void OpenGLWindowProvider::flip(int interval)
	{
		OpenGL::set_active(get_gc());
		glFlush();
		if (shadow_window)
		{
			int width = get_viewport().get_width();
			int height = get_viewport().get_height();

			if (using_gl3)
			{
				if (double_buffered)
				{
					glDrawBuffer(GL_BACK);
					glReadBuffer(GL_FRONT);
				}

				PixelBuffer pixelbuffer(width, height, tf_bgra8);
				glPixelStorei(GL_PACK_ALIGNMENT, 1);
				glPixelStorei(GL_PACK_ROW_LENGTH, pixelbuffer.get_pitch() / pixelbuffer.get_bytes_per_pixel());
				glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
				glPixelStorei(GL_PACK_SKIP_ROWS, 0);
				glReadPixels(
					0, 0,
					width, height,
					GL_BGRA,
					GL_UNSIGNED_BYTE,
					pixelbuffer.get_data());

				win32_window.update_layered(pixelbuffer);
			}
			else
			{
				GLint old_viewport[4], old_matrix_mode;
				GLfloat old_matrix_projection[16], old_matrix_modelview[16];
				glGetIntegerv(GL_VIEWPORT, old_viewport);
				glGetIntegerv(GL_MATRIX_MODE, &old_matrix_mode);
				glGetFloatv(GL_PROJECTION_MATRIX, old_matrix_projection);
				glGetFloatv(GL_MODELVIEW_MATRIX, old_matrix_modelview);
				GLboolean blending = glIsEnabled(GL_BLEND);
				glDisable(GL_BLEND);

				glViewport(0, 0, width, height);
				glMatrixMode(GL_PROJECTION);
				glLoadIdentity();
				glMultMatrixf(Mat4f::ortho_2d(0.0f, (float)width, 0.0f, (float)height, handed_right, clip_negative_positive_w));
				glMatrixMode(GL_MODELVIEW);
				glLoadIdentity();

				if (double_buffered)
				{
					glReadBuffer(GL_BACK);
				}
				glRasterPos2i(0, 0);
				glPixelZoom(1.0f, 1.0f);

				PixelBuffer pixelbuffer(width, height, tf_rgba8);
				glPixelStorei(GL_PACK_ALIGNMENT, 1);
				glPixelStorei(GL_PACK_ROW_LENGTH, pixelbuffer.get_pitch() / pixelbuffer.get_bytes_per_pixel());
				glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
				glPixelStorei(GL_PACK_SKIP_ROWS, 0);
				glReadPixels(
					0, 0,
					width, height,
					GL_RGBA,
					GL_UNSIGNED_BYTE,
					pixelbuffer.get_data());

				win32_window.update_layered(pixelbuffer);

				if (blending)
					glEnable(GL_BLEND);
				glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
				glMatrixMode(GL_PROJECTION);
				glLoadMatrixf(old_matrix_projection);
				glMatrixMode(GL_MODELVIEW);
				glLoadMatrixf(old_matrix_modelview);
				glMatrixMode(old_matrix_mode);
			}
		}
		else
		{
			if (interval != -1 && interval != swap_interval)
			{
				swap_interval = interval;
				if (wglSwapIntervalEXT)
					wglSwapIntervalEXT(swap_interval);
			}

			BOOL retval = SwapBuffers(get_device_context());

			if (dwm_layered)
			{
				int width = get_viewport().get_width();
				int height = get_viewport().get_height();

				glReadBuffer(GL_FRONT);

				PixelBuffer pixelbuffer(width, height, tf_r8);
				glPixelStorei(GL_PACK_ALIGNMENT, 1);
				glPixelStorei(GL_PACK_ROW_LENGTH, pixelbuffer.get_pitch() / pixelbuffer.get_bytes_per_pixel());
				glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
				glPixelStorei(GL_PACK_SKIP_ROWS, 0);
				glReadPixels(
					0, 0,
					width, height,
					GL_ALPHA,
					GL_BYTE, // use GL_BITMAP here for even less transfer?
					pixelbuffer.get_data());

				win32_window.update_layered(pixelbuffer);
			}
		}
		OpenGL::check_error();
	}
Пример #2
0
static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
{
    PlayState *ps = (PlayState *)ps_void;
    GHOST_TEventType type = GHOST_GetEventType(evt);
    int val;

    // print_ps(ps);

    playanim_event_qual_update();

    /* convert ghost event into value keyboard or mouse */
    val = ELEM(type, GHOST_kEventKeyDown, GHOST_kEventButtonDown);

    if (ps->wait2 && ps->stopped) {
        ps->stopped = FALSE;
    }

    if (ps->wait2) {
        pupdate_time();
        ptottime = 0;
    }

    switch (type) {
    case GHOST_kEventKeyDown:
    case GHOST_kEventKeyUp:
    {
        GHOST_TEventKeyData *key_data;

        key_data = (GHOST_TEventKeyData *)GHOST_GetEventData(evt);
        switch (key_data->key) {
        case GHOST_kKeyA:
            if (val) ps->noskip = !ps->noskip;
            break;
        case GHOST_kKeyP:
            if (val) ps->pingpong = !ps->pingpong;
            break;
        case GHOST_kKey1:
        case GHOST_kKeyNumpad1:
            if (val) swaptime = ps->fstep / 60.0;
            break;
        case GHOST_kKey2:
        case GHOST_kKeyNumpad2:
            if (val) swaptime = ps->fstep / 50.0;
            break;
        case GHOST_kKey3:
        case GHOST_kKeyNumpad3:
            if (val) swaptime = ps->fstep / 30.0;
            break;
        case GHOST_kKey4:
        case GHOST_kKeyNumpad4:
            if (g_WS.qual & WS_QUAL_SHIFT)
                swaptime = ps->fstep / 24.0;
            else
                swaptime = ps->fstep / 25.0;
            break;
        case GHOST_kKey5:
        case GHOST_kKeyNumpad5:
            if (val) swaptime = ps->fstep / 20.0;
            break;
        case GHOST_kKey6:
        case GHOST_kKeyNumpad6:
            if (val) swaptime = ps->fstep / 15.0;
            break;
        case GHOST_kKey7:
        case GHOST_kKeyNumpad7:
            if (val) swaptime = ps->fstep / 12.0;
            break;
        case GHOST_kKey8:
        case GHOST_kKeyNumpad8:
            if (val) swaptime = ps->fstep / 10.0;
            break;
        case GHOST_kKey9:
        case GHOST_kKeyNumpad9:
            if (val) swaptime = ps->fstep / 6.0;
            break;
        case GHOST_kKeyLeftArrow:
            if (val) {
                ps->sstep = TRUE;
                ps->wait2 = FALSE;
                if (g_WS.qual & WS_QUAL_SHIFT) {
                    ps->picture = picsbase.first;
                    ps->next_frame = 0;
                }
                else {
                    ps->next_frame = -1;
                }
            }
            break;
        case GHOST_kKeyDownArrow:
            if (val) {
                ps->wait2 = FALSE;
                if (g_WS.qual & WS_QUAL_SHIFT) {
                    ps->next_frame = ps->direction = -1;
                }
                else {
                    ps->next_frame = -10;
                    ps->sstep = TRUE;
                }
            }
            break;
        case GHOST_kKeyRightArrow:
            if (val) {
                ps->sstep = TRUE;
                ps->wait2 = FALSE;
                if (g_WS.qual & WS_QUAL_SHIFT) {
                    ps->picture = picsbase.last;
                    ps->next_frame = 0;
                }
                else {
                    ps->next_frame = 1;
                }
            }
            break;
        case GHOST_kKeyUpArrow:
            if (val) {
                ps->wait2 = FALSE;
                if (g_WS.qual & WS_QUAL_SHIFT) {
                    ps->next_frame = ps->direction = 1;
                }
                else {
                    ps->next_frame = 10;
                    ps->sstep = TRUE;
                }
            }
            break;

        case GHOST_kKeySlash:
        case GHOST_kKeyNumpadSlash:
            if (val) {
                if (g_WS.qual & WS_QUAL_SHIFT) {
                    if (ps->curframe_ibuf)
                        printf(" Name: %s | Speed: %.2f frames/s\n",
                               ps->curframe_ibuf->name, ps->fstep / swaptime);
                }
                else {
                    swaptime = ps->fstep / 5.0;
                }
            }
            break;
        case GHOST_kKey0:
        case GHOST_kKeyNumpad0:
            if (val) {
                if (ps->once) {
                    ps->once = ps->wait2 = FALSE;
                }
                else {
                    ps->picture = NULL;
                    ps->once = TRUE;
                    ps->wait2 = FALSE;
                }
            }
            break;
        case GHOST_kKeyEnter:
        case GHOST_kKeyNumpadEnter:
            if (val) {
                ps->wait2 = ps->sstep = FALSE;
            }
            break;
        case GHOST_kKeyPeriod:
        case GHOST_kKeyNumpadPeriod:
            if (val) {
                if (ps->sstep) {
                    ps->wait2 = FALSE;
                }
                else {
                    ps->sstep = TRUE;
                    ps->wait2 = !ps->wait2;
                }
            }
            break;
        case GHOST_kKeyEqual:
        case GHOST_kKeyNumpadPlus:
        {
            if (val == 0) break;
            if (g_WS.qual & WS_QUAL_CTRL) {
                playanim_window_zoom(ps, 1.0f);
            }
            else {
                swaptime /= 1.1;
            }
            break;
        }
        case GHOST_kKeyMinus:
        case GHOST_kKeyNumpadMinus:
        {
            if (val == 0) break;
            if (g_WS.qual & WS_QUAL_CTRL) {
                playanim_window_zoom(ps, -1.0f);
            }
            else {
                swaptime *= 1.1;
            }
            break;
        }
        case GHOST_kKeyEsc:
            ps->go = FALSE;
            break;
        default:
            break;
        }
        break;
    }
    case GHOST_kEventButtonDown:
    case GHOST_kEventButtonUp:
    {
        GHOST_TEventButtonData *bd = GHOST_GetEventData(evt);
        int cx, cy, sizex, sizey, inside_window;

