Aegisub/aegisub/src/gl_wrap.cpp
Thomas Goyne be77dc8307 Mostly rewrite the visual tools and related classes
Convert all coordinates within the visual tools to Vector2D, which has
been significantly extended. Eliminates a lot of issues with accumulated
rounding errors and simplifies a lot of code.

Modernize the visual tools' interactions with the rest of Aegisub by
connecting to signals directly rather than routing everything through
the video display and converting the main visual tool mode toolbar to
the command system.

Extract all references to OpenGL from the visual tools and move them to
OpenGLWrapper as a first step towards making it possible to implement an
alternative video renderer. In the process, eliminate all uses of OpenGL
immediate mode.

Fix a bunch of minor issues and general instability.

Originally committed to SVN as r5823.
2011-11-06 17:18:20 +00:00

446 lines
11 KiB
C++

// Copyright (c) 2011, Thomas Goyne <plorkyeran@aegisub.org>
//
// Permission to use, copy, modify, and distribute this software for any
// purpose with or without fee is hereby granted, provided that the above
// copyright notice and this permission notice appear in all copies.
//
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
//
// Aegisub Project http://www.aegisub.org/
//
// $Id$
/// @file gl_wrap.cpp
/// @brief Convenience functions for drawing various geometric primitives on an OpenGL surface
/// @ingroup video_output
///
#include "config.h"
#include "gl_wrap.h"
#ifndef AGI_PRE
#include <wx/msgdlg.h>
#ifdef HAVE_APPLE_OPENGL_FRAMEWORK
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <OpenGL/glext.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include "gl/glext.h"
#endif
#endif
static const float deg2rad = 3.1415926536f / 180.f;
static const float rad2deg = 180.f / 3.1415926536f;
static const float pi = 3.1415926535897932384626433832795f;
#ifdef __WIN32__
#define glGetProc(a) wglGetProcAddress(a)
#elif !defined(__APPLE__)
#include <GL/glx.h>
#define glGetProc(a) glXGetProcAddress((const GLubyte *)(a))
#endif
#if defined(__APPLE__)
// Not required on OS X.
#define APIENTRY
#define GL_EXT(type, name)
#else
#define GL_EXT(type, name) \
static type name = reinterpret_cast<type>(glGetProc(#name)); \
if (!name) { \
name = reinterpret_cast<type>(& name ## Fallback); \
}
#endif
class VertexArray {
std::vector<float> data;
size_t dim;
public:
VertexArray(size_t dims, size_t elems) {
SetSize(dims, elems);
}
void SetSize(size_t dims, size_t elems) {
dim = dims;
data.resize(elems * dim);
}
void Set(size_t i, float x, float y) {
data[i * dim] = x;
data[i * dim + 1] = y;
}
void Set(size_t i, float x, float y, float z) {
data[i * dim] = x;
data[i * dim + 1] = y;
data[i * dim + 2] = z;
}
void Set(size_t i, Vector2D p) {
data[i * dim] = p.X();
data[i * dim + 1] = p.Y();
}
void Draw(GLenum mode, bool clear = true) {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(dim, GL_FLOAT, 0, &data[0]);
glDrawArrays(mode, 0, data.size() / dim);
glDisableClientState(GL_VERTEX_ARRAY);
if (clear)
data.clear();
}
};
OpenGLWrapper::OpenGLWrapper() {
line_r = line_g = line_b = line_a = 1.f;
fill_r = fill_g = fill_b = fill_a = 1.f;
line_width = 1;
transform_pushed = false;
smooth = true;
}
void OpenGLWrapper::DrawLine(Vector2D p1, Vector2D p2) const {
SetModeLine();
VertexArray buf(2, 2);
buf.Set(0, p1);
buf.Set(1, p2);
buf.Draw(GL_LINES);
}
static inline Vector2D interp(Vector2D p1, Vector2D p2, float t) {
return t * p1 + (1 - t) * p2;
}
void OpenGLWrapper::DrawDashedLine(Vector2D p1, Vector2D p2, float step) const {
float dist = (p2 - p1).Len();
step /= dist;
dist -= step;
for (float t = 0; t < 1.f; t += 2 * step) {
DrawLine(interp(p1, p2, t), interp(p1, p2, t + step));
}
}
void OpenGLWrapper::DrawEllipse(Vector2D center, Vector2D radius) const {
DrawRing(center, radius.Y(), radius.Y(), radius.X() / radius.Y());
