opengl.c 38.2 KB
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/*****************************************************************************
 * opengl.c: OpenGL video output
 *****************************************************************************
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 * Copyright (C) 2004 the VideoLAN team
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 * $Id$
 *
 * Authors: Cyril Deguet <asmax@videolan.org>
 *          Gildas Bazin <gbazin@videolan.org>
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 *          Eric Petit <titer@m0k.org>
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 *          Cedric Cocquebert <cedric.cocquebert@supelec.fr>
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 *
 * 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 2 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, write to the Free Software
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 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
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 *****************************************************************************/

/*****************************************************************************
 * Preamble
 *****************************************************************************/
#include <errno.h>                                                 /* ENOMEM */
#include <stdlib.h>                                      /* malloc(), free() */
#include <string.h>

#include <vlc/vlc.h>
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#include <vlc_vout.h>
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#ifdef __APPLE__
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>

/* On OS X, use GL_TEXTURE_RECTANGLE_EXT instead of GL_TEXTURE_2D.
   This allows sizes which are not powers of 2 */
#define VLCGL_TARGET GL_TEXTURE_RECTANGLE_EXT

/* OS X OpenGL supports YUV. Hehe. */
#define VLCGL_FORMAT GL_YCBCR_422_APPLE
#define VLCGL_TYPE   GL_UNSIGNED_SHORT_8_8_APPLE
#else

#include <GL/gl.h>
#define VLCGL_TARGET GL_TEXTURE_2D
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/* RV16 */
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#ifndef GL_UNSIGNED_SHORT_5_6_5
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#endif
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//#define VLCGL_RGB_FORMAT GL_RGB
//#define VLCGL_RGB_TYPE GL_UNSIGNED_SHORT_5_6_5

/* RV24 */
//#define VLCGL_RGB_FORMAT GL_RGB
//#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE

/* RV32 */
#define VLCGL_RGB_FORMAT GL_RGBA
#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE

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/* YUY2 */
#ifndef YCBCR_MESA
#define YCBCR_MESA 0x8757
#endif
#ifndef UNSIGNED_SHORT_8_8_MESA
#define UNSIGNED_SHORT_8_8_MESA 0x85BA
#endif
#define VLCGL_YUV_FORMAT YCBCR_MESA
#define VLCGL_YUV_TYPE UNSIGNED_SHORT_8_8_MESA

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/* Use RGB on Win32/GLX */
#define VLCGL_FORMAT VLCGL_RGB_FORMAT
#define VLCGL_TYPE   VLCGL_RGB_TYPE
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//#define VLCGL_FORMAT VLCGL_YUV_FORMAT
//#define VLCGL_TYPE   VLCGL_YUV_TYPE
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#endif

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#ifndef GL_CLAMP_TO_EDGE
#   define GL_CLAMP_TO_EDGE 0x812F
#endif

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/* OpenGL effects */
#define OPENGL_EFFECT_NONE             1
#define OPENGL_EFFECT_CUBE             2
#define OPENGL_EFFECT_TRANSPARENT_CUBE 4
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#if defined( HAVE_GL_GLU_H ) || defined( __APPLE__ )
    #define OPENGL_MORE_EFFECT           8
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#endif

#ifdef OPENGL_MORE_EFFECT
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    #include <math.h>
    #ifdef __APPLE__
        #include <OpenGL/glu.h>
    #else
        #include <GL/glu.h>
    #endif
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/* 3D MODEL */
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    #define CYLINDER 8
    #define TORUS     16
    #define SPHERE   32
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/*GRID2D TRANSFORMATION */
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    #define SQUAREXY 64
    #define SQUARER  128
    #define ASINXY   256
    #define ASINR    512
    #define SINEXY   1024
    #define SINER    2048
    #define INIFILE     4096                    // not used, just for mark end ...
    #define SIGN(x)     (x < 0 ? (-1) : 1)
    #define PID2     1.570796326794896619231322

    static const char *ppsz_effects[] = {
            "none", "cube", "transparent-cube", "cylinder", "torus", "sphere","SQUAREXY","SQUARER", "ASINXY", "ASINR", "SINEXY", "SINER" };
    static const char *ppsz_effects_text[] = {
            N_("None"), N_("Cube"), N_("Transparent Cube"), 
            N_("Cylinder"), N_("Torus"), N_("Sphere"), N_("SQUAREXY"),N_("SQUARER"), N_("ASINXY"), N_("ASINR"), N_("SINEXY"), N_("SINER") };
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#endif
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/*****************************************************************************
 * Vout interface
 *****************************************************************************/
static int  CreateVout   ( vlc_object_t * );
static void DestroyVout  ( vlc_object_t * );
static int  Init         ( vout_thread_t * );
static void End          ( vout_thread_t * );
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static int  Manage       ( vout_thread_t * );
static void Render       ( vout_thread_t *, picture_t * );
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static void DisplayVideo ( vout_thread_t *, picture_t * );
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static int  Control      ( vout_thread_t *, int, va_list );
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static inline int GetAlignedSize( int );
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static int InitTextures  ( vout_thread_t * );
static int SendEvents    ( vlc_object_t *, char const *,
                           vlc_value_t, vlc_value_t, void * );

