forked from mia/Aegisub
0763541848
* move win32/config0.h -> config/config_windows0.h * move win32/stdint.h -> msvc/stdint.h * move posix/defines.h -> config/config_unix.h * add config.h - brings in config_(windows|unix).h as required * add config.h to *.cpp * Self-contain FFmpegSource2 with required function defines wrapped with __UNIX__ instead of the now removed defines.h. * Edit aegisub_vs2008.vcproj to remove explicit inclusion of config.h, also change VCPreBuildEventTool to create windows_config.h from windows_config0.h. Add msvc to include path. * Change configure to create ./acconf.h instead of posix/acconf.h This will allow us to create a more standard and platform agnostic way of configuration aegsisub during build time. Originally committed to SVN as r2621.
513 lines
14 KiB
C++
513 lines
14 KiB
C++
// 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 "config.h"
|
|
|
|
#include <wx/wxprec.h>
|
|
#include <wx/msgdlg.h>
|
|
#ifdef __APPLE__
|
|
#include <OpenGL/GL.h>
|
|
#include <OpenGL/glext.h>
|
|
#else
|
|
#include <GL/gl.h>
|
|
#include "gl/glext.h"
|
|
#endif
|
|
#include "gl_wrap.h"
|
|
#include "options.h"
|
|
|
|
|
|
//////////////////////////
|
|
// Extension get function
|
|
#ifdef __WIN32__
|
|
void* glGetProc(const char *str) { return wglGetProcAddress(str); }
|
|
#else
|
|
//void* glGetProc(const char *str) { return glXGetProcAddress((const GLubyte *)str); }
|
|
#define glGetProc(a) glXGetProcAddress((const GLubyte *)(a))
|
|
#endif
|
|
|
|
|
|
//////////////////////////////////////
|
|
// OpenGL extension function pointers
|
|
#ifndef __APPLE__
|
|
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
|
|
|
|
|
|
///////////////
|
|
// Constructor
|
|
OpenGLWrapper::OpenGLWrapper() {
|
|
r1 = g1 = b1 = a1 = 1.0f;
|
|
r2 = g2 = b2 = a2 = 1.0f;
|
|
lw = 1;
|
|
}
|
|
|
|
|
|
/////////////
|
|
// 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 line
|
|
void OpenGLWrapper::DrawDashedLine(float x1,float y1,float x2,float y2,float step) {
|
|
float dist = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
|
|
int steps = (int)((dist-20)/step);
|
|
double stepx = double(x2-x1)/steps;
|
|
double stepy = double(y2-y1)/steps;
|
|
for (int i=0;i<steps;i++) {
|
|
if (i % 2 == 0) DrawLine(x1+int(i*stepx),y1+int(i*stepy),x1+int((i+1)*stepx),y1+int((i+1)*stepy));
|
|
}
|
|
}
|
|
|
|
|
|
///////////////
|
|
// 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 triangle
|
|
void OpenGLWrapper::DrawTriangle(float x1,float y1,float x2,float y2,float x3,float y3) {
|
|
// Fill
|
|
if (a2 != 0.0) {
|
|
SetModeFill();
|
|
glBegin(GL_TRIANGLES);
|
|
glVertex2f(x1,y1);
|
|
glVertex2f(x2,y2);
|
|
glVertex2f(x3,y3);
|
|
glEnd();
|
|
}
|
|
|
|
// Outline
|
|
if (a1 != 0.0) {
|
|
SetModeLine();
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x1,y1);
|
|
glVertex2f(x2,y2);
|
|
glVertex2f(x3,y3);
|
|
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);
|
|
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() {
|
|
static bool first = true;
|
|
static bool available = false;
|
|
if (first) {
|
|
first = false;
|
|
available = IsExtensionSupported("GL_ARB_vertex_shader") && IsExtensionSupported("GL_ARB_fragment_shader");
|
|
if (!available) wxMessageBox(_T("Warning, OpenGL shaders are not available on this machine. YV12 video will be on greyscale."),_T("GL Shaders Error"));
|
|
}
|
|
return available;
|
|
}
|
|
|
|
|
|
////////////////
|
|
// 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;
|
|
|
|
#ifndef __WXMAC_OSX__
|
|
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) glGetProc("glUseProgramObjectARB");
|
|
if (!glUseProgramObjectARB) throw _T("OpenGL shader support not available.");
|
|
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) glGetProc("glDeleteObjectARB");
|
|
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) glGetProc("glCreateProgramObjectARB");
|
|
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) glGetProc("glAttachObjectARB");
