/*** Olive - Non-Linear Video Editor Copyright (C) 2019 Olive Team 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 the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ***/ #include "functions.h" #include #include #include #include const GLfloat blit_vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; const GLfloat blit_texcoords[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 }; const GLfloat flipped_blit_texcoords[] = { 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; /** * @brief Set up texture parameters and mipmap for drawing * * Internal function used just before drawing to allow mipmapped bilinear filtering when drawing textures small. * * @param f * * Currently active QOpenGLFunctions object (use context()->functions() if unsure). */ void PrepareToDraw(QOpenGLFunctions* f) { f->glGenerateMipmap(GL_TEXTURE_2D); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); } void olive::gl::Blit(ShaderPtr pipeline, bool flipped, QMatrix4x4 matrix) { // FIXME: is currentContext() reliable here? QOpenGLFunctions* func = QOpenGLContext::currentContext()->functions(); PrepareToDraw(func); QOpenGLVertexArrayObject m_vao; m_vao.create(); m_vao.bind(); QOpenGLBuffer m_vbo; m_vbo.create(); m_vbo.bind(); m_vbo.allocate(blit_vertices, 18 * static_cast(sizeof(GLfloat))); m_vbo.release(); QOpenGLBuffer m_vbo2; m_vbo2.create(); m_vbo2.bind(); m_vbo2.allocate(flipped ? flipped_blit_texcoords : blit_texcoords, 12 * static_cast(sizeof(GLfloat))); m_vbo2.release(); pipeline->bind(); pipeline->setUniformValue("mvp_matrix", matrix); pipeline->setUniformValue("texture", 0); GLuint vertex_location = static_cast(pipeline->attributeLocation("a_position")); m_vbo.bind(); func->glEnableVertexAttribArray(vertex_location); func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, nullptr); m_vbo.release(); GLuint tex_location = static_cast(pipeline->attributeLocation("a_texcoord")); m_vbo2.bind(); func->glEnableVertexAttribArray(tex_location); func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, nullptr); m_vbo2.release(); func->glDrawArrays(GL_TRIANGLES, 0, 6); pipeline->release(); m_vbo2.destroy(); m_vbo.destroy(); m_vao.release(); m_vao.destroy(); } void olive::gl::OCIOBlit(ShaderPtr pipeline, GLuint lut, bool flipped, QMatrix4x4 matrix) { QOpenGLContext* ctx = QOpenGLContext::currentContext(); QOpenGLExtraFunctions* xf = ctx->extraFunctions(); xf->glActiveTexture(GL_TEXTURE2); xf->glBindTexture(GL_TEXTURE_3D, lut); xf->glActiveTexture(GL_TEXTURE0); pipeline->bind(); pipeline->setUniformValue("tex2", 2); olive::gl::Blit(pipeline, flipped, matrix); pipeline->release(); xf->glActiveTexture(GL_TEXTURE2); xf->glBindTexture(GL_TEXTURE_3D, 0); xf->glActiveTexture(GL_TEXTURE0); }