        GHOST_GetCursorPosition(g_WS.ghost_system, &cx, &cy);
        GHOST_ScreenToClient(g_WS.ghost_window, cx, cy, &cx, &cy);
        playanim_window_get_size(&sizex, &sizey);

        inside_window = (cx >= 0 && cx < sizex && cy >= 0 && cy <= sizey);

        if (bd->button == GHOST_kButtonMaskLeft) {
            if (type == GHOST_kEventButtonDown) {
                if (inside_window)
                    g_WS.qual |= WS_QUAL_LMOUSE;
            }
            else
                g_WS.qual &= ~WS_QUAL_LMOUSE;
        }
        else if (bd->button == GHOST_kButtonMaskMiddle) {
            if (type == GHOST_kEventButtonDown) {
                if (inside_window)
                    g_WS.qual |= WS_QUAL_MMOUSE;
            }
            else
                g_WS.qual &= ~WS_QUAL_MMOUSE;
        }
        else if (bd->button == GHOST_kButtonMaskRight) {
            if (type == GHOST_kEventButtonDown) {
                if (inside_window)
                    g_WS.qual |= WS_QUAL_RMOUSE;
            }
            else
                g_WS.qual &= ~WS_QUAL_RMOUSE;
        }
        break;
    }
    case GHOST_kEventCursorMove:
    {
        if (g_WS.qual & WS_QUAL_LMOUSE) {
            int sizex, sizey;
            int i;

            GHOST_TEventCursorData *cd = GHOST_GetEventData(evt);
            int cx, cy;

            GHOST_ScreenToClient(g_WS.ghost_window, cd->x, cd->y, &cx, &cy);

            playanim_window_get_size(&sizex, &sizey);
            ps->picture = picsbase.first;
            /* TODO - store in ps direct? */
            i = 0;
            while (ps->picture) {
                i++;
                ps->picture = ps->picture->next;
            }
            i = (i * cx) / sizex;
            ps->picture = picsbase.first;
            for (; i > 0; i--) {
                if (ps->picture->next == NULL) break;
                ps->picture = ps->picture->next;
            }
            ps->sstep = TRUE;
            ps->wait2 = FALSE;
            ps->next_frame = 0;
        }
        break;
    }
    case GHOST_kEventWindowActivate:
    case GHOST_kEventWindowDeactivate:
    {
        g_WS.qual &= ~WS_QUAL_MOUSE;
        break;
    }
    case GHOST_kEventWindowSize:
    case GHOST_kEventWindowMove:
    {
        float zoomx, zoomy;

        playanim_window_get_size(&ps->win_x, &ps->win_y);
        GHOST_ActivateWindowDrawingContext(g_WS.ghost_window);

        zoomx = (float) ps->win_x / ps->ibufx;
        zoomy = (float) ps->win_y / ps->ibufy;

        /* zoom always show entire image */
        ps->zoom = MIN2(zoomx, zoomy);

        /* zoom steps of 2 for speed */
        ps->zoom = floor(ps->zoom + 0.5f);
        if (ps->zoom < 1.0f) ps->zoom = 1.0f;

        glViewport(0, 0, ps->win_x, ps->win_y);
        glScissor(0, 0, ps->win_x, ps->win_y);

        /* unified matrix, note it affects offset for drawing */
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
        glMatrixMode(GL_MODELVIEW);

        glPixelZoom(ps->zoom, ps->zoom);
        ptottime = 0.0;
        playanim_toscreen(ps, ps->picture, ps->curframe_ibuf, ps->fontid, ps->fstep);

        break;
    }
    case GHOST_kEventQuit:
    case GHOST_kEventWindowClose:
    {
        ps->go = FALSE;
        break;
    }
    case GHOST_kEventDraggingDropDone:
    {
        GHOST_TEventDragnDropData *ddd = GHOST_GetEventData(evt);

        if (ddd->dataType == GHOST_kDragnDropTypeFilenames) {
            GHOST_TStringArray *stra = ddd->data;
            int a;

            for (a = 0; a < stra->count; a++) {
                BLI_strncpy(ps->dropped_file, (char *)stra->strings[a], sizeof(ps->dropped_file));
                ps->go = FALSE;
                printf("drop file %s\n", stra->strings[a]);
                break; /* only one drop element supported now */
            }
        }
        break;
    }
    default:
        /* quiet warnings */
        break;
    }

    return 1;
}
Пример #3
0
PsychError SCREENPutImage(void) 
{
	PsychRectType			windowRect, positionRect;
	int						ix, iy;
	size_t					matrixRedIndex, matrixGreenIndex, matrixBlueIndex, matrixAlphaIndex, matrixGrayIndex;
	int						inputM, inputN, inputP, positionRectWidth, positionRectHeight;
	size_t					pixelIndex = 0;
	PsychWindowRecordType	*windowRecord;
	unsigned char			*inputMatrixByte;
	double					*inputMatrixDouble;
	GLfloat					*pixelData;
	GLfloat					matrixGrayValue, matrixRedValue, matrixGreenValue, matrixBlueValue, matrixAlphaValue;
	PsychArgFormatType		inputMatrixType;
	GLfloat					xZoom = 1, yZoom = -1;
        
	// All sub functions should have these two lines.
	PsychPushHelp(useString, synopsisString, seeAlsoString);
	if (PsychIsGiveHelp()) {
		PsychGiveHelp();
		return PsychError_none;
	};

	// Cap the number of inputs.
	PsychErrorExit(PsychCapNumInputArgs(4));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs
        
	// Get the image matrix.
	inputMatrixType = PsychGetArgType(2);
	switch (inputMatrixType) {
		case PsychArgType_none:
		case PsychArgType_default:
			PsychErrorExitMsg(PsychError_user, "imageArray argument required");
			break;
		case PsychArgType_uint8:
			PsychAllocInUnsignedByteMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixByte);
			break;
		case PsychArgType_double:
			PsychAllocInDoubleMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixDouble);
			break;
		default:
			PsychErrorExitMsg(PsychError_user, "imageArray must be uint8 or double type");
			break;
	}

    if (inputP != 1 && inputP != 3 && inputP != 4) {
        PsychErrorExitMsg(PsychError_user, "Third dimension of image matrix must be 1, 3, or 4");
    }
        
	// Get the window and get the rect and stuff.
	PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);

    // A no-go on OES:
    if (PsychIsGLES(windowRecord)) {
        PsychErrorExitMsg(PsychError_unimplemented, "Sorry, Screen('PutImage') is not supported on OpenGL-ES embedded graphics hardware. Use 'MakeTexture' and 'DrawTexture' instead.");
    }

	PsychGetRectFromWindowRecord(windowRect, windowRecord);
	if (PsychCopyInRectArg(3, FALSE, positionRect)) {
		if (IsPsychRectEmpty(positionRect)) {
			return PsychError_none;
		}
		positionRectWidth  = (int) PsychGetWidthFromRect(positionRect);
		positionRectHeight = (int) PsychGetHeightFromRect(positionRect);
		if (positionRectWidth != inputN  || positionRectHeight != inputM) {
			// Calculate the zoom factor.
			xZoom = (GLfloat)   positionRectWidth  / (GLfloat) inputN;
			yZoom = -((GLfloat) positionRectHeight / (GLfloat) inputM);
		}
	}
	else {
	   positionRect[kPsychLeft] = 0;
	   positionRect[kPsychTop] = 0;
	   positionRect[kPsychRight] = inputN;
	   positionRect[kPsychBottom] = inputM;
	   PsychCenterRect(positionRect, windowRect, positionRect);
	}
        
	// Allocate memory to hold the pixel data that we'll later pass to OpenGL.
	pixelData = (GLfloat*) PsychMallocTemp(sizeof(GLfloat) * (size_t) inputN * (size_t) inputM * 4);
	
	// Loop through all rows and columns of the pixel data passed from Matlab, extract it,
	// and stick it into 'pixelData'.
	for (iy = 0; iy < inputM; iy++) {
		for (ix = 0; ix < inputN; ix++) {
			if (inputP == 1) { // Grayscale
							   // Extract the grayscale value.
				matrixGrayIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 1, (size_t) iy, (size_t) ix, 0);
				if (inputMatrixType == PsychArgType_uint8) {
					// If the color range is > 255, then force it to 255 for 8-bit values.
					matrixGrayValue = (GLfloat)inputMatrixByte[matrixGrayIndex];
					if (windowRecord->colorRange > 255) {
						matrixGrayValue /= (GLfloat)255;
					}
					else {
						matrixGrayValue /= (GLfloat)windowRecord->colorRange;
					}
				}
				else {
					matrixGrayValue = (GLfloat)(inputMatrixDouble[matrixGrayIndex] / windowRecord->colorRange);
				}
				
				// RGB will all be the same for grayscale.  We'll go ahead and fix alpha to the max value.
				pixelData[pixelIndex++] = matrixGrayValue; // R
				pixelData[pixelIndex++] = matrixGrayValue; // G
				pixelData[pixelIndex++] = matrixGrayValue; // B
				pixelData[pixelIndex++] = (GLfloat) 1.0; // A
			}
			else if (inputP == 3) { // RGB
				matrixRedIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 3, (size_t) iy, (size_t) ix, 0);
				matrixGreenIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 3, (size_t) iy, (size_t) ix, 1);
				matrixBlueIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 3, (size_t) iy, (size_t) ix, 2);
				
				if (inputMatrixType == PsychArgType_uint8) {
					// If the color range is > 255, then force it to 255 for 8-bit values.
					matrixRedValue = (GLfloat)inputMatrixByte[matrixRedIndex];
					matrixGreenValue = (GLfloat)inputMatrixByte[matrixGreenIndex];
					matrixBlueValue = (GLfloat)inputMatrixByte[matrixBlueIndex];
					if (windowRecord->colorRange > 255) {
						matrixRedValue /= (GLfloat)255;
						matrixGreenValue /= (GLfloat)255;
						matrixBlueValue /= (GLfloat)255;
					}
					else {
						matrixRedValue /= (GLfloat)windowRecord->colorRange;
						matrixGreenValue /= (GLfloat)windowRecord->colorRange;
						matrixBlueValue /= (GLfloat)windowRecord->colorRange;
					}
				}
				else {
					matrixRedValue = (GLfloat)(inputMatrixDouble[matrixRedIndex] / windowRecord->colorRange);
					matrixGreenValue = (GLfloat)(inputMatrixDouble[matrixGreenIndex] / windowRecord->colorRange);
					matrixBlueValue = (GLfloat)(inputMatrixDouble[matrixBlueIndex] / windowRecord->colorRange);
				}
				
				pixelData[pixelIndex++] = matrixRedValue;
				pixelData[pixelIndex++] = matrixGreenValue;
				pixelData[pixelIndex++] = matrixBlueValue;
				pixelData[pixelIndex++] = (GLfloat)1.0;
			}
			else if (inputP == 4) { // RGBA
				matrixRedIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 0);
				matrixGreenIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 1);
				matrixBlueIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 2);
				matrixAlphaIndex = PSYCHINDEXELEMENTFROM3DARRAY((size_t) inputM, (size_t) inputN, 4, (size_t) iy, (size_t) ix, 3);
				
