예제 #1
0
void visual_2d_texture_path_opengl_auto(GF_VisualManager *visual, GF_Path *path, GF_TextureHandler *txh, struct _drawable_context *ctx, GF_Rect *orig_bounds, GF_Matrix2D *ext_mx, GF_TraverseState *tr_state)
{
	GF_Rect clipper;
	u32 prev_mode = tr_state->traversing_mode;
	u32 prev_type_3d = tr_state->visual->type_3d;

	visual_2d_flush_hybgl_canvas(visual, txh, ctx, tr_state);

	tr_state->visual->type_3d = 4;
	tr_state->appear = ctx->appear;
	if (ctx->col_mat) gf_cmx_copy(&tr_state->color_mat, ctx->col_mat);//

	tr_state->traversing_mode=TRAVERSE_DRAW_3D;
	gf_mx_from_mx2d(&tr_state->model_matrix, &ctx->transform);


	clipper.x = INT2FIX(ctx->bi->clip.x);
	clipper.y = INT2FIX(ctx->bi->clip.y);
	clipper.width = INT2FIX(ctx->bi->clip.width);
	clipper.height = INT2FIX(ctx->bi->clip.height);
	visual_3d_set_clipper_2d(tr_state->visual, clipper, NULL, 1);

	gf_node_allow_cyclic_traverse(ctx->drawable->node);
	gf_node_traverse(ctx->drawable->node, tr_state);

	tr_state->visual->type_3d=prev_type_3d;
	tr_state->traversing_mode=prev_mode;
	if (ctx->col_mat) gf_cmx_init(&tr_state->color_mat);

	ctx->flags |= CTX_PATH_FILLED;

	visual_3d_reset_clipper_2d(tr_state->visual);
}
예제 #2
0
void R2D_InitColorTransform(Render2D *sr, GF_Node *node)
{
	ColorTransformStack *stack = (ColorTransformStack *)malloc(sizeof(ColorTransformStack));
	SetupGroupingNode2D((GroupingNode2D *)stack, sr, node);
	gf_cmx_init(&stack->cmat);
	gf_node_set_private(node, stack);
	gf_node_set_callback_function(node, RenderColorTransform);
}
예제 #3
0
void compositor_init_colortransform(GF_Compositor *compositor, GF_Node *node)
{
	ColorTransformStack *stack;
	GF_SAFEALLOC(stack, ColorTransformStack);

	gf_cmx_init(&stack->cmat);
	gf_node_set_private(node, stack);
	gf_node_set_callback_function(node, TraverseColorTransform);
}
예제 #4
0
static void composite_update(GF_TextureHandler *txh)
{
	s32 w, h;
	GF_STENCIL stencil;
	M_Background2D *back;
	GF_TraverseState *tr_state;
	Bool invalidate_all;
	u32 new_pixel_format;
	GF_Compositor *compositor = (GF_Compositor *)txh->compositor;
	CompositeTextureStack *st = (CompositeTextureStack *) gf_node_get_private(txh->owner);
	GF_Raster2D *raster = st->visual->compositor->rasterizer;

	if (st->unsupported) return;


/*
	if (compositor->recompute_ar) {
		gf_node_dirty_set(txh->owner, 0, 0);
		return;
	}
*/
	if (!compositor->rebuild_offscreen_textures && (!compositor->text_edit_changed || !st->visual->has_text_edit ) && !gf_node_dirty_get(txh->owner)) {
		txh->needs_refresh = 0;
		return;
	}
	gf_node_dirty_clear(st->txh.owner, 0);

	new_pixel_format = 0;
	back = gf_list_get(st->visual->back_stack, 0);
	if (back && back->isBound) new_pixel_format = GF_PIXEL_RGB_24;
	else new_pixel_format = GF_PIXEL_RGBA;


#ifdef GPAC_USE_TINYGL
	/*TinyGL pixel format is fixed at compile time, we cannot override it !*/
	if (st->visual->type_3d) new_pixel_format = GF_PIXEL_RGBA;
#else

