glGetError()) throw _T("Error creating shader program.");
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// Attach shaders
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glAttachObjectARB(program,vertex);
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if (glGetError()) throw _T("Error attaching vertex shader to shader program.");
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glAttachObjectARB(program,pixel);
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if (glGetError()) throw _T("Error attaching pixel shader to shader program.");
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// Link
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glLinkProgramARB(program);
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if (glGetError()) throw _T("Error attaching linking shader program.");
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// Return
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return program;
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}
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/////////////////////////////////
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// Create standard Vertex shader
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GLuint OpenGLWrapper::CreateStandardVertexShader() {
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// Create instance
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Initialize();
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GLuint shader = glCreateShaderObjectARB(GL_VERTEX_SHADER);
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if (glGetError()) throw _T("Error generating vertex shader.");
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// Read source
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char source[] =
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"void main() {\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" gl_Position = ftransform();\n"
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"}";
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// Compile
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const GLchar *src = source;
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glShaderSourceARB(shader,1,&src,NULL);
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if (glGetError()) throw _T("Error acquiring source for vertex shader.");
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glCompileShaderARB(shader);
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if (glGetError()) throw _T("Error compiling vertex shader.");
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// Return
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return shader;
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}
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///////////////////////////////////
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// Create YV12->RGB32 Pixel Shader
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GLuint OpenGLWrapper::CreateYV12PixelShader() {
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// Create instance
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Initialize();
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GLuint shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
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if (glGetError()) throw _T("Error generating pixel shader.");
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// Read source
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char source[] =
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"uniform sampler2D tex;\n"
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"uniform vec2 off1;\n"
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"uniform vec2 off2;\n"
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"\n"
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"void main() {\n"
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" vec2 pos = gl_TexCoord[0].st;\n"
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" vec4 y_bias = vec4(-0.063,-0.063,-0.063,0.0);\n"
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" vec4 y_mult = vec4(1.164,1.164,1.164,1.0);\n"
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" vec4 color_y = (texture2D(tex,pos) + y_bias) * y_mult;\n"
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" pos *= 0.5;\n"
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" vec4 uv_bias = vec4(-0.5,-0.5,-0.5,0.0);\n"
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" vec4 uv_mult = vec4(0.0,-0.391,2.018,1.0);\n"
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//" vec4 uv_mult = vec4(0.0,-0.344,1.770,1.0);\n"
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" vec4 color_u = (texture2D(tex,pos + off1) + uv_bias) * uv_mult;\n"
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" uv_mult = vec4(1.596,-0.813,0.0,1.0);\n"
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//" uv_mult = vec4(1.403,-0.714,0.0,1.0);\n"
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" vec4 color_v = (texture2D(tex,pos + off2) + uv_bias) * uv_mult;\n"
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" gl_FragColor = color_y + color_u + color_v;\n"
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"}";
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// Compile
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const GLchar *src = source;
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glShaderSourceARB(shader,1,&src,NULL);
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if (glGetError()) throw _T("Error acquiring source for vertex shader.");
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glCompileShaderARB(shader);
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if (glGetError()) throw _T("Error compiling vertex shader.");
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// Return
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return shader;
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}
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/////////////////////////////////////
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// Create YV12->RGB32 Shader Program
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GLuint OpenGLWrapper::CreateYV12Shader(float tw,float th,float tws) {
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// Create vertex shader
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GLuint ver = OpenGLWrapper::CreateStandardVertexShader();
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if (glGetError() != 0) throw _T("Error creating generic vertex shader");
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// Create pixel shader
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GLuint pix = OpenGLWrapper::CreateYV12PixelShader();
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if (glGetError() != 0) throw _T("Error creating YV12 pixel shader");
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// Create program
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GLuint program = OpenGLWrapper::CreateShaderProgram(ver,pix);
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if (glGetError() != 0) throw _T("Error creating shader program");
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// Set shader
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OpenGLWrapper::SetShader(program);
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if (glGetError() != 0) throw _T("Error setting shader");
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// Set uniform variables
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GLuint address = glGetUniformLocationARB(program,"tex");
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glUniform1iARB(address, 0);
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address = glGetUniformLocationARB(program,"off1");
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glUniform2fARB(address, 0.0f, th);
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address = glGetUniformLocationARB(program,"off2");
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glUniform2fARB(address, tws, th);
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// Return shader
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return program;
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}
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