#ifdef OPENGL_MORE_EFFECT                       
static float Z_Compute   ( float, int, float, float );
static void Transform    ( float, int, float, float, int, int, int, int, double *, double * );
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/*****************************************************************************
 * Module descriptor
 *****************************************************************************/
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#define ACCURACY_TEXT N_( "OpenGL sampling accuracy " )
#define ACCURACY_LONGTEXT N_( "Select the accuracy of 3D object sampling(1 = min and 10 = max)" )
#define RADIUS_TEXT N_( "OpenGL Cylinder radius" )
#define RADIUS_LONGTEXT N_( "Radius of the OpenGL cylinder effect, if enabled" )
#define POV_X_TEXT N_("Point of view x-coordinate")
#define POV_X_LONGTEXT N_("Point of view (X coordinate) of the cube/cylinder "\
                           "effect, if enabled.")
#define POV_Y_TEXT N_("Point of view y-coordinate")
#define POV_Y_LONGTEXT N_("Point of view (Y coordinate) of the cube/cylinder "\
                           "effect, if enabled.")
#define POV_Z_TEXT N_("Point of view z-coordinate")
#define POV_Z_LONGTEXT N_("Point of view (Z coordinate) of the cube/cylinder "\
                           "effect, if enabled.")
#endif
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#define SPEED_TEXT N_( "OpenGL cube rotation speed" )
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#define SPEED_LONGTEXT N_( "Rotation speed of the OpenGL cube effect, if " \
        "enabled." )
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#define EFFECT_TEXT N_("Effect")
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#define EFFECT_LONGTEXT N_( \
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    "Several visual OpenGL effects are available." )
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#ifndef OPENGL_MORE_EFFECT
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static const char *ppsz_effects[] = {
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        "none", "cube", "transparent-cube" };
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static const char *ppsz_effects_text[] = {
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        N_("None"), N_("Cube"), N_("Transparent Cube") };
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#endif
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vlc_module_begin();
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    set_shortname( "OpenGL" );
    set_category( CAT_VIDEO );
    set_subcategory( SUBCAT_VIDEO_VOUT );
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    set_description( _("OpenGL video output") );
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#ifdef __APPLE__
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    set_capability( "video output", 200 );
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#else
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    set_capability( "video output", 20 );
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#endif
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    add_shortcut( "opengl" );
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    add_float( "opengl-cube-speed", 2.0, NULL, SPEED_TEXT,
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                    SPEED_LONGTEXT, VLC_TRUE );
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#ifdef OPENGL_MORE_EFFECT
    add_integer_with_range( "opengl-accuracy", 4, 1, 10, NULL, ACCURACY_TEXT,
                    ACCURACY_LONGTEXT, VLC_TRUE );
    add_float_with_range( "opengl-pov-x", 0.0, -1.0, 1.0, NULL, POV_X_TEXT,
                    POV_X_LONGTEXT, VLC_TRUE );
    add_float_with_range( "opengl-pov-y", 0.0, -1.0, 1.0, NULL, POV_Y_TEXT,
                    POV_Y_LONGTEXT, VLC_TRUE );
    add_float_with_range( "opengl-pov-z", -1.0, -1.0, 1.0, NULL, POV_Z_TEXT,
                    POV_Z_LONGTEXT, VLC_TRUE );
    add_float( "opengl-cylinder-radius", -100.0, NULL, RADIUS_TEXT,
                    RADIUS_LONGTEXT, VLC_TRUE );

#endif
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    set_callbacks( CreateVout, DestroyVout );
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    add_string( "opengl-effect", "none", NULL, EFFECT_TEXT,
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                 EFFECT_LONGTEXT, VLC_FALSE );
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        change_string_list( ppsz_effects, ppsz_effects_text, 0 );
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vlc_module_end();

/*****************************************************************************
 * vout_sys_t: video output method descriptor
 *****************************************************************************
 * This structure is part of the video output thread descriptor.
 * It describes the OpenGL specific properties of the output thread.
 *****************************************************************************/
struct vout_sys_t
{
    vout_thread_t *p_vout;

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    uint8_t    *pp_buffer[2];
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    int         i_index;
    int         i_tex_width;
    int         i_tex_height;
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    GLuint      p_textures[2];
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    int         i_effect;
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    float       f_speed;
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    float       f_radius;
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};

/*****************************************************************************
 * CreateVout: This function allocates and initializes the OpenGL vout method.
 *****************************************************************************/
static int CreateVout( vlc_object_t *p_this )
{
    vout_thread_t *p_vout = (vout_thread_t *)p_this;
    vout_sys_t *p_sys;