#ifndef GPAC_DISABLE_3D
	/*no alpha support in offscreen rendering*/
	if ( (st->visual->type_3d) && !(compositor->video_out->hw_caps & GF_VIDEO_HW_OPENGL_OFFSCREEN_ALPHA))
		new_pixel_format = GF_PIXEL_RGB_24;
#endif

	/*in OpenGL_ES, only RGBA can be safelly used with glReadPixels*/
#ifdef GPAC_USE_OGL_ES
	new_pixel_format = GF_PIXEL_RGBA;
#endif

#endif

	/*FIXME - we assume RGB+Depth+bitshape, we should check with the video out module*/
#if defined(GF_SR_USE_DEPTH) && !defined(GPAC_DISABLE_3D)
	if (st->visual->type_3d && (compositor->video_out->hw_caps & GF_VIDEO_HW_HAS_DEPTH) ) new_pixel_format = GF_PIXEL_RGBDS;
#endif


#ifndef GPAC_DISABLE_3D
	if (st->visual->type_3d>1) {
		w = ((M_CompositeTexture3D*)txh->owner)->pixelWidth;
		h = ((M_CompositeTexture3D*)txh->owner)->pixelHeight;
	} else
#endif
	{
		w = ((M_CompositeTexture2D*)txh->owner)->pixelWidth;
		h = ((M_CompositeTexture2D*)txh->owner)->pixelHeight;
	}

	/*internal GPAC hacks for testing color spaces*/
	if (w<-1) {
		w = -w;
		if (h<0) {
			h = -h;
			if (new_pixel_format==GF_PIXEL_RGBA) {
				new_pixel_format=GF_PIXEL_ARGB;
			} else {
				new_pixel_format=GF_PIXEL_BGR_24;
			}
		} else {
			if (new_pixel_format==GF_PIXEL_RGB_24) {
				new_pixel_format=GF_PIXEL_RGB_32;
			}
		}
	}
	else if (h<-1) {
		h = -h;
		if (new_pixel_format==GF_PIXEL_RGB_24) {
			new_pixel_format=GF_PIXEL_RGB_32;
		}
	}

	if (w<0) w = 0;
	if (h<0) h = 0;


	if (!w || !h) {
		if (txh->tx_io) {
#ifdef GPAC_USE_TINYGL
			if (st->tgl_ctx) ostgl_delete_context(st->tgl_ctx);
#endif
			gf_sc_texture_release(txh);
			if (txh->data) gf_free(txh->data);
			txh->data = NULL;
			txh->width = txh->height = txh->stride = 0;
		}
		return;
	}
	invalidate_all = compositor->rebuild_offscreen_textures;

	/*rebuild stencil*/
	if (!txh->tx_io
		|| (w != (s32) txh->width) || ( h != (s32) txh->height)
		|| (new_pixel_format != txh->pixelformat)
		) {

		Bool needs_stencil = 1;
		if (txh->tx_io) {
#ifdef GPAC_USE_TINYGL
			if (st->tgl_ctx) ostgl_delete_context(st->tgl_ctx);
#endif
			gf_sc_texture_release(txh);
			if (txh->data) 
				gf_free(txh->data);
			txh->data = NULL;
		}

		/*we don't use rect ext because of no support for texture transforms*/
		if (1
#ifndef GPAC_DISABLE_3D
			|| compositor->gl_caps.npot_texture
#endif
			) {
			st->txh.width = w;
			st->txh.height = h;
			st->sx = st->sy = FIX_ONE;
		} else {
			st->txh.width = 2;
			while (st->txh.width<(u32)w) st->txh.width*=2;
			st->txh.height = 2;
			while (st->txh.height<(u32)h) st->txh.height*=2;

			st->sx = INT2FIX(st->txh.width) / w;
			st->sy = INT2FIX(st->txh.height) / h;
		}