				if (inputMatrixType == PsychArgType_uint8) {
					// If the color range is > 255, then force it to 255 for 8-bit values.
					matrixRedValue = (GLfloat)inputMatrixByte[matrixRedIndex];
					matrixGreenValue = (GLfloat)inputMatrixByte[matrixGreenIndex];
					matrixBlueValue = (GLfloat)inputMatrixByte[matrixBlueIndex];
					matrixAlphaValue = (GLfloat)inputMatrixByte[matrixAlphaIndex];
					if (windowRecord->colorRange > 255) {
						matrixRedValue /= (GLfloat)255;
						matrixGreenValue /= (GLfloat)255;
						matrixBlueValue /= (GLfloat)255;
						matrixAlphaValue /= (GLfloat)255;
					}
					else {
						matrixRedValue /= (GLfloat)windowRecord->colorRange;
						matrixGreenValue /= (GLfloat)windowRecord->colorRange;
						matrixBlueValue /= (GLfloat)windowRecord->colorRange;
						matrixAlphaValue /= (GLfloat)windowRecord->colorRange;
					}
				}
				else {
					matrixRedValue = (GLfloat)(inputMatrixDouble[matrixRedIndex] / windowRecord->colorRange);
					matrixGreenValue = (GLfloat)(inputMatrixDouble[matrixGreenIndex] / (GLfloat)windowRecord->colorRange);
					matrixBlueValue = (GLfloat)(inputMatrixDouble[matrixBlueIndex] / (GLfloat)windowRecord->colorRange);
					matrixAlphaValue = (GLfloat)(inputMatrixDouble[matrixAlphaIndex] / (GLfloat)windowRecord->colorRange);
				}
				
				pixelData[pixelIndex++] = matrixRedValue;
				pixelData[pixelIndex++] = matrixGreenValue;
				pixelData[pixelIndex++] = matrixBlueValue;
				pixelData[pixelIndex++] = matrixAlphaValue;
			}
		} // for (iy = 0; iy < inputM; iy++)
	} // for (ix = 0; ix < inputN; ix++)
	
	// Enable this windowRecords framebuffer as current drawingtarget:
	PsychSetDrawingTarget(windowRecord);
	
	// Disable draw shader:
	PsychSetShader(windowRecord, 0);
	
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	
	// Set the raster position so that we can draw starting at this location.
	glRasterPos2f((GLfloat)(positionRect[kPsychLeft]), (GLfloat)(positionRect[kPsychTop]));
	
	// Tell glDrawPixels to unpack the pixel array along GLfloat boundaries.
	glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint)sizeof(GLfloat));
	
	// Dump the pixels onto the screen.
	glPixelZoom(xZoom, yZoom);
	glDrawPixels(inputN, inputM, GL_RGBA, GL_FLOAT, pixelData);
	glPixelZoom(1,1);
	
	PsychFlushGL(windowRecord);  // This does nothing if we are multi buffered, otherwise it glFlushes
	PsychTestForGLErrors();
	
	return PsychError_none;
}
Пример #4
0
  void displayFunc(void)
  {
    if (g_pause)
      return;
    
    /* create random geometry for regression test */
    if (g_regression)
      g_render_scene = createRandomScene(g_device,1,random<int>()%100,random<int>()%1000);

    /* set accumulation mode */
    int accumulate = g_resetAccumulation ? 0 : g_refine;
    g_resetAccumulation = false;

    /* render image */
    Handle<Device::RTCamera> camera = createCamera(AffineSpace3f(g_camSpace.l,g_camSpace.p));

    /* render into framebuffer */
    g_device->rtRenderFrame(g_renderer,camera,g_render_scene,g_tonemapper,g_frameBuffer,accumulate);
    g_device->rtSwapBuffers(g_frameBuffer);

    /* draw image in OpenGL */
    void* ptr = g_device->rtMapFrameBuffer(g_frameBuffer);

    // extern double upload_time;
    
    // upload_time = getSeconds() - upload_time;
    // std::cout << "upload " << upload_time << std::endl;
    // exit(0);

    glRasterPos2i(-1, 1);
    glPixelZoom(1.0f, -1.0f);

    if (g_format == "RGB_FLOAT32")
      glDrawPixels((GLsizei)g_width,(GLsizei)g_height,GL_RGB,GL_FLOAT,ptr);
    else if (g_format == "RGBA8")
      glDrawPixels((GLsizei)g_width,(GLsizei)g_height,GL_RGBA,GL_UNSIGNED_BYTE,ptr);
    else if (g_format == "RGB8")
      glDrawPixels((GLsizei)g_width,(GLsizei)g_height,GL_RGB,GL_UNSIGNED_BYTE,ptr);
    else 
    throw std::runtime_error("unknown framebuffer format: "+g_format);
                                                    
    glFlush();
    glutSwapBuffers();

    g_device->rtUnmapFrameBuffer(g_frameBuffer);

    /* calculate rendering time */
    double t1 = getSeconds();
    g_dt[frameID % avgFrames] = t1-g_t0; g_t0 = t1;
    frameID++;

    /* print average render time of previous frames */
    size_t num = 0;
    double dt = 0.0f;
    for (size_t i=0; i<avgFrames; i++) {
      if (g_dt[i] != 0.0f) {
        dt += g_dt[i]; num++;
      }
    }
    dt /= num;

    std::ostringstream stream;
    stream.setf(std::ios::fixed, std::ios::floatfield);
    stream.precision(2);
    stream << 1.0f/dt << " fps, ";
    stream.precision(2);
    stream << dt*1000.0f << " ms";
    stream << ", " << g_width << "x" << g_height;
    if (log_display)
      std::cout << "display " << stream.str() << std::endl;
    glutSetWindowTitle((std::string("Embree: ") + stream.str()).c_str());

  }
static void
display_text_draw(struct font_freetype_text *text,
		  struct graphics_priv *gr, struct graphics_gc_priv *fg,
		  struct graphics_gc_priv *bg, int color, struct point *p)
{
	int i, x, y, stride;
	struct font_freetype_glyph *g, **gp;
	unsigned char *shadow, *glyph;
	struct color transparent = { 0x0000, 0x0000, 0x0000, 0x0000 };
	struct color black =
	    { fg->fr * 65535, fg->fg * 65535, fg->fb * 65535,
   fg->fa * 65535 };
	struct color white = { 0xffff, 0xffff, 0xffff, 0xffff };

	if (bg) {
		if (COLOR_IS_WHITE(black) && COLOR_IS_BLACK(white)) {
			black.r = 65535;
			black.g = 65535;
			black.b = 65535;
			black.a = 65535;

			white.r = 0;
			white.g = 0;
			white.b = 0;
			white.a = 65535;
		} else if (COLOR_IS_BLACK(black) && COLOR_IS_WHITE(white)) {
			white.r = 65535;
			white.g = 65535;
			white.b = 65535;
			white.a = 65535;

			black.r = 0;
			black.g = 0;
			black.b = 0;
			black.a = 65535;
		} else {
			white.r = bg->fr;
			white.g = bg->fg;
			white.b = bg->fb;
			white.a = bg->fa;
		}
	} else {
		white.r = 0;
		white.g = 0;
		white.b = 0;
		white.a = 0;
	}

	gp = text->glyph;
	i = text->glyph_count;
	x = p->x << 6;
	y = p->y << 6;
	while (i-- > 0) {
		g = *gp++;
		if (g->w && g->h && bg) {
			stride = (g->w + 2) * 4;
			if (color) {
				shadow = g_malloc(stride * (g->h + 2));
				gr->freetype_methods.get_shadow(g, shadow,
								32, stride,
								&white,
								&transparent);
#if USE_OPENGLES
				struct point p;
				p.x=((x + g->x) >> 6)-1;
				p.y=((y + g->y) >> 6)-1;
				draw_image_es(gr, &p, g->w+2, g->h+2, shadow);
#else
#ifdef MIRRORED_VIEW
				glPixelZoom(-1.0, -1.0);	//mirrored mode
#else
				glPixelZoom(1.0, -1.0);
#endif
				glRasterPos2d((x + g->x) >> 6,
					      (y + g->y) >> 6);
				glDrawPixels(g->w + 2, g->h + 2, PIXEL_FORMAT,
					     GL_UNSIGNED_BYTE, shadow);
#endif
				g_free(shadow);
			}
		}
		x += g->dx;
		y += g->dy;
	}
/*
 * PsychComposeCompressedStereoBuffer - Final compositing for compressed stereo.
 *
 * This routine copies both AUX buffers (0 and 1) back into the backbuffer, each of them
 * vertically scaled/compressed by a factor of 2. Its called by PsychPreFlipOperations().
 */
void PsychComposeCompressedStereoBuffer(PsychWindowRecordType *windowRecord)
{
  /*
    if (FALSE) {
        // Upload, setup and enable Anaglyph stereo fragment shader:
        const float redgain=1.0, greengain=0.7, bluegain=0.0;
        
        // This is the shader source code:
        const char anaglyphshader[] =
        "!!ARBfp1.0 "
        "PARAM ColorToGrayWeights = { 0.3, 0.59, 0.11, 1.0 }; "
        "TEMP luminance; "
        "TEMP incolor;"
        //"MOV incolor, fragment.color;"
        "TEX incolor, fragment.texcoord[0], texture[0], RECT;"
        "DP3 luminance, incolor, ColorToGrayWeights; "
        "MUL result.color.rgb, luminance, program.env[0]; "
        "MOV result.color.a, ColorToGrayWeights.a; "
        //"MOV result.color.a, fragment.color.a; "
        "END";
        
        // Upload and compile shader:
        PsychTestForGLErrors();
        glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(anaglyphshader), anaglyphshader);
        PsychTestForGLErrors();
        // Setup the rgb-gains as global parameters for the shader:
        glProgramEnvParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, redgain, greengain, bluegain, 0.0);
        // Enable the shader:
        glEnable(GL_FRAGMENT_PROGRAM_ARB);
    }
  */
    // Query screen dimension:
    int screenwidth=(int) PsychGetWidthFromRect(windowRecord->rect);
    int screenheight=(int) PsychGetHeightFromRect(windowRecord->rect);

    // When entering this routine, the modelview matrix is already set to identity and
    // the proper OpenGL context is active.
    