    /* Allocate structure */
    p_vout->p_sys = p_sys = malloc( sizeof( vout_sys_t ) );
    if( p_sys == NULL )
    {
        msg_Err( p_vout, "out of memory" );
        return VLC_EGENERIC;
    }

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    var_Create( p_vout, "opengl-effect", VLC_VAR_STRING | VLC_VAR_DOINHERIT );
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    p_sys->i_index = 0;
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#ifdef __APPLE__
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    p_sys->i_tex_width  = p_vout->fmt_in.i_width;
    p_sys->i_tex_height = p_vout->fmt_in.i_height;
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#else
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    /* A texture must have a size aligned on a power of 2 */
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    p_sys->i_tex_width  = GetAlignedSize( p_vout->fmt_in.i_width );
    p_sys->i_tex_height = GetAlignedSize( p_vout->fmt_in.i_height );
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#endif
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    msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
             p_sys->i_tex_height );

    /* Get window */
    p_sys->p_vout =
        (vout_thread_t *)vlc_object_create( p_this, VLC_OBJECT_OPENGL );
    if( p_sys->p_vout == NULL )
    {
        msg_Err( p_vout, "out of memory" );
        return VLC_ENOMEM;
    }
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    vlc_object_attach( p_sys->p_vout, p_this );
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    p_sys->p_vout->i_window_width = p_vout->i_window_width;
    p_sys->p_vout->i_window_height = p_vout->i_window_height;
    p_sys->p_vout->b_fullscreen = p_vout->b_fullscreen;
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    p_sys->p_vout->render.i_width = p_vout->render.i_width;
    p_sys->p_vout->render.i_height = p_vout->render.i_height;
    p_sys->p_vout->render.i_aspect = p_vout->render.i_aspect;
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    p_sys->p_vout->fmt_render = p_vout->fmt_render;
    p_sys->p_vout->fmt_in = p_vout->fmt_in;
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    p_sys->p_vout->b_scale = p_vout->b_scale;
    p_sys->p_vout->i_alignment = p_vout->i_alignment;
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    p_sys->p_vout->p_module =
        module_Need( p_sys->p_vout, "opengl provider", NULL, 0 );
    if( p_sys->p_vout->p_module == NULL )
    {
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        msg_Warn( p_vout, "No OpenGL provider found" );
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        vlc_object_detach( p_sys->p_vout );
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        vlc_object_destroy( p_sys->p_vout );
        return VLC_ENOOBJ;
    }

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    p_sys->f_speed = var_CreateGetFloat( p_vout, "opengl-cube-speed" );
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    p_sys->f_radius = var_CreateGetFloat( p_vout, "opengl-cylinder-radius" );
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    p_vout->pf_init = Init;
    p_vout->pf_end = End;
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    p_vout->pf_manage = Manage;
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    p_vout->pf_render = Render;
    p_vout->pf_display = DisplayVideo;
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    p_vout->pf_control = Control;
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    /* Forward events from the opengl provider */
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    var_Create( p_sys->p_vout, "mouse-x", VLC_VAR_INTEGER );
    var_Create( p_sys->p_vout, "mouse-y", VLC_VAR_INTEGER );
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    var_Create( p_sys->p_vout, "mouse-moved", VLC_VAR_BOOL );
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    var_Create( p_sys->p_vout, "mouse-clicked", VLC_VAR_INTEGER );
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    var_Create( p_sys->p_vout, "mouse-button-down", VLC_VAR_INTEGER );
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    var_Create( p_sys->p_vout, "video-on-top",
                VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
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    var_AddCallback( p_sys->p_vout, "mouse-x", SendEvents, p_vout );
    var_AddCallback( p_sys->p_vout, "mouse-y", SendEvents, p_vout );
    var_AddCallback( p_sys->p_vout, "mouse-moved", SendEvents, p_vout );
    var_AddCallback( p_sys->p_vout, "mouse-clicked", SendEvents, p_vout );
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    var_AddCallback( p_sys->p_vout, "mouse-button-down", SendEvents, p_vout );
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    return VLC_SUCCESS;
}

/*****************************************************************************
 * Init: initialize the OpenGL video thread output method
 *****************************************************************************/
static int Init( vout_thread_t *p_vout )
{
    vout_sys_t *p_sys = p_vout->p_sys;
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    int i_pixel_pitch;
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    vlc_value_t val;
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    p_sys->p_vout->pf_init( p_sys->p_vout );

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/* TODO: We use YCbCr on Mac which is Y422, but on OSX it seems to == YUY2. Verify */
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#if ( defined( WORDS_BIGENDIAN ) && VLCGL_FORMAT == GL_YCBCR_422_APPLE ) || (VLCGL_FORMAT == YCBCR_MESA)
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    p_vout->output.i_chroma = VLC_FOURCC('Y','U','Y','2');
    i_pixel_pitch = 2;
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#elif (VLCGL_FORMAT == GL_YCBCR_422_APPLE)
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    p_vout->output.i_chroma = VLC_FOURCC('U','Y','V','Y');
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    i_pixel_pitch = 2;

