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oak-editor/app/render/backend/opengl/openglrenderfunctions.cpp
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/***
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 <http://www.gnu.org/licenses/>.
***/
#include "openglrenderfunctions.h"
#include <QOpenGLExtraFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
OLIVE_NAMESPACE_ENTER
const QVector<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 QVector<GLfloat> blit_texcoords = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
const QVector<GLfloat> flipped_blit_texcoords = {
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
/**
* @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 OpenGLRenderFunctions::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_EDGE);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
GLint OpenGLRenderFunctions::GetInternalFormat(const PixelFormat::Format &format)
{
switch (format) {
case PixelFormat::PIX_FMT_RGB8:
return GL_RGB8;
case PixelFormat::PIX_FMT_RGBA8:
return GL_RGBA8;
case PixelFormat::PIX_FMT_RGB16U:
return GL_RGB16;
case PixelFormat::PIX_FMT_RGBA16U:
return GL_RGBA16;
case PixelFormat::PIX_FMT_RGB16F:
return GL_RGB16F;
case PixelFormat::PIX_FMT_RGBA16F:
return GL_RGBA16F;
case PixelFormat::PIX_FMT_RGB32F:
return GL_RGB32F;
case PixelFormat::PIX_FMT_RGBA32F:
return GL_RGBA32F;
case PixelFormat::PIX_FMT_INVALID:
case PixelFormat::PIX_FMT_COUNT:
break;
}
return GL_INVALID_VALUE;
}
GLenum OpenGLRenderFunctions::GetPixelFormat(const PixelFormat::Format &format)
{
if (PixelFormat::FormatHasAlphaChannel(format)) {
return GL_RGBA;
} else {
return GL_RGB;
}
}
GLenum OpenGLRenderFunctions::GetPixelType(const PixelFormat::Format &format)
{
switch (format) {
case PixelFormat::PIX_FMT_RGB8:
case PixelFormat::PIX_FMT_RGBA8:
return GL_UNSIGNED_BYTE;
case PixelFormat::PIX_FMT_RGB16U:
case PixelFormat::PIX_FMT_RGBA16U:
return GL_UNSIGNED_SHORT;
case PixelFormat::PIX_FMT_RGB16F:
case PixelFormat::PIX_FMT_RGBA16F:
return GL_HALF_FLOAT;
case PixelFormat::PIX_FMT_RGB32F:
case PixelFormat::PIX_FMT_RGBA32F:
return GL_FLOAT;
case PixelFormat::PIX_FMT_INVALID:
case PixelFormat::PIX_FMT_COUNT:
break;
}
return GL_INVALID_VALUE;
}
void OpenGLRenderFunctions::Blit(OpenGLShaderPtr pipeline, bool flipped, QMatrix4x4 matrix)
{
Blit(pipeline.get(), flipped, matrix);
}
void OpenGLRenderFunctions::Blit(OpenGLShader *pipeline, bool flipped, QMatrix4x4 matrix)
{
Blit(pipeline,
GL_TRIANGLES,
blit_vertices,
flipped ? flipped_blit_texcoords : blit_texcoords,
matrix);
}
void OpenGLRenderFunctions::Blit(OpenGLShader *pipeline, GLenum mode, const QVector<GLfloat> &vert, const QVector<GLfloat> &tex, QMatrix4x4 matrix)
{
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(vert.constData(), vert.size() * sizeof(GLfloat));
m_vbo.release();
QOpenGLBuffer m_vbo2;
m_vbo2.create();
m_vbo2.bind();
m_vbo2.allocate(tex.constData(), tex.size() * sizeof(GLfloat));
m_vbo2.release();
pipeline->bind();
pipeline->setUniformValue("ove_mvpmat", matrix);
pipeline->setUniformValue("ove_maintex", 0);
int vertex_location = 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();
int tex_location = 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();
// (Size / 3) because we assume each GLfloat has an XYZ pair
func->glDrawArrays(mode, 0, blit_vertices.size() / 3);
pipeline->release();
m_vbo2.destroy();
m_vbo.destroy();
m_vao.release();
m_vao.destroy();
}
void OpenGLRenderFunctions::OCIOBlit(OpenGLShaderPtr pipeline, GLuint lut, bool flipped, QMatrix4x4 matrix)
{
OCIOBlit(pipeline.get(), lut, flipped, matrix);
}
void OpenGLRenderFunctions::OCIOBlit(OpenGLShader *pipeline,
GLuint lut,
bool flipped,
QMatrix4x4 matrix)
{
QOpenGLContext* ctx = QOpenGLContext::currentContext();
QOpenGLExtraFunctions* xf = ctx->extraFunctions();
xf->glActiveTexture(GL_TEXTURE1);
xf->glBindTexture(GL_TEXTURE_3D, lut);
xf->glActiveTexture(GL_TEXTURE0);
pipeline->bind();
pipeline->setUniformValue("ove_ociolut", 1);
Blit(pipeline, flipped, matrix);
pipeline->release();
xf->glActiveTexture(GL_TEXTURE1);
xf->glBindTexture(GL_TEXTURE_3D, 0);
xf->glActiveTexture(GL_TEXTURE0);
}
OLIVE_NAMESPACE_EXIT