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