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#elif VLCGL_FORMAT == GL_RGB
#   if VLCGL_TYPE == GL_UNSIGNED_BYTE
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    p_vout->output.i_chroma = VLC_FOURCC('R','V','2','4');
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#       if defined( WORDS_BIGENDIAN )
    p_vout->output.i_rmask = 0x00ff0000;
    p_vout->output.i_gmask = 0x0000ff00;
    p_vout->output.i_bmask = 0x000000ff;
#       else
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    p_vout->output.i_rmask = 0x000000ff;
    p_vout->output.i_gmask = 0x0000ff00;
    p_vout->output.i_bmask = 0x00ff0000;
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#       endif
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    i_pixel_pitch = 3;
#   else
    p_vout->output.i_chroma = VLC_FOURCC('R','V','1','6');
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#       if defined( WORDS_BIGENDIAN )
    p_vout->output.i_rmask = 0x001f;
    p_vout->output.i_gmask = 0x07e0;
    p_vout->output.i_bmask = 0xf800;
#       else
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    p_vout->output.i_rmask = 0xf800;
    p_vout->output.i_gmask = 0x07e0;
    p_vout->output.i_bmask = 0x001f;
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#       endif
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    i_pixel_pitch = 2;
#   endif
#else
    p_vout->output.i_chroma = VLC_FOURCC('R','V','3','2');
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#       if defined( WORDS_BIGENDIAN )
    p_vout->output.i_rmask = 0xff000000;
    p_vout->output.i_gmask = 0x00ff0000;
    p_vout->output.i_bmask = 0x0000ff00;
#       else
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    p_vout->output.i_rmask = 0x000000ff;
    p_vout->output.i_gmask = 0x0000ff00;
    p_vout->output.i_bmask = 0x00ff0000;
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#       endif
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    i_pixel_pitch = 4;
#endif

    /* Since OpenGL can do rescaling for us, stick to the default
     * coordinates and aspect. */
    p_vout->output.i_width  = p_vout->render.i_width;
    p_vout->output.i_height = p_vout->render.i_height;
    p_vout->output.i_aspect = p_vout->render.i_aspect;

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    p_vout->fmt_out = p_vout->fmt_in;
    p_vout->fmt_out.i_chroma = p_vout->output.i_chroma;

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    /* We know the chroma, allocate one buffer which will be used
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     * directly by the decoder */
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    p_sys->pp_buffer[0] =
        malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
    if( !p_sys->pp_buffer[0] )
    {
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        msg_Err( p_vout, "out of memory" );
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        return -1;
    }
    p_sys->pp_buffer[1] =
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        malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
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    if( !p_sys->pp_buffer[1] )
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    {
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        msg_Err( p_vout, "out of memory" );
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        return -1;
    }

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    p_vout->p_picture[0].i_planes = 1;
    p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[0];
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    p_vout->p_picture[0].p->i_lines = p_vout->output.i_height;
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    p_vout->p_picture[0].p->i_visible_lines = p_vout->output.i_height;
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    p_vout->p_picture[0].p->i_pixel_pitch = i_pixel_pitch;
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    p_vout->p_picture[0].p->i_pitch = p_vout->output.i_width *
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        p_vout->p_picture[0].p->i_pixel_pitch;
    p_vout->p_picture[0].p->i_visible_pitch = p_vout->output.i_width *
        p_vout->p_picture[0].p->i_pixel_pitch;

    p_vout->p_picture[0].i_status = DESTROYED_PICTURE;
    p_vout->p_picture[0].i_type   = DIRECT_PICTURE;

    PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0];
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    I_OUTPUTPICTURES = 1;
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    if( p_sys->p_vout->pf_lock &&
        p_sys->p_vout->pf_lock( p_sys->p_vout ) )
    {
        msg_Warn( p_vout, "could not lock OpenGL provider" );
        return 0;
    }

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    InitTextures( p_vout );
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    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);
    glDisable(GL_CULL_FACE);
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    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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    glClear( GL_COLOR_BUFFER_BIT );

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    /* Check if the user asked for useless visual effects */
    var_Get( p_vout, "opengl-effect", &val );
    if( !val.psz_string || !strcmp( val.psz_string, "none" ))
    {
        p_sys->i_effect = OPENGL_EFFECT_NONE;
    }
    else if( !strcmp( val.psz_string, "cube" ) )
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    {
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        p_sys->i_effect = OPENGL_EFFECT_CUBE;