    // Set up zoom for vertical compression:
    glPixelZoom(1, 0.5f);
    glDrawBuffer(GL_BACK);
    glDisable(GL_BLEND);
    
    // Draw left view aka AUX0:
    glReadBuffer(GL_AUX0);
    glRasterPos2i(0, (windowRecord->stereomode==kPsychCompressedTLBRStereo) ? screenheight/2 : screenheight);
    glCopyPixels(0, 0, screenwidth, screenheight, GL_COLOR);

    // Draw right view aka AUX1:
    glReadBuffer(GL_AUX1);
    glRasterPos2i(0, (windowRecord->stereomode==kPsychCompressedTLBRStereo) ? screenheight : screenheight/2);
    glCopyPixels(0, 0, screenwidth, screenheight, GL_COLOR);
    
    // Restore settings:
    glReadBuffer(GL_BACK);
    glPixelZoom(1,1);
    glEnable(GL_BLEND);

    // Unconditionally disable fragment shaders:
    // glDisable(GL_FRAGMENT_PROGRAM_ARB);

    // Done.
    return;
}
Пример #7
0
void render_view3d_draw(RenderEngine *engine, const bContext *C)
{
	Render *re = engine->re;
	RenderResult rres;
	char name[32];
	
	render_view3d_do(engine, C);
	
	if (re == NULL) {
		sprintf(name, "View3dPreview %p", (void *)CTX_wm_region(C));
		re = RE_GetRender(name);
	
		if (re == NULL) return;
	}
	
	/* Viewport render preview doesn't support multiview, view hardcoded to 0 */
	RE_AcquireResultImage(re, &rres, 0);
	
	if (rres.rectf) {
		RegionView3D *rv3d = CTX_wm_region_view3d(C);
		View3D *v3d = CTX_wm_view3d(C);
		Scene *scene = CTX_data_scene(C);
		ARegion *ar = CTX_wm_region(C);
		bool force_fallback = false;
		bool need_fallback = true;
		float dither = scene->r.dither_intensity;
		float scale_x, scale_y;
		rcti clip_rect;
		int xof, yof;

		if (render_view3d_disprect(scene, ar, v3d, rv3d, &clip_rect)) {
			scale_x = (float) BLI_rcti_size_x(&clip_rect) / rres.rectx;
			scale_y = (float) BLI_rcti_size_y(&clip_rect) / rres.recty;
			xof = clip_rect.xmin;
			yof = clip_rect.ymin;
		}
		else {
			scale_x = (float) ar->winx / rres.rectx;
			scale_y = (float) ar->winy / rres.recty;
			xof = rres.xof;
			yof = rres.yof;
		}

		/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
		force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);

		/* Try using GLSL display transform. */
		if (force_fallback == false) {
			if (IMB_colormanagement_setup_glsl_draw(&scene->view_settings, &scene->display_settings, dither, true)) {
				glEnable(GL_BLEND);
				glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
				glPixelZoom(scale_x, scale_y);
				glaDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
				                 GL_RGBA, GL_FLOAT, GL_NEAREST, rres.rectf);
				glPixelZoom(1.0f, 1.0f);
				glDisable(GL_BLEND);

				IMB_colormanagement_finish_glsl_draw();
				need_fallback = false;
			}
		}

		/* If GLSL failed, use old-school CPU-based transform. */
		if (need_fallback) {
			unsigned char *display_buffer = MEM_mallocN(4 * rres.rectx * rres.recty * sizeof(char),
			                                            "render_view3d_draw");

			IMB_colormanagement_buffer_make_display_space(rres.rectf, display_buffer, rres.rectx, rres.recty,
			                                              4, dither, &scene->view_settings, &scene->display_settings);

			glEnable(GL_BLEND);
			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
			glPixelZoom(scale_x, scale_y);
			glaDrawPixelsAuto(xof, yof, rres.rectx, rres.recty,
			                  GL_RGBA, GL_UNSIGNED_BYTE,
			                  GL_NEAREST, display_buffer);
			glPixelZoom(1.0f, 1.0f);
			glDisable(GL_BLEND);

			MEM_freeN(display_buffer);
		}
	}

	RE_ReleaseResultImage(re);
}
Пример #8
0
int paint_image(Stimulus *st, Substim *sst)
{
  int w,h,frame;
  double c;
  if(st->xstate == INTERLEAVE_EXPT_BLANK){
    if(testflags[TEST_RC])
	 glClearColor(0, 0, 0, 1.0);
    else
	 glClearColor(st->gammaback, st->gammaback, st->gammaback, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);
    return(0);
  }
  if (st->prev != NULL)
	  frame = st->prev->framectr+200;
  else{
	  frame = st->framectr;
	  if(st->preload & frame > st->preloaded)
		  frame = st->preloaded;
  }
/*
  if(optionflags[FAST_SEQUENCE] & expt.vals[FAST_SEQUENCE_RPT] > 1)
    frame = floor(st->framectr/expt.vals[FAST_SEQUENCE_RPT]);
*/
  if(st->stimid > -1000){
  glPixelZoom(1.0,-1.0);
  if(st->preload){
    w= imagews[frame];
    h= imagews[frame];
  }
  else{
    w = sst->imw;
    h = sst->imh;
  }

  if(sst->pos.contrast < 0.99){
    c = sst->pos.contrast;
    glPixelTransferf(GL_RED_BIAS,0.5-c/2);
    glPixelTransferf(GL_RED_SCALE,c);
    glPixelTransferf(GL_BLUE_BIAS,0.5-c/2);
    glPixelTransferf(GL_BLUE_SCALE,c);
    glPixelTransferf(GL_GREEN_BIAS,0.5-c/2);
    glPixelTransferf(GL_GREEN_SCALE, c);
    //    glPixelTransferf(GL_GREEN_SCALE, 1.0);
  }
  else{
    glPixelTransferf(GL_RED_BIAS,0);
    glPixelTransferf(GL_RED_SCALE,1);
    glPixelTransferf(GL_BLUE_BIAS,0);
    glPixelTransferf(GL_BLUE_SCALE,1);
    glPixelTransferf(GL_GREEN_BIAS,0);
    glPixelTransferf(GL_GREEN_SCALE, 1);
  }
  glRasterPos2i(sst->pos.xy[0]-w/2,sst->pos.xy[1]+h/2);
  if(st->preload){
    if (sst->mode == RIGHTMODE && st->flag & UNCORRELATE)
    glDrawPixels(imagews[frame], imagehs[frame], GL_LUMINANCE, GL_UNSIGNED_BYTE, rightimages[frame]);
    else
    glDrawPixels(imagews[frame], imagehs[frame], GL_LUMINANCE, GL_UNSIGNED_BYTE, images[frame]);
  }
  else
    glDrawPixels(sst->imw, sst->imh, GL_LUMINANCE, GL_UNSIGNED_BYTE, sst->uimage);
} 
  sst->calculated = 0;
 return(sst->imw);
}
Пример #9
0
static void HandleDisplay(void) {
  const WebPDecBuffer* const pic = kParams.pic;
  const WebPIterator* const curr = &kParams.curr_frame;
  WebPIterator* const prev = &kParams.prev_frame;
  GLfloat xoff, yoff;
  if (pic == NULL) return;
  glPushMatrix();
  glPixelZoom((GLfloat)(+1. / kParams.canvas_width * kParams.viewport_width),
              (GLfloat)(-1. / kParams.canvas_height * kParams.viewport_height));
  xoff = (GLfloat)(2. * curr->x_offset / kParams.canvas_width);
  yoff = (GLfloat)(2. * curr->y_offset / kParams.canvas_height);
  glRasterPos2f(-1.f + xoff, 1.f - yoff);
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  glPixelStorei(GL_UNPACK_ROW_LENGTH, pic->u.RGBA.stride / 4);

  if (kParams.only_deltas) {
    DrawBackground();
  } else {
    // The rectangle of the previous frame might be different than the current
    // frame, so we may need to DrawBackgroundScissored for both.
    if (prev->dispose_method == WEBP_MUX_DISPOSE_BACKGROUND) {
      // Clear the previous frame rectangle.
      DrawBackgroundScissored(prev->x_offset, prev->y_offset, prev->width,
                              prev->height);
    }
    if (curr->blend_method == WEBP_MUX_NO_BLEND) {
      // We simulate no-blending behavior by first clearing the current frame
      // rectangle and then alpha-blending against it.
      DrawBackgroundScissored(curr->x_offset, curr->y_offset, curr->width,
                              curr->height);
    }
  }

  *prev = *curr;

  glDrawPixels(pic->width, pic->height,
               GL_RGBA, GL_UNSIGNED_BYTE,
               (GLvoid*)pic->u.RGBA.rgba);
  if (kParams.print_info) {
    char tmp[32];

    glColor4f(0.90f, 0.0f, 0.90f, 1.0f);
    glRasterPos2f(-0.95f, 0.90f);
    PrintString(kParams.file_name);

    snprintf(tmp, sizeof(tmp), "Dimension:%d x %d", pic->width, pic->height);
    glColor4f(0.90f, 0.0f, 0.90f, 1.0f);
    glRasterPos2f(-0.95f, 0.80f);
    PrintString(tmp);
    if (curr->x_offset != 0 || curr->y_offset != 0) {
      snprintf(tmp, sizeof(tmp), " (offset:%d,%d)",
               curr->x_offset, curr->y_offset);
      glRasterPos2f(-0.95f, 0.70f);
      PrintString(tmp);
    }
  }
  glPopMatrix();
#if defined(__APPLE__) || defined(_WIN32)
  glFlush();
#else
  glutSwapBuffers();
#endif
}
Пример #10
0
static void HandleDisplay(void) {
  const WebPDecBuffer* const pic = kParams.pic;
  const WebPIterator* const curr = &kParams.curr_frame;
  WebPIterator* const prev = &kParams.prev_frame;
  GLfloat xoff, yoff;
  if (pic == NULL) return;
  glPushMatrix();
  glPixelZoom(1, -1);
  xoff = (GLfloat)(2. * curr->x_offset / kParams.canvas_width);
  yoff = (GLfloat)(2. * curr->y_offset / kParams.canvas_height);
  glRasterPos2f(-1.f + xoff, 1.f - yoff);
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  glPixelStorei(GL_UNPACK_ROW_LENGTH, pic->u.RGBA.stride / 4);

  if (prev->dispose_method == WEBP_MUX_DISPOSE_BACKGROUND ||
      curr->blend_method == WEBP_MUX_NO_BLEND) {
    // TODO(later): these offsets and those above should factor in window size.
    //              they will be incorrect if the window is resized.
    // glScissor() takes window coordinates (0,0 at bottom left).
    int window_x, window_y;
    int frame_w, frame_h;
    if (prev->dispose_method == WEBP_MUX_DISPOSE_BACKGROUND) {
      // Clear the previous frame rectangle.
      window_x = prev->x_offset;
      window_y = kParams.canvas_height - prev->y_offset - prev->height;
      frame_w = prev->width;
      frame_h = prev->height;
    } else {  // curr->blend_method == WEBP_MUX_NO_BLEND.
      // We simulate no-blending behavior by first clearing the current frame
      // rectangle (to a checker-board) and then alpha-blending against it.
      window_x = curr->x_offset;
      window_y = kParams.canvas_height - curr->y_offset - curr->height;
      frame_w = curr->width;
      frame_h = curr->height;
    }
    glEnable(GL_SCISSOR_TEST);
    // Only update the requested area, not the whole canvas.
    glScissor(window_x, window_y, frame_w, frame_h);