		gf_sc_texture_allocate(txh);
		txh->pixelformat = new_pixel_format;
		switch (new_pixel_format) {
		case GF_PIXEL_RGBA:
		case GF_PIXEL_ARGB:
			txh->stride = txh->width * 4;
			txh->transparent = 1;
			break;
		case GF_PIXEL_RGB_565:
			txh->stride = txh->width * 2;
			txh->transparent = 0;
			break;
		case GF_PIXEL_RGBDS:
			txh->stride = txh->width * 4;
			txh->transparent = 1;
			break;
		case GF_PIXEL_RGB_24:
			txh->stride = txh->width * 3;
			txh->transparent = 0;
			break;
		}

		st->visual->width = txh->width;
		st->visual->height = txh->height;

		stencil = raster->stencil_new(raster, GF_STENCIL_TEXTURE);
		/*TODO - add support for compositeTexture3D when root is 2D visual*/
#ifndef GPAC_DISABLE_3D
		if (st->visual->type_3d) {
			GF_Compositor *compositor = st->visual->compositor;
			/*figure out what to do if main visual (eg video out) is not in OpenGL ...*/
			if (!compositor->visual->type_3d) {
				/*create an offscreen window for OpenGL rendering*/
				if ((compositor->offscreen_width < st->txh.width) || (compositor->offscreen_height < st->txh.height)) {
#ifndef GPAC_USE_TINYGL
					GF_Err e;
					GF_Event evt;
					compositor->offscreen_width = MAX(compositor->offscreen_width, st->txh.width);
					compositor->offscreen_height = MAX(compositor->offscreen_height, st->txh.height);

					evt.type = GF_EVENT_VIDEO_SETUP;
					evt.setup.width = compositor->offscreen_width;
					evt.setup.height = compositor->offscreen_height;
					evt.setup.back_buffer = 0;
					evt.setup.opengl_mode = 2;
					e = compositor->video_out->ProcessEvent(compositor->video_out, &evt);
					if (e) {
						gf_sc_texture_release(txh);
						st->unsupported = 1;
						return;
					}
					/*reload openGL ext*/
					gf_sc_load_opengl_extensions(compositor, 1);
#endif
				}
			} else {
				needs_stencil = 0;
			}
		}
#endif

		if (needs_stencil) {
			txh->data = (char*)gf_malloc(sizeof(unsigned char) * txh->stride * txh->height);
			memset(txh->data, 0, sizeof(unsigned char) * txh->stride * txh->height);
			
			/*set stencil texture - we don't check error as an image could not be supported by the rasterizer
			but still supported by the blitter (case of RGBD/RGBDS)*/
			raster->stencil_set_texture(stencil, txh->data, txh->width, txh->height, txh->stride, txh->pixelformat, txh->pixelformat, 0);

#ifdef GPAC_USE_TINYGL
			if (st->visual->type_3d && !compositor->visual->type_3d) {
				st->tgl_ctx = ostgl_create_context(txh->width, txh->height, txh->transparent ? 32 : 24, &txh->data, 1);
				GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[CompositeTexture] Creating TinyGL Offscreen context %p (%d %d - pf %s)\n", st->tgl_ctx, txh->width, txh->width, gf_4cc_to_str(txh->pixelformat)));
			}
#endif

		}
		invalidate_all = 1;
		gf_sc_texture_set_stencil(txh, stencil);
	}
	if (!txh->tx_io) return;

	stencil = gf_sc_texture_get_stencil(txh);
	if (!stencil) return;

#ifdef GPAC_USE_TINYGL
	if (st->tgl_ctx) ostgl_make_current(st->tgl_ctx, 0);
#endif