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        glEnable( GL_CULL_FACE);
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    }
    else if( !strcmp( val.psz_string, "transparent-cube" ) )
    {
        p_sys->i_effect = OPENGL_EFFECT_TRANSPARENT_CUBE;
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        glDisable( GL_DEPTH_TEST );
        glEnable( GL_BLEND );
        glBlendFunc( GL_SRC_ALPHA, GL_ONE );
    }
    else
    {
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#ifdef OPENGL_MORE_EFFECT
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        p_sys->i_effect = 3;
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        while (( strcmp( val.psz_string, ppsz_effects[p_sys->i_effect]) ) && (pow(2,p_sys->i_effect) < INIFILE))
        {
            p_sys->i_effect ++;
        }
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        if (pow(2,p_sys->i_effect) < INIFILE) 
            p_sys->i_effect = pow(2,p_sys->i_effect);
        else if ( strcmp( val.psz_string, ppsz_effects[p_sys->i_effect]))
        {
            msg_Warn( p_vout, "no valid opengl effect provided, using "
                      "\"none\"" );
            p_sys->i_effect = OPENGL_EFFECT_NONE;
        }
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#else
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        msg_Warn( p_vout, "no valid opengl effect provided, using "
                  "\"none\"" );
        p_sys->i_effect = OPENGL_EFFECT_NONE;
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#endif
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    }
    if( val.psz_string ) free( val.psz_string );

    if( p_sys->i_effect & ( OPENGL_EFFECT_CUBE |
                OPENGL_EFFECT_TRANSPARENT_CUBE ) )
    {
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        /* Set the perpective */
        glMatrixMode( GL_PROJECTION );
        glLoadIdentity();
        glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
        glMatrixMode( GL_MODELVIEW );
        glLoadIdentity();
        glTranslatef( 0.0, 0.0, - 5.0 );
    }
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#ifdef OPENGL_MORE_EFFECT
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    else 
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    {
        /* Set the perpective */
        glMatrixMode( GL_PROJECTION );
        glLoadIdentity();
        glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
        glMatrixMode( GL_MODELVIEW );
        glLoadIdentity();
        glTranslatef( 0.0, 0.0, -3.0 );
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        float f_pov_x, f_pov_y, f_pov_z;
        f_pov_x = var_CreateGetFloat( p_vout, "opengl-pov-x");
        f_pov_y = var_CreateGetFloat( p_vout, "opengl-pov-y");
        f_pov_z = var_CreateGetFloat( p_vout, "opengl-pov-z");
        gluLookAt(0, 0, 0, f_pov_x, f_pov_y, f_pov_z, 0, 1, 0);
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    }
#endif
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    if( p_sys->p_vout->pf_unlock )
    {
        p_sys->p_vout->pf_unlock( p_sys->p_vout );
    }

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    return 0;
}

/*****************************************************************************
 * End: terminate GLX video thread output method
 *****************************************************************************/
static void End( vout_thread_t *p_vout )
{
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    vout_sys_t *p_sys = p_vout->p_sys;

    if( p_sys->p_vout->pf_lock &&
        p_sys->p_vout->pf_lock( p_sys->p_vout ) )
    {
        msg_Warn( p_vout, "could not lock OpenGL provider" );
        return;
    }

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    glFinish();
    glFlush();
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    /* Free the texture buffer*/
    glDeleteTextures( 2, p_sys->p_textures );
    if( p_sys->pp_buffer[0] ) free( p_sys->pp_buffer[0] );
    if( p_sys->pp_buffer[1] ) free( p_sys->pp_buffer[1] );

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    if( p_sys->p_vout->pf_unlock )
    {
        p_sys->p_vout->pf_unlock( p_sys->p_vout );
    }
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}

/*****************************************************************************
 * Destroy: destroy GLX video thread output method
 *****************************************************************************
 * Terminate an output method created by CreateVout
 *****************************************************************************/
static void DestroyVout( vlc_object_t *p_this )
{
    vout_thread_t *p_vout = (vout_thread_t *)p_this;
    vout_sys_t *p_sys = p_vout->p_sys;

    module_Unneed( p_sys->p_vout, p_sys->p_vout->p_module );
    vlc_object_detach( p_sys->p_vout );
    vlc_object_destroy( p_sys->p_vout );

    free( p_sys );
}

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/*****************************************************************************
 * Manage: handle Sys events
 *****************************************************************************
 * This function should be called regularly by video output thread. It returns
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 * a non null value if an error occurred.
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 *****************************************************************************/
static int Manage( vout_thread_t *p_vout )
{
    vout_sys_t *p_sys = p_vout->p_sys;
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    int i_ret, i_fullscreen_change;

    i_fullscreen_change = ( p_vout->i_changes & VOUT_FULLSCREEN_CHANGE );