}
void OpenGLWrapper::DrawRectangle(Vector2D p1, Vector2D p2) const {
VertexArray buf(2, 4);
buf.Set(0, p1);
buf.Set(1, Vector2D(p2, p1));
buf.Set(2, p2);
buf.Set(3, Vector2D(p1, p2));
// Fill
if (fill_a != 0.0) {
SetModeFill();
buf.Draw(GL_QUADS, false);
}
// Outline
if (line_a != 0.0) {
SetModeLine();
buf.Draw(GL_LINE_LOOP);
}
}
void OpenGLWrapper::DrawTriangle(Vector2D p1, Vector2D p2, Vector2D p3) const {
VertexArray buf(2, 3);
buf.Set(0, p1);
buf.Set(1, p2);
buf.Set(2, p3);
// Fill
if (fill_a != 0.0) {
SetModeFill();
buf.Draw(GL_TRIANGLES, false);
}
// Outline
if (line_a != 0.0) {
SetModeLine();
buf.Draw(GL_LINE_LOOP);
}
}
void OpenGLWrapper::DrawRing(Vector2D center, float r1, float r2, float ar, float arc_start, float arc_end) const {
if (r2 > r1)
std::swap(r1, r2);
// Arc range
bool needs_end_caps = arc_start != arc_end;
arc_end *= deg2rad;
arc_start *= deg2rad;
if (arc_end <= arc_start)
arc_end += 2.f * pi;
float range = arc_end - arc_start;
// Math
int steps = std::max<int>(((r1 + r1 * ar) * range / (2.f * pi)) * 4, 12);
float step = range / steps;
float cur_angle = arc_start;
VertexArray buf(2, steps);
Vector2D scale_inner = Vector2D(ar, 1) * r1;
Vector2D scale_outer = Vector2D(ar, 1) * r2;
if (fill_a != 0.0) {
SetModeFill();
// Annulus
if (r1 != r2) {
buf.SetSize(2, (steps + 1) * 2);
for (int i = 0; i <= steps; i++) {
Vector2D offset = Vector2D::FromAngle(cur_angle);
buf.Set(i * 2 + 0, center + offset * scale_inner);
buf.Set(i * 2 + 1, center + offset * scale_outer);
cur_angle += step;
}
buf.Draw(GL_QUAD_STRIP);
}
// Circle
else {
buf.SetSize(2, steps);
for (int i = 0; i < steps; i++) {
buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_inner);
cur_angle += step;
}
buf.Draw(GL_POLYGON);
}
cur_angle = arc_start;
}
if (line_a == 0.0) return;
// Outer
steps++;
buf.SetSize(2, steps);
SetModeLine();
for (int i = 0; i < steps; i++) {
buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_outer);
cur_angle += step;
}
buf.Draw(GL_LINE_STRIP);
// Inner
if (r1 == r2) return;
cur_angle = arc_start;
buf.SetSize(2, steps);
for (int i = 0; i < steps; i++) {
buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_inner);
cur_angle += step;
}
buf.Draw(GL_LINE_STRIP);
if (!needs_end_caps) return;
buf.SetSize(2, 4);
buf.Set(0, center + Vector2D::FromAngle(arc_start) * scale_inner);
buf.Set(1, center + Vector2D::FromAngle(arc_start) * scale_outer);
buf.Set(2, center + Vector2D::FromAngle(arc_end) * scale_inner);
buf.Set(3, center + Vector2D::FromAngle(arc_end) * scale_outer);
buf.Draw(GL_LINES);
}
void OpenGLWrapper::SetLineColour(wxColour col, float alpha, int width) {
line_r = col.Red() / 255.f;
line_g = col.Green() / 255.f;
line_b = col.Blue() / 255.f;
line_a = alpha;
line_width = width;
}
void OpenGLWrapper::SetFillColour(wxColour col, float alpha) {
fill_r = col.Red() / 255.f;
fill_g = col.Green() / 255.f;
fill_b = col.Blue() / 255.f;
fill_a = alpha;
}
void OpenGLWrapper::SetModeLine() const {
glColor4f(line_r, line_g, line_b, line_a);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(line_width);
if (smooth)
glEnable(GL_LINE_SMOOTH);
else
glDisable(GL_LINE_SMOOTH);
}
void OpenGLWrapper::SetModeFill() const {
glColor4f(fill_r, fill_g, fill_b, fill_a);
if (fill_a == 1.f) glDisable(GL_BLEND);
else {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
void OpenGLWrapper::SetInvert() {
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_INVERT);
// GL_LINE_SMOOTH combines badly with inverting
smooth = false;
}
void OpenGLWrapper::ClearInvert() {
glDisable(GL_COLOR_LOGIC_OP);
smooth = true;
}
bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
char *extList = (char * )glGetString(GL_EXTENSIONS);
return extList && !!strstr(extList, ext);
}
void OpenGLWrapper::DrawLines(size_t dim, std::vector<float> const& lines) {