    glClear(GL_COLOR_BUFFER_BIT);  // use clear color
    DrawCheckerBoard();

    glDisable(GL_SCISSOR_TEST);
  }

  *prev = *curr;

  glDrawPixels(pic->width, pic->height,
               GL_RGBA, GL_UNSIGNED_BYTE,
               (GLvoid*)pic->u.RGBA.rgba);
  if (kParams.print_info) {
    char tmp[32];

    glColor4f(0.90f, 0.0f, 0.90f, 1.0f);
    glRasterPos2f(-0.95f, 0.90f);
    PrintString(kParams.file_name);

    snprintf(tmp, sizeof(tmp), "Dimension:%d x %d", pic->width, pic->height);
    glColor4f(0.90f, 0.0f, 0.90f, 1.0f);
    glRasterPos2f(-0.95f, 0.80f);
    PrintString(tmp);
    if (curr->x_offset != 0 || curr->y_offset != 0) {
      snprintf(tmp, sizeof(tmp), " (offset:%d,%d)",
               curr->x_offset, curr->y_offset);
      glRasterPos2f(-0.95f, 0.70f);
      PrintString(tmp);
    }
  }
  glPopMatrix();
  glFlush();
}
Пример #11
0
void ImageDisplay::paintGL() {
#ifdef NICE_USELIB_GLUT
  setGLProjection();
  if ( image != NULL ) {
    glPixelStorei ( GL_PACK_ALIGNMENT, 1 );
    glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
    glPixelZoom ( ( GLfloat ) width() / ( ( GLfloat ) image->width() ),
                  ( ( GLfloat ) - height() ) / ( ( GLfloat ) image->height() ) );
    glRasterPos2f ( 0, height() - 0.5 );
    if ( isColor ) {
      glDrawPixels ( image->width(), image->height(),
                     GL_RGB, GL_UNSIGNED_BYTE,
                     image->getPixelPointer() );
    } else {
      glDrawPixels ( image->width(), image->height(),
                     GL_LUMINANCE, GL_UNSIGNED_BYTE,
                     image->getPixelPointer() );
    }
  } else {
    glClearColor ( 0.0, 0.0, 0.0, 0.0 );
    glClear ( GL_COLOR_BUFFER_BIT );
    glFlush();
  }

  if ( buf_overlayImage != NULL ) {
    if ( image == NULL ) {
      glPixelStorei ( GL_PACK_ALIGNMENT, 1 );
      glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
      glPixelZoom ( ( GLfloat ) width() / ( ( GLfloat ) overlayImageWidth ),
                    ( ( GLfloat ) - height() ) / ( ( GLfloat ) overlayImageHeight ) );
      glRasterPos2f ( 0, height() - 0.5 );
    }

    glEnable ( GL_BLEND );
    glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glDrawPixels ( overlayImageWidth, overlayImageHeight,
                   GL_RGBA, GL_UNSIGNED_BYTE, buf_overlayImage );
    glDisable ( GL_BLEND );
    glFlush();
  }

  if ( isDragging && drawSelectionRect ) {
    glLineWidth ( 1 );
    glEnable ( GL_LINE_STIPPLE );
    glLineStipple ( 1, 0x00FF );
    glColor4f ( 1, 1, 1, 1 );
//    // Antialiased Points
//    glEnable(GL_POINT_SMOOTH);
//    glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
//    // Antialiased Lines
//    glEnable(GL_LINE_SMOOTH);
//    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glBegin ( GL_LINE_LOOP );
    glVertex2f ( dragX, height() - dragY );
    glVertex2f ( dragX, height() - dropY );
    glVertex2f ( dropX, height() - dropY );
    glVertex2f ( dropX, height() - dragY );
    glEnd();
    glDisable ( GL_LINE_STIPPLE );
    glFlush();
  }

  if ( texts.size() > 0 ) {
	  glEnable ( GL_BLEND );
    glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

    for ( uint i = 0; i < texts.size(); ++i ) {

      Text& text = texts[i];

      glColor4ub ( text.color[0], text.color[1], text.color[2], 255 );

      float x = float ( text.x ) * float ( width() ) / float ( image->width() );
      float y = float ( text.y ) * float ( height() ) / float ( image->height() );

      glRasterPos2f ( x, height() - y - 0.5 );

      void* font = GLUT_BITMAP_HELVETICA_10;//(*i)->font;

      for ( uint j = 0; j < text.text.size(); ++j )
        glutBitmapCharacter ( font, text.text[j] );
    }

    glDisable ( GL_BLEND );
    glFlush();
  }
#else
     fthrow(Exception,"GLUT lib not availabe, recompile using GLUT!");
#endif

  paintGLObjects();
}
Пример #12
0
void osm_pi::DoDrawBitmap( const wxBitmap &bitmap, wxCoord x, wxCoord y, bool usemask )
{

    if ( m_pdc ) {
        wxLogMessage (_T("OSM_PI: DoDrawBitmap %i,%i"),x,y);
            m_pdc->DrawBitmap( bitmap, x, y, usemask );
    } else {
        wxLogMessage (_T("OSM_PI: DoDrawBitmapGL %i,%i"),x,y);
        // GL doesn't draw anything if x<0 || y<0 so we must crop image first
        wxBitmap bmp;
        if ( x < 0 || y < 0 ) {
              int dx = (x < 0 ? -x : 0);
              int dy = (y < 0 ? -y : 0);
              int w = bitmap.GetWidth()-dx;
              int h = bitmap.GetHeight()-dy;
              /* picture is out of viewport */
              if ( w <= 0 || h <= 0 )
                    return;
              wxBitmap newBitmap = bitmap.GetSubBitmap( wxRect( dx, dy, w, h ) );
              x += dx;
              y += dy;
              bmp = newBitmap;
        } else {
              bmp = bitmap;
        }
        wxImage image = bmp.ConvertToImage();
        int w = image.GetWidth(), h = image.GetHeight();

        if ( usemask ) {
              unsigned char *d = image.GetData();
              unsigned char *a = image.GetAlpha();

              unsigned char mr, mg, mb;
              if( !image.GetOrFindMaskColour( &mr, &mg, &mb ) && !a )
                    printf("trying to use mask to draw a bitmap without alpha or mask\n");

              unsigned char *e = new unsigned char[4*w*h];
              //               int w = image.GetWidth(), h = image.GetHeight();
              int sb = w*h;
              unsigned char r, g, b;
              for ( int i=0 ; i<sb ; i++ ) {
                    r = d[i*3 + 0];
                    g = d[i*3 + 1];
                    b = d[i*3 + 2];

                    e[i*4 + 0] = r;
                    e[i*4 + 1] = g;
                    e[i*4 + 2] = b;

                    e[i*4 + 3] = a ? a[i] :
                    ((r==mr)&&(g==mg)&&(b==mb) ? 0 : 255);
              }

              glColor4f( 1, 1, 1, 1 );
              glEnable( GL_BLEND );
              glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
              glRasterPos2i( x, y );
              glPixelZoom( 1, -1 );
              glDrawPixels( w, h, GL_RGBA, GL_UNSIGNED_BYTE, e );
              glPixelZoom( 1, 1 );
              glDisable( GL_BLEND );
              free( e );
        } else {
              glRasterPos2i( x, y );
              glPixelZoom( 1, -1 ); /* draw data from top to bottom */
              glDrawPixels( w, h, GL_RGB, GL_UNSIGNED_BYTE, image.GetData() );
              glPixelZoom( 1, 1 );
        }
    }
}
Пример #13
0
void bicubic2x(int gHeight, int gWidth, int h, int w, int xRes, int yRes, int max, unsigned char gData[])
{
    GLubyte color[2*gHeight][2*gWidth][4];

    glClearColor(0.0, 0.0, 0.0, 0.0);

    //GLubyte color[gHeight][gWidth][4];
    for(int y = 0; y < gHeight; y++) {
        for (int x = 0; x < gWidth; x ++) {
            int index = 4 * x + (4 * w * y);

            for (int xPixel = 0; xPixel < 2; xPixel++) {
                for (int yPixel = 0; yPixel < 2; yPixel++) {
                    color[2*y + yPixel][2*x + xPixel][0] = int(gData[index]);
                    color[2*y + yPixel][2*x + xPixel][1] = int(gData[index + 1]);
                    color[2*y + yPixel][2*x + xPixel][2] = int(gData[index + 2]);
                    color[2*y + yPixel][2*x + xPixel][3] = int(gData[index + 3]);
                }
            }

            int upIndex = getUpNeighbor(x,y, gWidth, gHeight);
            int downIndex = getDownNeighbor(x,y, gWidth, gHeight);
            int leftIndex = getLeftNeighbor(x,y, gWidth, gHeight);
            int rightIndex = getRightNeighbor(x,y, gWidth, gHeight);

            // this is for the edge cases
            if (upIndex == -1 || downIndex == -1 || leftIndex == -1 ||  rightIndex == -1) {
                // we'll just keep the same color for the pixels on the the border (already set)
                // note that we could change the interpolation to take the missing interpolatoin into
                // account..but this would be a lot of casework for little benefit
            }
            else
            {    
                Vec3 up, down, right, left;

                up.x = gData[upIndex];
                up.y = gData[upIndex+1];
                up.z = gData[upIndex+2];
                down.x = gData[downIndex];
                down.y = gData[downIndex+1];
                down.z = gData[downIndex+2];
                right.x = gData[rightIndex];
                right.y = gData[rightIndex+1];
                right.z = gData[rightIndex+2];
                left.x = gData[leftIndex];
                left.y = gData[leftIndex+1];
                left.z = gData[leftIndex+2];

                Vec3 current;
                current.x = int(gData[index]);
                current.y = int(gData[index+1]);
                current.z = int(gData[index+2]);
                

                // we expand each pixel into 4 pixels, and then for each of the new pixels, 
                // we interpolate with each neighbor in a 2x2 block.

                // originally, we have pixel P:
                /*

                 |U|                     U1   U2
                -----                  ----------
                L|P|R    ---->     L1  | P1 | P3 |   R1
                -----              L2  | P2 | P4 |   R2
                 |D|                   ----------
                                        D1   D2

                Let U1 = U2 = U, L1 = L2 = L, R1 = R2 = R, D1 = D2 = D (we just expanded U, L, R, D as well)
                Let P = P1 = P2 = P3 = P4 (we just expanded pixel P)
                Now, we interpolate each of the P_i according to its 4 neigbors.

                We do a cubic interpolation in each direction (horiztonal and vertical) according to 
                the 2 neighbors on either side.

                Order is important as CubicInterpolateVec(y0, y1, y2, y3, m) interpolates and returns
                the value m fraction of the way between y1 and y2.