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    p_vout->fmt_out.i_x_offset = p_sys->p_vout->fmt_in.i_x_offset =
        p_vout->fmt_in.i_x_offset;
    p_vout->fmt_out.i_y_offset = p_sys->p_vout->fmt_in.i_y_offset =
        p_vout->fmt_in.i_y_offset;
    p_vout->fmt_out.i_visible_width = p_sys->p_vout->fmt_in.i_visible_width =
        p_vout->fmt_in.i_visible_width;
    p_vout->fmt_out.i_visible_height = p_sys->p_vout->fmt_in.i_visible_height =
        p_vout->fmt_in.i_visible_height;
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    p_vout->fmt_out.i_aspect = p_sys->p_vout->fmt_in.i_aspect =
        p_vout->fmt_in.i_aspect;
    p_vout->fmt_out.i_sar_num = p_sys->p_vout->fmt_in.i_sar_num =
        p_vout->fmt_in.i_sar_num;
    p_vout->fmt_out.i_sar_den = p_sys->p_vout->fmt_in.i_sar_den =
        p_vout->fmt_in.i_sar_den;
    p_vout->output.i_aspect = p_vout->fmt_in.i_aspect;
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    p_sys->p_vout->i_changes = p_vout->i_changes;
    i_ret = p_sys->p_vout->pf_manage( p_sys->p_vout );
    p_vout->i_changes = p_sys->p_vout->i_changes;

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#ifdef __APPLE__
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    if( p_sys->p_vout->pf_lock &&
        p_sys->p_vout->pf_lock( p_sys->p_vout ) )
    {
        msg_Warn( p_vout, "could not lock OpenGL provider" );
        return i_ret;
    }

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    /* On OS X, we create the window and the GL view when entering
       fullscreen - the textures have to be inited again */
    if( i_fullscreen_change )
    {
        InitTextures( p_vout );

        switch( p_sys->i_effect )
        {
            case OPENGL_EFFECT_CUBE:
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#ifdef OPENGL_MORE_EFFECT
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            case CYLINDER:
            case TORUS:
            case SPHERE:
            case SQUAREXY:
            case SQUARER:
            case ASINXY:
            case ASINR:
            case SINEXY:
            case SINER:
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#endif            
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                glEnable( GL_CULL_FACE );
                break;

            case OPENGL_EFFECT_TRANSPARENT_CUBE:
                glDisable( GL_DEPTH_TEST );
                glEnable( GL_BLEND );
                glBlendFunc( GL_SRC_ALPHA, GL_ONE );
                break;
        }

        if( p_sys->i_effect & ( OPENGL_EFFECT_CUBE |
                    OPENGL_EFFECT_TRANSPARENT_CUBE ) )
        {
            /* Set the perpective */
            glMatrixMode( GL_PROJECTION );
            glLoadIdentity();
            glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
            glMatrixMode( GL_MODELVIEW );
            glLoadIdentity();
            glTranslatef( 0.0, 0.0, - 5.0 );
        }
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#ifdef OPENGL_MORE_EFFECT
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        else 
        {
            glMatrixMode( GL_PROJECTION );
            glLoadIdentity();
            glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );
            glMatrixMode( GL_MODELVIEW );
            glLoadIdentity();
            glTranslatef( 0.0, 0.0, -3.0 );
    
            float f_pov_x, f_pov_y, f_pov_z;
            f_pov_x = var_CreateGetFloat( p_vout, "opengl-pov-x");
            f_pov_y = var_CreateGetFloat( p_vout, "opengl-pov-y");
            f_pov_z = var_CreateGetFloat( p_vout, "opengl-pov-z");
            gluLookAt(0, 0, 0, f_pov_x, f_pov_y, f_pov_z, 0, 1, 0);
        }
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#endif        
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    }
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    if( p_sys->p_vout->pf_unlock )
    {
        p_sys->p_vout->pf_unlock( p_sys->p_vout );
    }
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#endif

    return i_ret;
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}

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/*****************************************************************************
 * Render: render previously calculated output
 *****************************************************************************/
static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
    vout_sys_t *p_sys = p_vout->p_sys;
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    /* On Win32/GLX, we do this the usual way:
       + Fill the buffer with new content,
       + Reload the texture,
       + Use the texture.

       On OS X with VRAM or AGP texturing, the order has to be:
       + Reload the texture,
       + Fill the buffer with new content,
       + Use the texture.

       (Thanks to gcc from the Arstechnica forums for the tip)

       Therefore, we have to use two buffers and textures. On Win32/GLX,
       we reload the texture to be displayed and use it right away. On
       OS X, we first render, then reload the texture to be used next
       time. */

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    if( p_sys->p_vout->pf_lock &&
        p_sys->p_vout->pf_lock( p_sys->p_vout ) )
    {
        msg_Warn( p_vout, "could not lock OpenGL provider" );
        return;
    }

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#ifdef __APPLE__
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    int i_new_index;
    i_new_index = ( p_sys->i_index + 1 ) & 1;

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    /* Update the texture */
    glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );
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    glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
                     p_vout->fmt_out.i_width,
                     p_vout->fmt_out.i_height,
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                     VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[i_new_index] );
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    /* Bind to the previous texture for drawing */
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    glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );

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    /* Switch buffers */
    p_sys->i_index = i_new_index;
    p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];

#else
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    /* Update the texture */
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    glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
                     p_vout->fmt_out.i_width,
                     p_vout->fmt_out.i_height,
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                     VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[0] );
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#endif
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    if( p_sys->p_vout->pf_unlock )
    {
        p_sys->p_vout->pf_unlock( p_sys->p_vout );
    }
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}