	GF_SAFEALLOC(tr_state, GF_TraverseState);
	tr_state->vrml_sensors = gf_list_new();
	tr_state->visual = st->visual;
	tr_state->invalidate_all = invalidate_all;

	tr_state->immediate_draw = st->visual->compositor->traverse_state->immediate_draw;

	gf_mx2d_init(tr_state->transform);
	gf_cmx_init(&tr_state->color_mat);

	tr_state->backgrounds = st->visual->back_stack;
	tr_state->viewpoints = st->visual->view_stack;
	tr_state->pixel_metrics = gf_sg_use_pixel_metrics(gf_node_get_graph(st->txh.owner));
	tr_state->min_hsize = INT2FIX( MIN(txh->width, txh->height) ) / 2;
	tr_state->vp_size.x = INT2FIX(txh->width);
	tr_state->vp_size.y = INT2FIX(txh->height);

	composite_do_bindable(st->txh.owner, tr_state, st->first);
	st->first = 0;

	GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[CompositeTexture] Entering draw cycle\n"));

	txh->needs_refresh = visual_draw_frame(st->visual, st->txh.owner, tr_state, 0);
	txh->transparent = (st->visual->last_had_back==2) ? 0 : 1;


	if (!compositor->edited_text && st->visual->has_text_edit) 
		st->visual->has_text_edit = 0;


	/*set active viewport in image coordinates top-left=(0, 0), not in BIFS*/
	if (0 && gf_list_count(st->visual->view_stack)) {
		M_Viewport *vp = (M_Viewport *)gf_list_get(st->visual->view_stack, 0);

		if (vp->isBound) {
			SFVec2f size = vp->size;
			if (size.x >=0 && size.y>=0) {
				/*FIXME - we need tracking of VP changes*/
				txh->needs_refresh = 1;
			}
		}
	}

	if (txh->needs_refresh) {
#ifndef GPAC_DISABLE_3D
		if (st->visual->camera.is_3D) {
			if (st->visual->compositor->visual->type_3d) {
#ifndef GPAC_USE_TINYGL
				gf_sc_copy_to_texture(&st->txh);
#else
				/*in TinyGL we only need to push associated bitmap to the texture*/
				gf_sc_texture_push_image(&st->txh, 0, 0);
#endif
			} else {

#ifndef GPAC_USE_TINYGL
				gf_sc_copy_to_stencil(&st->txh);

#else

				if (txh->pixelformat==GF_PIXEL_RGBDS) gf_get_tinygl_depth(&st->txh);
#endif
			}
		} else
#endif
		{
			if (raster->stencil_texture_modified) raster->stencil_texture_modified(stencil);
			gf_sc_texture_set_stencil(txh, stencil);
		}
		gf_sc_invalidate(st->txh.compositor, NULL);
	}
	gf_list_del(tr_state->vrml_sensors);
	gf_free(tr_state);
	GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[CompositeTexture] Leaving draw cycle\n"));
}
예제 #5
0
static void UpdateComposite2D(GF_TextureHandler *txh)
{
	GF_Err e;
	u32 i;
	SensorHandler *hsens;
	RenderEffect2D *eff;

	M_CompositeTexture2D *ct2D = (M_CompositeTexture2D *)txh->owner;
	Composite2DStack *st = (Composite2DStack *) gf_node_get_private(txh->owner);
	GF_Raster2D *r2d = st->surf->render->compositor->r2d;

	if (!gf_node_dirty_get(txh->owner)) {
		txh->needs_refresh = 0;
		return;
	}
	/*rebuild stencil*/
	if (!st->surf->the_surface || !txh->hwtx || ((s32) st->width != ct2D->pixelWidth) || ( (s32) st->height != ct2D->pixelHeight) ) {
		if (txh->hwtx) r2d->stencil_delete(txh->hwtx);
		txh->hwtx = NULL;

		if (ct2D->pixelWidth<=0) return;
		if (ct2D->pixelHeight<=0) return;
		st->width = ct2D->pixelWidth;
		st->height = ct2D->pixelHeight;

		txh->hwtx = r2d->stencil_new(r2d, GF_STENCIL_TEXTURE);
		e = r2d->stencil_create_texture(txh->hwtx, st->width, st->height, GF_PIXEL_ARGB);
		if (e) {
			if (txh->hwtx) r2d->stencil_delete(txh->hwtx);
			txh->hwtx = NULL;
		}
	}
	if (!txh->hwtx) return;