                We use Catmoll-Rom spline interpolation, and then we make sure to clamp our RGB
                values between 0 and 255 before assigning the new colors. Note that we don't 
                really care about alpha values here.
                */



                // P2
                Vec3 P2Left = CubicInterpolateVec(left, left, current, right, 0.5);
                Vec3 P2Up = CubicInterpolateVec(up, current, down, down, 0.5);

                int finalP2X = min(std::max((int)(P2Left.x + P2Up.x)/2, 0), 255);
                int finalP2Y = min(std::max((int)(P2Left.y + P2Up.y)/2, 0), 255);
                int finalP2Z = min(std::max((int)(P2Left.z + P2Up.z)/2, 0), 255);

                color[2*y][2*x][0] = finalP2X;
                color[2*y][2*x][1] = finalP2Y;
                color[2*y][2*x][2] = finalP2Z;
                color[2*y][2*x][3] = 255;

                // P4
                Vec3 P4Left = CubicInterpolateVec(left, current, right, right, 0.5);
                Vec3 P4Up = CubicInterpolateVec(up, current, down, down, 0.5);

                int finalP4X = min(std::max((int)(P4Left.x + P4Up.x)/2, 0), 255);
                int finalP4Y = min(std::max((int)(P4Left.y + P4Up.y)/2, 0), 255);
                int finalP4Z = min(std::max((int)(P4Left.z + P4Up.z)/2, 0), 255);

                color[2*y][2*x + 1][0] = finalP4X;
                color[2*y][2*x + 1][1] = finalP4Y;
                color[2*y][2*x + 1][2] = finalP4Z;
                color[2*y][2*x + 1][3] = 255;

                // P1
                Vec3 P1Left = CubicInterpolateVec(left, left, current, right, 0.5);
                Vec3 P1Up = CubicInterpolateVec(up, up, current, down, 0.5);

                int finalP1X = min(std::max((int)(P1Left.x + P1Up.x)/2, 0), 255);
                int finalP1Y = min(std::max((int)(P1Left.y + P1Up.y)/2, 0), 255);
                int finalP1Z = min(std::max((int)(P1Left.z + P1Up.z)/2, 0), 255);

                color[2*y + 1][2*x][0] = finalP1X;
                color[2*y + 1][2*x][1] = finalP1Y;
                color[2*y + 1][2*x][2] = finalP1Z;
                color[2*y + 1][2*x][3] = 255;

                // P3
                Vec3 P3Left = CubicInterpolateVec(left, current, right, right, 0.5);
                Vec3 P3Up = CubicInterpolateVec(up, up, current, down, 0.5);

                int finalP3X = min(std::max((int)(P3Left.x + P3Up.x)/2, 0), 255);
                int finalP3Y = min(std::max((int)(P3Left.y + P3Up.y)/2, 0), 255);
                int finalP3Z = min(std::max((int)(P3Left.z + P3Up.z)/2, 0), 255);
                color[2*y + 1][2*x + 1][0] = finalP3X;
                color[2*y + 1][2*x + 1][1] = finalP3Y;
                color[2*y + 1][2*x + 1][2] = finalP3Z;
                color[2*y + 1][2*x + 1][3] = 255;

            }
        }
    }
    glPixelZoom(floor(xRes/max)/2, floor(yRes/max)/2);

    glRasterPos2d(-1.0, -1.0);
    glClear(GL_COLOR_BUFFER_BIT);
    glDrawPixels( 2*gWidth, 2*gHeight, GL_RGBA, GL_UNSIGNED_BYTE, color );
    glFlush();
}
Пример #14
0
int YabSaveState(const char *filename)
{
   u32 i;
   FILE *fp;
   int offset;
   IOCheck_struct check;
   u8 *buf;
   int totalsize;
   int outputwidth;
   int outputheight;
   int movieposition;
   int temp;
   u32 temp32;

   check.done = 0;
   check.size = 0;

   //use a second set of savestates for movies
   filename = MakeMovieStateName(filename);
   if (!filename)
      return -1;

   if ((fp = fopen(filename, "wb")) == NULL)
      return -1;

   // Write signature
   fprintf(fp, "YSS");

   // Write endianness byte
#ifdef WORDS_BIGENDIAN
   fputc(0x00, fp);
#else
   fputc(0x01, fp);
#endif

   // Write version(fix me)
   i = 2;
   ywrite(&check, (void *)&i, sizeof(i), 1, fp);

   // Skip the next 4 bytes for now
   i = 0;
   ywrite(&check, (void *)&i, sizeof(i), 1, fp);

   //write frame number
   ywrite(&check, (void *)&framecounter, 4, 1, fp);

   //this will be updated with the movie position later
   ywrite(&check, (void *)&framecounter, 4, 1, fp);

   // Go through each area and write each state
   i += CartSaveState(fp);
   i += Cs2SaveState(fp);
   i += SH2SaveState(MSH2, fp);
   i += SH2SaveState(SSH2, fp);
   i += SoundSaveState(fp);
   i += ScuSaveState(fp);
   i += SmpcSaveState(fp);
   i += Vdp1SaveState(fp);
   i += Vdp2SaveState(fp);

   offset = StateWriteHeader(fp, "OTHR", 1);

   // Other data
   ywrite(&check, (void *)BupRam, 0x10000, 1, fp); // do we really want to save this?
   ywrite(&check, (void *)HighWram, 0x100000, 1, fp);
   ywrite(&check, (void *)LowWram, 0x100000, 1, fp);

   ywrite(&check, (void *)&yabsys.DecilineCount, sizeof(int), 1, fp);
   ywrite(&check, (void *)&yabsys.LineCount, sizeof(int), 1, fp);
   ywrite(&check, (void *)&yabsys.VBlankLineCount, sizeof(int), 1, fp);
   ywrite(&check, (void *)&yabsys.MaxLineCount, sizeof(int), 1, fp);
   temp = yabsys.DecilineStop >> YABSYS_TIMING_BITS;
   ywrite(&check, (void *)&temp, sizeof(int), 1, fp);
   temp = (yabsys.CurSH2FreqType == CLKTYPE_26MHZ) ? 268 : 286;
   ywrite(&check, (void *)&temp, sizeof(int), 1, fp);
   temp32 = (yabsys.UsecFrac * temp / 10) >> YABSYS_TIMING_BITS;
   ywrite(&check, (void *)&temp32, sizeof(u32), 1, fp);
   ywrite(&check, (void *)&yabsys.CurSH2FreqType, sizeof(int), 1, fp);
   ywrite(&check, (void *)&yabsys.IsPal, sizeof(int), 1, fp);

   VIDCore->GetGlSize(&outputwidth, &outputheight);

   totalsize=outputwidth * outputheight * sizeof(u32);

   if ((buf = (u8 *)malloc(totalsize)) == NULL)
   {
      return -2;
   }

   YuiSwapBuffers();
   #ifdef USE_OPENGL
   glPixelZoom(1,1);
   glReadBuffer(GL_BACK);
   glReadPixels(0, 0, outputwidth, outputheight, GL_RGBA, GL_UNSIGNED_BYTE, buf);
   #endif
   YuiSwapBuffers();

   ywrite(&check, (void *)&outputwidth, sizeof(outputwidth), 1, fp);
   ywrite(&check, (void *)&outputheight, sizeof(outputheight), 1, fp);

   ywrite(&check, (void *)buf, totalsize, 1, fp);

   movieposition=ftell(fp);
   //write the movie to the end of the savestate
   SaveMovieInState(fp, check);

   i += StateFinishHeader(fp, offset);

   // Go back and update size
   fseek(fp, 8, SEEK_SET);
   ywrite(&check, (void *)&i, sizeof(i), 1, fp);
   fseek(fp, 16, SEEK_SET);
   ywrite(&check, (void *)&movieposition, sizeof(movieposition), 1, fp);

   fclose(fp);

   OSDPushMessage(OSDMSG_STATUS, 150, "STATE SAVED");

   return 0;
}
Пример #15
0
void drawGlutScene_from_image
(
        /****************************************************/
        float   ***p6,   /* in  : RGB image                                  */
        GLubyte *pixels, /* use : display array                              */
        float magnify,   /* in  : scaling factor                             */
        int nx,          /* in  : size in x-direction                        */
        int ny,          /* in  : size in y-direction                        */
        int bx,          /* in  : boundary size in x-direction               */
        int by           /* in  : boundary size in y-direction               */
                         /****************************************************/
)

/* visualises image with Open-GL */

{

        int odd;  /* flag for odd image size */
        int counter; /* pixel index counter */
        int i,j;  /* loop variable */


        /* check if image size is odd */
        if (nx%4==0) odd=0;
        else odd=1;

        /* set pixel counter zero */
        counter=0;

        /* prepare Open-GL */
        glViewport(0, 0, nx, ny);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(0, nx, 0, ny, -1.0, 1.0);
        glMatrixMode(GL_MODELVIEW);
        glDisable(GL_DITHER);
        glPixelZoom((GLfloat)magnify,(GLfloat)magnify);

        /* draw pixels in pixel array */
        for(i=by; i < ny+by; i++)
        {
                for(j=bx; j < nx+bx; j++)
                {
                        pixels[counter++]=(GLubyte)(p6[j][ny+2*by-1-i][0]);
                        pixels[counter++]=(GLubyte)(p6[j][ny+2*by-1-i][1]);
                        pixels[counter++]=(GLubyte)(p6[j][ny+2*by-1-i][2]);
                }
                if (odd==1) counter+=2;
        }

        /* draw pixels in draw buffer */
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glClearColor(0.0, 0.0, 0.0, 1.0);
        glRasterPos3f(0, 0, 0.0);
        glDrawPixels(nx,ny,GL_RGB,GL_UNSIGNED_BYTE,pixels);

        /* swap draw and display buffer */
        glutSwapBuffers();

        return;
}
Пример #16
0
static void draw_movieclip_buffer(SpaceClip *sc, ARegion *ar, ImBuf *ibuf,
                                  int width, int height, float zoomx, float zoomy)
{
	int x, y;
	MovieClip *clip = ED_space_clip_get_clip(sc);

	/* find window pixel coordinates of origin */
	UI_view2d_to_region_no_clip(&ar->v2d, 0.0f, 0.0f, &x, &y);

	if (sc->flag & SC_MUTE_FOOTAGE) {
		glColor3f(0.0f, 0.0f, 0.0f);
		glRectf(x, y, x + zoomx * width, y + zoomy * height);
	}
	else {
		verify_buffer_float(ibuf);

		if (ibuf->rect) {
			int need_fallback = 1;

			if (ED_space_clip_texture_buffer_supported(sc)) {
				if (ED_space_clip_load_movieclip_buffer(sc, ibuf)) {
					glPushMatrix();
					glTranslatef(x, y, 0.0f);
					glScalef(zoomx, zoomy, 1.0f);

					glBegin(GL_QUADS);
					glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f,  0.0f);
					glTexCoord2f(1.0f, 0.0f); glVertex2f(width, 0.0f);
					glTexCoord2f(1.0f, 1.0f); glVertex2f(width, height);
					glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f,  height);
					glEnd();

					glPopMatrix();