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#ifdef OPENGL_MORE_EFFECT
/*****************************************************************************
 *   Transform: Calculate the distorted grid coordinates
 *****************************************************************************/
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static void Transform(float p, int distortion, float width, float height,int i, int j, int i_visible_width, int i_visible_height, double *ix,double *iy)
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{
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    double x,y,xnew,ynew;
    double r,theta,rnew,thetanew;
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    x = (double)i * (width / ((double)i_visible_width));
    y = (double)j * (height / ((double)i_visible_height));
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    x = (2.0 * (double)x / width) - 1;
    y = (2.0 * (double)y / height) - 1;
    xnew = x;
    ynew = y;
    r = sqrt(x*x+y*y);
    theta = atan2(y,x);
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    switch (distortion) 
    {
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        case SINEXY:
            xnew = sin(PID2*x);
            ynew = sin(PID2*y);
            break;
        case SINER:
            rnew = sin(PID2*r);
            thetanew = theta;
            xnew = rnew * cos(thetanew);
            ynew = rnew * sin(thetanew);
            break;
        case SQUAREXY:
            xnew = x*x*SIGN(x);
            ynew = y*y*SIGN(y);
            break;
        case SQUARER:
            rnew = r*r;
            thetanew = theta;
            xnew = rnew * cos(thetanew);
            ynew = rnew * sin(thetanew);
            break;
        case ASINXY:
            xnew = asin(x) / PID2;
            ynew = asin(y) / PID2;
            break;
        case ASINR:
            rnew = asin(r) / PID2;
            thetanew = theta;
            xnew = rnew * cos(thetanew);
            ynew = rnew * sin(thetanew);
            break;
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/* OTHER WAY: 3D MODEL */
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        default:
            xnew = x;
            ynew = y;
    }
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    *ix = width * (xnew + 1) / (2.0);
    *iy = height * (ynew + 1) / (2.0);
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}

/*****************************************************************************
 *   Z_Compute: Calculate the Z-coordinate
 *****************************************************************************/
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static float Z_Compute(float p, int distortion, float x, float y)
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{
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    float f_z = 0.0;
    double d_p = p / 100.0;
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    switch (distortion) 
    {
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        case CYLINDER:
            if (d_p > 0) 
                f_z = (1 - d_p * d_p) / (2 * d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x));
            else
                f_z = (1 - d_p * d_p) / (2 * d_p) + d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x));
            break;
        case TORUS:
            if (d_p > 0) 
                f_z =  (1 - d_p * d_p) / (d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x)) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - y * y));
            else
                f_z =  (1 - d_p * d_p) / (d_p) + 2 * d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x)) + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - y * y));
            break;
        case SPHERE:
            if (d_p > 0) 
                f_z = (1 - d_p * d_p) / (2 * d_p) - sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x - y * y));
            else
                f_z = (1 - d_p * d_p) / (2 * d_p) + d_p + sqrt(fabs((d_p * d_p + 1) / (2 * d_p) * (d_p * d_p + 1) / (2 * d_p) - x * x - y * y));
            break;
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        case SINEXY:;
        case SINER:
        case SQUAREXY:
        case SQUARER:;
        case ASINXY:
        case ASINR:
            f_z = 0.0;
            break;
        default:
            f_z = 0.0;
    }
    return f_z;
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}
#endif


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/*****************************************************************************
 * DisplayVideo: displays previously rendered output
 *****************************************************************************/
static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{
    vout_sys_t *p_sys = p_vout->p_sys;
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    float f_width, f_height, f_x, f_y;
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    if( p_sys->p_vout->pf_lock &&
        p_sys->p_vout->pf_lock( p_sys->p_vout ) )
    {
        msg_Warn( p_vout, "could not lock OpenGL provider" );
        return;
    }

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    /* glTexCoord works differently with GL_TEXTURE_2D and
       GL_TEXTURE_RECTANGLE_EXT */
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#ifdef __APPLE__
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    f_x = (float)p_vout->fmt_out.i_x_offset;
    f_y = (float)p_vout->fmt_out.i_y_offset;
    f_width = (float)p_vout->fmt_out.i_x_offset +
              (float)p_vout->fmt_out.i_visible_width;
    f_height = (float)p_vout->fmt_out.i_y_offset +
               (float)p_vout->fmt_out.i_visible_height;
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#else
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    f_x = (float)p_vout->fmt_out.i_x_offset / p_sys->i_tex_width;
    f_y = (float)p_vout->fmt_out.i_y_offset / p_sys->i_tex_height;
    f_width = ( (float)p_vout->fmt_out.i_x_offset +
                p_vout->fmt_out.i_visible_width ) / p_sys->i_tex_width;
    f_height = ( (float)p_vout->fmt_out.i_y_offset +
                 p_vout->fmt_out.i_visible_height ) / p_sys->i_tex_height;
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#endif
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    /* Why drawing here and not in Render()? Because this way, the
       OpenGL providers can call pf_display to force redraw. Currently,
       the OS X provider uses it to get a smooth window resizing */