	GF_SAFEALLOC(eff, RenderEffect2D);
	eff->sensors = gf_list_new();
	eff->surface = st->surf;

	if (st->surf->render->top_effect->trav_flags & TF_RENDER_DIRECT) {
		eff->trav_flags = TF_RENDER_DIRECT;
	}


	gf_mx2d_init(eff->transform);
	gf_cmx_init(&eff->color_mat);
	st->surf->width = st->width;
	st->surf->height = st->height;
	eff->back_stack = st->surf->back_stack;
	eff->view_stack = st->surf->view_stack;
	eff->is_pixel_metrics = gf_sg_use_pixel_metrics(gf_node_get_graph(st->txh.owner));
	eff->min_hsize = INT2FIX( MIN(st->width, st->height) ) / 2;

	Composite_CheckBindables(st->txh.owner, eff, st->first);
	st->first = 0;
	
	
	GF_LOG(GF_LOG_DEBUG, GF_LOG_RENDER, ("[Render 2D] Entering CompositeTexture2D Render Cycle\n"));
	e = VS2D_InitDraw(st->surf, eff);
	if (e) {
		effect_delete(eff);
		return;
	}

	/*render children*/
	if (gf_node_dirty_get(st->txh.owner) & GF_SG_NODE_DIRTY) {
		GF_ChildNodeItem *l = ct2D->children;
		/*rebuild sensor list */
		if (gf_list_count(st->sensors)) {
			gf_list_del(st->sensors);
			st->sensors = gf_list_new();
		}
		while (l) {
			if (l->node && is_sensor_node(l->node) ) {
				hsens = get_sensor_handler(l->node);
				if (hsens) gf_list_add(st->sensors, hsens);
			}
			l = l->next;
		}

		/*if we have an active sensor at this level discard all sensors in current render context (cf VRML)*/
		if (gf_list_count(st->sensors)) {
			effect_reset_sensors(eff);
		}
	}

	/*add sensor to effects*/	
	i=0; 
	while ((hsens = (SensorHandler*)gf_list_enum(st->sensors, &i))) {
		effect_add_sensor(eff, hsens, &eff->transform);
	}

	gf_node_dirty_clear(st->txh.owner, 0);

	/*render*/
	gf_node_render_children(st->txh.owner, eff);

	/*finalize draw*/
	txh->needs_refresh = VS2D_TerminateDraw(st->surf, eff);
	st->txh.transparent = st->surf->last_had_back ? 0 : 1;
/*
	st->txh.active_window.x = 0;
	st->txh.active_window.y = 0;
	st->txh.active_window.width = st->width;
	st->txh.active_window.height = st->height;
*/
	st->txh.width = st->width;
	st->txh.height = st->height;

	/*set active viewport in image coordinates top-left=(0, 0), not in BIFS*/
	if (gf_list_count(st->surf->view_stack)) {
		M_Viewport *vp = (M_Viewport *)gf_list_get(st->surf->view_stack, 0);

		if (vp->isBound) {
			SFVec2f size = vp->size;
			if (size.x >=0 && size.y>=0) {
/*
				st->txh.active_window.width = size.x;
				st->txh.active_window.height = size.y;
				st->txh.active_window.x = (st->width - size.x) / 2;
				st->txh.active_window.y = (st->height - size.y) / 2;
*/
				/*FIXME - we need tracking of VP changes*/
				txh->needs_refresh = 1;
			}
		}
	} 

	if (txh->needs_refresh) {
		if (r2d->stencil_texture_modified) r2d->stencil_texture_modified(st->txh.hwtx); 
		gf_sr_invalidate(st->txh.compositor, NULL);
	}
	effect_delete(eff);
	GF_LOG(GF_LOG_DEBUG, GF_LOG_RENDER, ("[Render 2D] Leaving CompositeTexture2D Render Cycle\n"));
}