DrawLines(dim, &lines[0], lines.size() / dim);
}
void OpenGLWrapper::DrawLines(size_t dim, std::vector<float> const& lines, size_t c_dim, std::vector<float> const& colors) {
glShadeModel(GL_SMOOTH);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(c_dim, GL_FLOAT, 0, &colors[0]);
DrawLines(dim, &lines[0], lines.size() / dim);
glDisableClientState(GL_COLOR_ARRAY);
glShadeModel(GL_FLAT);
}
void OpenGLWrapper::DrawLines(size_t dim, const float *lines, size_t n) {
SetModeLine();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(dim, GL_FLOAT, 0, lines);
glDrawArrays(GL_LINES, 0, n);
glDisableClientState(GL_VERTEX_ARRAY);
}
void OpenGLWrapper::DrawLineStrip(size_t dim, std::vector<float> const& lines) {
SetModeLine();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(dim, GL_FLOAT, 0, &lines[0]);
glDrawArrays(GL_LINE_STRIP, 0, lines.size() / dim);
glDisableClientState(GL_VERTEX_ARRAY);
}
// Substitute for glMultiDrawArrays for sub-1.4 OpenGL
// Not required on OS X.
#ifndef __APPLE__
static void APIENTRY glMultiDrawArraysFallback(GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount) {
for (int i = 0; i < primcount; ++i) {
glDrawArrays(mode, *first++, *count++);
}
}
#endif
void OpenGLWrapper::DrawMultiPolygon(std::vector<float> const& points, std::vector<int> &start, std::vector<int> &count, Vector2D video_size, bool invert) {
GL_EXT(PFNGLMULTIDRAWARRAYSPROC, glMultiDrawArrays);
// The following is nonzero winding-number PIP based on stencils
// Draw to stencil only
glEnable(GL_STENCIL_TEST);
glColorMask(0, 0, 0, 0);
// GL_INCR_WRAP was added in 1.4, so instead set the entire stencil to 128
// and wobble from there
glStencilFunc(GL_NEVER, 128, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
VertexArray buf(2, 4);
buf.Set(0, Vector2D());
buf.Set(1, Vector2D(video_size, 0));
buf.Set(2, video_size);
buf.Set(3, Vector2D(0, video_size));
glColor4f(0, 0, 0, 1);
glDisable(GL_BLEND);
buf.Draw(GL_QUADS, false);
// Increment the winding number for each forward facing triangle
glStencilOp(GL_INCR, GL_INCR, GL_INCR);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &points[0]);
glMultiDrawArrays(GL_TRIANGLE_FAN, &start[0], &count[0], start.size());
// Decrement the winding number for each backfacing triangle
glStencilOp(GL_DECR, GL_DECR, GL_DECR);
glCullFace(GL_FRONT);
glMultiDrawArrays(GL_TRIANGLE_FAN, &start[0], &count[0], start.size());
glDisable(GL_CULL_FACE);
// Draw the actual rectangle
glColorMask(1, 1, 1, 1);
float real_line_a = line_a;
line_a = 0;
// VSFilter draws when the winding number is nonzero, so we want to draw the
// mask when the winding number is zero (where 128 is zero due to the lack of
// wrapping combined with unsigned numbers)
glStencilFunc(invert ? GL_EQUAL : GL_NOTEQUAL, 128, 0xFF);
DrawRectangle(Vector2D(), video_size);
glDisable(GL_STENCIL_TEST);
// Draw lines
line_a = real_line_a;
SetModeLine();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &points[0]);
glMultiDrawArrays(GL_LINE_LOOP, &start[0], &count[0], start.size());
glDisableClientState(GL_VERTEX_ARRAY);
}
void OpenGLWrapper::SetOrigin(Vector2D origin) {
PrepareTransform();
glTranslatef(origin.X(), origin.Y(), -1.f);
}
void OpenGLWrapper::SetScale(Vector2D scale) {
PrepareTransform();
glScalef(scale.X() / 100.f, scale.Y() / 100.f, 1.f);
}
void OpenGLWrapper::SetRotation(float x, float y, float z) {
PrepareTransform();
float matrix[16] = { 2500, 0, 0, 0, 0, 2500, 0, 0, 0, 0, 1, 1, 0, 0, 2500, 2500 };
glMultMatrixf(matrix);
glScalef(1.f, 1.f, 8.f);
glRotatef(y, 0.f, -1.f, 0.f);
glRotatef(x, -1.f, 0.f, 0.f);
glRotatef(z, 0.f, 0.f, -1.f);
}
void OpenGLWrapper::PrepareTransform() {
if (!transform_pushed) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
transform_pushed = true;
}
}
void OpenGLWrapper::ResetTransform() {
if (transform_pushed) {
glPopMatrix();
transform_pushed = false;
}
}