    glClear( GL_COLOR_BUFFER_BIT );
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    if( p_sys->i_effect == OPENGL_EFFECT_NONE )
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    {
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        glEnable( VLCGL_TARGET );
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        glBegin( GL_POLYGON );
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        glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );
        glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );
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        glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
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        glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
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        glEnd();
    }
    else
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#ifdef OPENGL_MORE_EFFECT
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    if ((p_sys->i_effect > OPENGL_EFFECT_TRANSPARENT_CUBE) || 
        ((p_sys->i_effect == OPENGL_EFFECT_NONE)))
    {
       unsigned int i_i, i_j;
       unsigned int i_accuracy  = config_GetInt( p_vout, "opengl-accuracy");
       unsigned int i_n = pow(2, i_accuracy);    
       unsigned int i_n_x = (p_vout->fmt_out.i_visible_width / (i_n * 2));
       unsigned int i_n_y = (p_vout->fmt_out.i_visible_height / i_n);
       double d_x, d_y;
       int i_distortion = p_sys->i_effect;
       float f_p = p_sys->f_radius; 
            
       glEnable( VLCGL_TARGET );
       glBegin(GL_QUADS);                                   
       for (i_i = 0; i_i < p_vout->fmt_out.i_visible_width; i_i += i_n_x) 
       {
          if ( i_i == i_n_x * i_n / 2) i_n_x += p_vout->fmt_out.i_visible_width % i_n;
          if ((i_i == (p_vout->fmt_out.i_visible_width / i_n) * i_n / 2 + i_n_x) &&
              (p_vout->fmt_out.i_visible_width / i_n != i_n_x))
                i_n_x -= p_vout->fmt_out.i_visible_width % i_n; 

          int i_m;
          int i_index_max = 0;
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          for (i_j = 0; i_j < p_vout->fmt_out.i_visible_height; i_j += i_n_y) 
          {
            if ( i_j == i_n_y * i_n / 2) i_n_y += p_vout->fmt_out.i_visible_height % i_n;
            if ((i_j == (p_vout->fmt_out.i_visible_height / i_n) * i_n / 2 + i_n_y) &&
                (p_vout->fmt_out.i_visible_height / i_n != i_n_y))
                    i_n_y -= p_vout->fmt_out.i_visible_height % i_n;

            for (i_m = i_index_max; i_m < i_index_max + 4; i_m++)
            {
                int i_k = ((i_m % 4) == 1) || ((i_m % 4) == 2);
                int i_l = ((i_m % 4) == 2) || ((i_m % 4) == 3);

                Transform(f_p, i_distortion, f_width, f_height, i_i + i_k * i_n_x, i_j + i_l * i_n_y, p_vout->fmt_out.i_visible_width, p_vout->fmt_out.i_visible_height, &d_x, &d_y);                                
                glTexCoord2f(f_x + d_x, f_y + d_y);
                d_x =  - 1.0 + 2.0 * ((double)(i_k * i_n_x + i_i) / (double)p_vout->fmt_out.i_visible_width);
                d_y =    1.0 - 2.0 * (((double)i_l * i_n_y + i_j) / (double)p_vout->fmt_out.i_visible_height);
                glVertex3f((float)d_x, (float)d_y, Z_Compute(f_p, i_distortion, (float)d_x, (float)d_y));    
            }
          }
       } 
       glEnd();
    }
    else
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#endif
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    {
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        glRotatef( 0.5 * p_sys->f_speed , 0.3, 0.5, 0.7 );
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        glEnable( VLCGL_TARGET );
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        glBegin( GL_QUADS );

        /* Front */
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        glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, 1.0 );
        glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );
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        glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );
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        glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, 1.0 );
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        /* Left */
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        glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );
        glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
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        glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, 1.0 );
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        glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, 1.0 );
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        /* Back */
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        glTexCoord2f( f_x, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
        glTexCoord2f( f_x, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
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        glTexCoord2f( f_width, f_height ); glVertex3f( - 1.0, - 1.0, - 1.0 );
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        glTexCoord2f( f_width, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );
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        /* Right */
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        glTexCoord2f( f_x, f_y ); glVertex3f( 1.0, 1.0, 1.0 );
        glTexCoord2f( f_x, f_height ); glVertex3f( 1.0, - 1.0, 1.0 );
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        glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, - 1.0, - 1.0 );
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        glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
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        /* Top */
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        glTexCoord2f( f_x, f_y ); glVertex3f( - 1.0, 1.0, - 1.0 );
        glTexCoord2f( f_x, f_height ); glVertex3f( - 1.0, 1.0, 1.0 );
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        glTexCoord2f( f_width, f_height ); glVertex3f( 1.0, 1.0, 1.0 );
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        glTexCoord2f( f_width, f_y ); glVertex3f( 1.0, 1.0, - 1.0 );
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        /* Bottom */