|
|
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) glGetProc("glLinkProgramARB");
|
|
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) glGetProc("glCreateShaderObjectARB");
|
|
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) glGetProc("glShaderSourceARB");
|
|
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) glGetProc("glCompileShaderARB");
|
|
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) glGetProc("glGetUniformLocationARB");
|
|
glUniform1iARB = (PFNGLUNIFORM1IARBPROC) glGetProc("glUniform1iARB");
|
|
glUniform2fARB = (PFNGLUNIFORM2FARBPROC) glGetProc("glUniform2fARB");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////
|
|
// Set current shader
|
|
void OpenGLWrapper::SetShader(GLhandleARB i) {
|
|
if (UseShaders()) {
|
|
Initialize();
|
|
glUseProgramObjectARB(i);
|
|
if (glGetError()) throw _T("Could not set shader program.");
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////
|
|
// Destroy shader program
|
|
void OpenGLWrapper::DestroyShaderProgram(GLhandleARB i) {
|
|
if (UseShaders()) {
|
|
Initialize();
|
|
SetShader(0);
|
|
glDeleteObjectARB(i);
|
|
if (glGetError()) throw _T("Error removing shader program.");
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////
|
|
// Create shader program from vertex and pixel shaders
|
|
GLhandleARB OpenGLWrapper::CreateShaderProgram(GLhandleARB vertex,GLhandleARB pixel) {
|
|
// Create instance
|
|
Initialize();
|
|
GLhandleARB program = glCreateProgramObjectARB();
|
|
if (glGetError()) throw _T("Error creating shader program.");
|
|
|
|
// Attach shaders
|
|
glAttachObjectARB(program,vertex);
|
|
if (glGetError()) throw _T("Error attaching vertex shader to shader program.");
|
|
glAttachObjectARB(program,pixel);
|
|
if (glGetError()) throw _T("Error attaching pixel shader to shader program.");
|
|
|
|
// Link
|
|
glLinkProgramARB(program);
|
|
if (glGetError()) throw _T("Error attaching linking shader program.");
|
|
|
|
// Return
|
|
return program;
|
|
}
|
|
|
|
|
|
/////////////////////////////////
|
|
// Create standard Vertex shader
|
|
GLhandleARB OpenGLWrapper::CreateStandardVertexShader() {
|
|
// Create instance
|
|
Initialize();
|
|
GLhandleARB shader = glCreateShaderObjectARB(GL_VERTEX_SHADER);
|
|
if (glGetError()) throw _T("Error generating 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);
|
|
if (glGetError()) throw _T("Error acquiring source for vertex shader.");
|
|
glCompileShaderARB(shader);
|
|
if (glGetError()) throw _T("Error compiling vertex shader.");
|
|
|
|
// Return
|
|
return shader;
|
|
}
|
|
|
|
|
|
///////////////////////////////////
|
|
// Create YV12->RGB32 Pixel Shader
|
|
GLhandleARB OpenGLWrapper::CreateYV12PixelShader() {
|
|
// Create instance
|
|
Initialize();
|
|
GLhandleARB shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
|
|
if (glGetError()) throw _T("Error generating pixel 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);
|
|
if (glGetError()) throw _T("Error acquiring source for vertex shader.");
|
|
glCompileShaderARB(shader);
|
|
if (glGetError()) throw _T("Error compiling vertex shader.");
|
|
|
|
// Return
|
|
return shader;
|
|
}
|
|
|
|
|
|
/////////////////////////////////////
|
|
// Create YV12->RGB32 Shader Program
|
|
GLhandleARB OpenGLWrapper::CreateYV12Shader(float tw,float th,float tws) {
|
|
// Create vertex shader
|
|
GLhandleARB ver = OpenGLWrapper::CreateStandardVertexShader();
|
|
if (glGetError() != 0) throw _T("Error creating generic vertex shader");
|
|
|
|
// Create pixel shader
|
|
GLhandleARB pix = OpenGLWrapper::CreateYV12PixelShader();
|
|
if (glGetError() != 0) throw _T("Error creating YV12 pixel shader");
|
|
|
|
// Create program
|
|
GLhandleARB 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, tws, th);
|
|
|
|
// Return shader
|
|
return program;
|
|
}
|
|
|
|
|
|
/////////
|
|
// Mutex
|
|
wxMutex OpenGLWrapper::glMutex;
|