					ED_space_clip_unload_movieclip_buffer(sc);

					need_fallback = 0;
				}
			}

			/* if texture buffers aren't efficiently supported or texture is too large to
			 * be binder fallback to simple draw pixels solution */
			if (need_fallback) {
				/* set zoom */
				glPixelZoom(zoomx * width / ibuf->x, zoomy * height / ibuf->y);

				glaDrawPixelsSafe(x, y, ibuf->x, ibuf->y, ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);

				/* reset zoom */
				glPixelZoom(1.0f, 1.0f);
			}
		}
	}

	/* draw boundary border for frame if stabilization is enabled */
	if (sc->flag & SC_SHOW_STABLE && clip->tracking.stabilization.flag & TRACKING_2D_STABILIZATION) {
		glColor3f(0.0f, 0.0f, 0.0f);
		glLineStipple(3, 0xaaaa);
		glEnable(GL_LINE_STIPPLE);
		glEnable(GL_COLOR_LOGIC_OP);
		glLogicOp(GL_NOR);

		glPushMatrix();
		glTranslatef(x, y, 0.0f);

		glScalef(zoomx, zoomy, 1.0f);
		glMultMatrixf(sc->stabmat);

		glBegin(GL_LINE_LOOP);
		glVertex2f(0.0f, 0.0f);
		glVertex2f(width, 0.0f);
		glVertex2f(width, height);
		glVertex2f(0.0f, height);
		glEnd();

		glPopMatrix();

		glDisable(GL_COLOR_LOGIC_OP);
		glDisable(GL_LINE_STIPPLE);
	}
}
Пример #17
0
int YabLoadState(const char *filename)
{
   FILE *fp;
   char id[3];
   u8 endian;
   int headerversion, version, size, chunksize, headersize;
   IOCheck_struct check;
   u8* buf;
   int totalsize;
   int outputwidth;
   int outputheight;
   int curroutputwidth;
   int curroutputheight;
   int movieposition;
   int temp;
   u32 temp32;

   filename = MakeMovieStateName(filename);
   if (!filename)
      return -1;

   if ((fp = fopen(filename, "rb")) == NULL)
      return -1;

   headersize = 0xC;

   // Read signature
   yread(&check, (void *)id, 1, 3, fp);

   if (strncmp(id, "YSS", 3) != 0)
   {
      fclose(fp);
      return -2;
   }

   // Read header
   yread(&check, (void *)&endian, 1, 1, fp);
   yread(&check, (void *)&headerversion, 4, 1, fp);
   yread(&check, (void *)&size, 4, 1, fp);
   switch(headerversion)
   {
      case 1:
         /* This is the "original" version of the format */
         break;
      case 2:
         /* version 2 adds video recording */
         yread(&check, (void *)&framecounter, 4, 1, fp);
		 movieposition=ftell(fp);
		 yread(&check, (void *)&movieposition, 4, 1, fp);
         headersize = 0x14;
         break;
      default:
         /* we're trying to open a save state using a future version
          * of the YSS format, that won't work, sorry :) */
         fclose(fp);
         return -3;
         break;
   }

#ifdef WORDS_BIGENDIAN
   if (endian == 1)
#else
   if (endian == 0)
#endif
   {
      // should setup reading so it's byte-swapped
      YabSetError(YAB_ERR_OTHER, (void *)"Load State byteswapping not supported");
      fclose(fp);
      return -3;
   }

   // Make sure size variable matches actual size minus header
   fseek(fp, 0, SEEK_END);

   if (size != (ftell(fp) - headersize))
   {
      fclose(fp);
      return -2;
   }
   fseek(fp, headersize, SEEK_SET);

   // Verify version here

   ScspMuteAudio(SCSP_MUTE_SYSTEM);
   
   if (StateCheckRetrieveHeader(fp, "CART", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   CartLoadState(fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "CS2 ", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   Cs2LoadState(fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "MSH2", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   SH2LoadState(MSH2, fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "SSH2", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   SH2LoadState(SSH2, fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "SCSP", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   SoundLoadState(fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "SCU ", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   ScuLoadState(fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "SMPC", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   SmpcLoadState(fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "VDP1", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   Vdp1LoadState(fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "VDP2", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   Vdp2LoadState(fp, version, chunksize);

   if (StateCheckRetrieveHeader(fp, "OTHR", &version, &chunksize) != 0)
   {
      fclose(fp);
      // Revert back to old state here
      ScspUnMuteAudio(SCSP_MUTE_SYSTEM);
      return -3;
   }
   // Other data
   yread(&check, (void *)BupRam, 0x10000, 1, fp);
   yread(&check, (void *)HighWram, 0x100000, 1, fp);
   yread(&check, (void *)LowWram, 0x100000, 1, fp);

   yread(&check, (void *)&yabsys.DecilineCount, sizeof(int), 1, fp);
   yread(&check, (void *)&yabsys.LineCount, sizeof(int), 1, fp);
   yread(&check, (void *)&yabsys.VBlankLineCount, sizeof(int), 1, fp);
   yread(&check, (void *)&yabsys.MaxLineCount, sizeof(int), 1, fp);
   yread(&check, (void *)&temp, sizeof(int), 1, fp);
   yread(&check, (void *)&temp, sizeof(int), 1, fp);
   yread(&check, (void *)&temp32, sizeof(u32), 1, fp);
   yread(&check, (void *)&yabsys.CurSH2FreqType, sizeof(int), 1, fp);
   yread(&check, (void *)&yabsys.IsPal, sizeof(int), 1, fp);
   YabauseChangeTiming(yabsys.CurSH2FreqType);
   yabsys.UsecFrac = (temp32 << YABSYS_TIMING_BITS) * temp / 10;

   if (headerversion > 1) {

   yread(&check, (void *)&outputwidth, sizeof(outputwidth), 1, fp);
   yread(&check, (void *)&outputheight, sizeof(outputheight), 1, fp);

   totalsize=outputwidth * outputheight * sizeof(u32);

   if ((buf = (u8 *)malloc(totalsize)) == NULL)
   {
      return -2;
   }

   yread(&check, (void *)buf, totalsize, 1, fp);

   YuiSwapBuffers();

   #ifdef USE_OPENGL
   if(VIDCore->id == VIDCORE_SOFT)
     glRasterPos2i(0, outputheight);
   if(VIDCore->id == VIDCORE_OGL)
	 glRasterPos2i(0, outputheight/2);
   #endif

   VIDCore->GetGlSize(&curroutputwidth, &curroutputheight);
   #ifdef USE_OPENGL
   glPixelZoom((float)curroutputwidth / (float)outputwidth, ((float)curroutputheight / (float)outputheight));
   glDrawPixels(outputwidth, outputheight, GL_RGBA, GL_UNSIGNED_BYTE, buf);
   #endif
   YuiSwapBuffers();

   fseek(fp, movieposition, SEEK_SET);
   MovieReadState(fp, filename);
   }
   
   fclose(fp);

   ScspUnMuteAudio(SCSP_MUTE_SYSTEM);

   OSDPushMessage(OSDMSG_STATUS, 150, "STATE LOADED");

   return 0;
}
Пример #18
0
//
// This function is called when the window needs redrawing.
//
static void Display(void)
{
    ARdouble p[16];
    ARdouble m[16];

#ifdef ARDOUBLE_IS_FLOAT
    GLdouble p0[16];
    GLdouble m0[16];
#endif
    int                 i, j, k;
    GLfloat             w, bw, bh, vertices[6][2];
    GLubyte             pixels[300];
    char                text[256];
    GLdouble            winX, winY, winZ;
    int                 showMErr[CHECK_ID_MULTIMARKERS_MAX];
    GLdouble            MX[CHECK_ID_MULTIMARKERS_MAX];
    GLdouble            MY[CHECK_ID_MULTIMARKERS_MAX];
    int                 pattDetectMode;
    AR_MATRIX_CODE_TYPE matrixCodeType;


    // Select correct buffer for this context.
    glDrawBuffer(GL_BACK);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     // Clear the buffers for new frame.

    arglPixelBufferDataUpload(gArglSettings, gARTImage);
    arglDispImage(gArglSettings);

    if (gMultiConfigCount)
    {
        arglCameraFrustumRH(&(gCparamLT->param), VIEW_DISTANCE_MIN, VIEW_DISTANCE_MAX, p);
        glMatrixMode(GL_PROJECTION);
#ifdef ARDOUBLE_IS_FLOAT
        glLoadMatrixf(p);
#else
        glLoadMatrixd(p);
#endif
        glMatrixMode(GL_MODELVIEW);
        glEnable(GL_DEPTH_TEST);

        // If we have multi-configs, show their origin onscreen.
        for (k = 0; k < gMultiConfigCount; k++)
        {
            showMErr[k] = FALSE;
            if (gMultiConfigs[k]->prevF != 0)
            {
                arglCameraViewRH((const ARdouble (*)[4])gMultiConfigs[k]->trans, m, 1.0);
#ifdef ARDOUBLE_IS_FLOAT
                glLoadMatrixf(m);
#else
                glLoadMatrixd(m);
#endif
                drawAxes();
#ifdef ARDOUBLE_IS_FLOAT
                for (i = 0; i < 16; i++)
                    m0[i] = (GLdouble)m[i];

                for (i = 0; i < 16; i++)
                    p0[i] = (GLdouble)p[i];

                if (gluProject(0, 0, 0, m0, p0, gViewport, &winX, &winY, &winZ) == GL_TRUE)
#else
                if (gluProject(0, 0, 0, m, p, gViewport, &winX, &winY, &winZ) == GL_TRUE)
#endif
                {
                    showMErr[k] = TRUE;
                    MX[k]       = winX; MY[k] = winY;
                }
            }
        } // for k
    }

    // Any 2D overlays go here.
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, (GLdouble)windowWidth, 0, (GLdouble)windowHeight, -1.0, 1.0);
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_LIGHTING);
    glDisable(GL_DEPTH_TEST);

    arGetPatternDetectionMode(gARHandle, &pattDetectMode);
    arGetMatrixCodeType(gARHandle, &matrixCodeType);

    // For all markers, draw onscreen position.
    // Colour based on cutoffPhase.
    glLoadIdentity();
    glVertexPointer(2, GL_FLOAT, 0, vertices);
    glEnableClientState(GL_VERTEX_ARRAY);
    glLineWidth(2.0f);

    for (j = 0; j < gARHandle->marker_num; j++)
    {
        glColor3ubv(cutoffPhaseColours[gARHandle->markerInfo[j].cutoffPhase].colour);

        for (i = 0; i < 5; i++)
        {
            int dir = gARHandle->markerInfo[j].dir;
            vertices[i][0] = (float)gARHandle->markerInfo[j].vertex[(i + 4 - dir) % 4][0] * (float)windowWidth / (float)gARHandle->xsize;
            vertices[i][1] = ((float)gARHandle->ysize - (float)gARHandle->markerInfo[j].vertex[(i + 4 - dir) % 4][1]) * (float)windowHeight / (float)gARHandle->ysize;
        }

        vertices[i][0] = (float)gARHandle->markerInfo[j].pos[0] * (float)windowWidth / (float)gARHandle->xsize;
        vertices[i][1] = ((float)gARHandle->ysize - (float)gARHandle->markerInfo[j].pos[1]) * (float)windowHeight / (float)gARHandle->ysize;
        glDrawArrays(GL_LINE_STRIP, 0, 6);
        // For markers that have been identified, draw the ID number.
        if (gARHandle->markerInfo[j].id >= 0)
        {
            glColor3ub(255, 0, 0);
            if (matrixCodeType == AR_MATRIX_CODE_GLOBAL_ID && (pattDetectMode == AR_MATRIX_CODE_DETECTION || pattDetectMode == AR_TEMPLATE_MATCHING_COLOR_AND_MATRIX || pattDetectMode == AR_TEMPLATE_MATCHING_MONO_AND_MATRIX))
                snprintf(text, sizeof(text), "%llu (err=%d)", gARHandle->markerInfo[j].globalID, gARHandle->markerInfo[j].errorCorrected);
            else
                snprintf(text, sizeof(text), "%d", gARHandle->markerInfo[j].id);

            print(text, (float)gARHandle->markerInfo[j].pos[0] * (float)windowWidth / (float)gARHandle->xsize, ((float)gARHandle->ysize - (float)gARHandle->markerInfo[j].pos[1]) * (float)windowHeight / (float)gARHandle->ysize, 0, 0);
        }
    }

    glDisableClientState(GL_VERTEX_ARRAY);

    // For matrix mode, draw the pattern image of the largest marker.
    if (pattDetectMode == AR_MATRIX_CODE_DETECTION || pattDetectMode == AR_TEMPLATE_MATCHING_COLOR_AND_MATRIX || pattDetectMode == AR_TEMPLATE_MATCHING_MONO_AND_MATRIX)
    {
        int area = 0, biggestMarker = -1;

        for (j = 0; j < gARHandle->marker_num; j++)
            if (gARHandle->markerInfo[j].area > area)
            {
                area          = gARHandle->markerInfo[j].area;
                biggestMarker = j;
            }

        if (area >= AR_AREA_MIN)
        {
            int      imageProcMode;
            ARdouble pattRatio;
            ARUint8  ext_patt[AR_PATT_SIZE2_MAX * AR_PATT_SIZE2_MAX * 3]; // Holds unwarped pattern extracted from image.
            int      size;
            int      zoom = 4;
            ARdouble vertexUpright[4][2];

            // Reorder vertices based on dir.
            for (i = 0; i < 4; i++)
            {
                int dir = gARHandle->markerInfo[biggestMarker].dir;
                vertexUpright[i][0] = gARHandle->markerInfo[biggestMarker].vertex[(i + 4 - dir) % 4][0];
                vertexUpright[i][1] = gARHandle->markerInfo[biggestMarker].vertex[(i + 4 - dir) % 4][1];
            }

            arGetImageProcMode(gARHandle, &imageProcMode);
            arGetPattRatio(gARHandle, &pattRatio);
            if (matrixCodeType == AR_MATRIX_CODE_GLOBAL_ID)
            {
                size = 14;
                arPattGetImage2(imageProcMode, AR_MATRIX_CODE_DETECTION, size, size * AR_PATT_SAMPLE_FACTOR2,
                                gARTImage, gARHandle->xsize, gARHandle->ysize, gARHandle->arPixelFormat, &gCparamLT->paramLTf, vertexUpright, (ARdouble)14 / (ARdouble)(14 + 2), ext_patt);
            }
            else
            {
                size = matrixCodeType & AR_MATRIX_CODE_TYPE_SIZE_MASK;
                arPattGetImage2(imageProcMode, AR_MATRIX_CODE_DETECTION, size, size * AR_PATT_SAMPLE_FACTOR2,
                                gARTImage, gARHandle->xsize, gARHandle->ysize, gARHandle->arPixelFormat, &gCparamLT->paramLTf, vertexUpright, pattRatio, ext_patt);
            }

            glRasterPos2f((float)(windowWidth - size * zoom) - 4.0f, (float)(size * zoom) + 4.0f);
            glPixelZoom((float)zoom, (float)-zoom);
            glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
            glDrawPixels(size, size, GL_LUMINANCE, GL_UNSIGNED_BYTE, ext_patt);
            glPixelZoom(1.0f, 1.0f);
        }
    }


    // Draw error value for multimarker pose.
    for (k = 0; k < gMultiConfigCount; k++)
    {
        if (showMErr[k])
        {
            snprintf(text, sizeof(text), "err=%0.3f", gMultiErrs[k]);
            print(text, MX[k], MY[k], 0, 0);
        }
    }

    //
    // Draw help text and mode.
    //
    glLoadIdentity();
    if (gShowMode)
    {
        printMode();
    }

    if (gShowHelp)
    {
        if (gShowHelp == 1)
        {
            printHelpKeys();
        }
        else if (gShowHelp == 2)
        {
            bw = 0.0f;

            for (i = 0; i < AR_MARKER_INFO_CUTOFF_PHASE_DESCRIPTION_COUNT; i++)
            {
                w = (float)glutBitmapLength(GLUT_BITMAP_HELVETICA_10, (unsigned char*)arMarkerInfoCutoffPhaseDescriptions[cutoffPhaseColours[i].cutoffPhase]);
                if (w > bw)
                    bw = w;
            }

            bw += 12.0f; // Space for color block.
            bh  = AR_MARKER_INFO_CUTOFF_PHASE_DESCRIPTION_COUNT * 10.0f /* character height */ + (AR_MARKER_INFO_CUTOFF_PHASE_DESCRIPTION_COUNT - 1) * 2.0f /* line spacing */;
            drawBackground(bw, bh, 2.0f, 2.0f);

            // Draw the colour block and text, line by line.
            for (i = 0; i < AR_MARKER_INFO_CUTOFF_PHASE_DESCRIPTION_COUNT; i++)
            {
                for (j = 0; j < 300; j += 3)
                {
                    pixels[j]     = cutoffPhaseColours[i].colour[0];
                    pixels[j + 1] = cutoffPhaseColours[i].colour[1];
                    pixels[j + 2] = cutoffPhaseColours[i].colour[2];
                }

                glRasterPos2f(2.0f, (AR_MARKER_INFO_CUTOFF_PHASE_DESCRIPTION_COUNT - 1 - i) * 12.0f + 2.0f);
                glPixelZoom(1.0f, 1.0f);
                glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
                glDrawPixels(10, 10, GL_RGB, GL_UNSIGNED_BYTE, pixels);
                print(arMarkerInfoCutoffPhaseDescriptions[cutoffPhaseColours[i].cutoffPhase], 14.0f, (AR_MARKER_INFO_CUTOFF_PHASE_DESCRIPTION_COUNT - 1 - i) * 12.0f + 2.0f, 0, 0);
            }
        }
    }

    glutSwapBuffers();
}
Пример #19
0
void renderOpenGLFromImageData(OpenGL* ogl, char* pixels, int width,
		int height, int rowstride, int destWidth, int destHeight, int upx,
		int upy, int upwidth, int upheight) {
	if (ogl == NULL) {
		printf("null OGL\n");
		return;
	}

	//return;

	configure_window(ogl, destWidth, destHeight);
	gdk_gl_drawable_gl_begin(ogl->drawable, ogl->context);

	if (1) {
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		glBindTexture(GL_TEXTURE_2D, ogl->screentexid);
		if (1||!ogl->screentexloaded) {
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rowstride / 3, height, 0,
					GL_RGB, GL_UNSIGNED_BYTE, pixels);
			ogl->screentexloaded = 1;
		} else {
			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, height-upy, rowstride / 3,  upheight,
					GL_RGB, GL_UNSIGNED_BYTE, pixels);

		}

		/*
		 glPushMatrix();
		 glScalef((double)destWidth / (rowstride/3), (double)destHeight / height, 1);

		 glBegin(GL_QUADS);
		 glTexCoord2i((double)upx / (rowstride/3), (double)upy / height);
		 glVertex2f(upx, upy);

		 glTexCoord2i((double)(upx + upwidth) / (rowstride/3), (double)upy / height);
		 glVertex2f(upx + upwidth, upy);

		 glTexCoord2i((double)(upx + upwidth) / (rowstride/3), (double)(upy + upheight) / height);
		 glVertex2f(upx + upwidth, upy + upheight);

		 glTexCoord2i((double)upx / (rowstride/3), (double)(upy + upheight) / height);
		 glVertex2f(upx, upy + upheight);
		 */


		if (0 && ogl->displaylist) {
			glPushMatrix();
			glScalef((double)destWidth/width, (double)destHeight/height, 1);
			glCallList(ogl->displaylist);
			glPopMatrix();
		} else {
			//int list = glGenLists(1);
			//	ogl->displaylist = list;

			//glNewList(ogl->displaylist, GL_COMPILE_AND_EXECUTE);

			glPushMatrix();
			glScalef((double)destWidth, (double)destHeight, 1);
			glClearColor(0, 0, 0, 1);
			//glClear(GL_COLOR_BUFFER_BIT);
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
			glEnable(GL_TEXTURE_2D);

			glBegin(GL_QUADS);
			glTexCoord2i(0, 0);
			glVertex2f(0, 0);

			glTexCoord2i(1, 0);
			glVertex2f(1, 0);

			glTexCoord2i(1, 1);
			glVertex2f(1, 1);

			glTexCoord2i(0, 1);
			glVertex2f(0, 1);

			glEnd();
			glPopMatrix();
			//glEndList();

		}

	} else if (0) {
		glPixelZoom((double) destWidth / width, (double) -destHeight / height);
		glClearColor(0, 0, 0, 1);
		//glClear(GL_COLOR_BUFFER_BIT);
		//glRasterPos2i(0, 0);
		//glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
		glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
		glPixelStorei(GL_UNPACK_SKIP_ROWS, upy);
		glPixelStorei(GL_UNPACK_SKIP_PIXELS, upx);
		glRasterPos2i((double) upx * destWidth / height, (double) upy
				* destHeight / height);
		glDrawPixels(width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
	} else if (0) {
		int r, c;
		//glClear(GL_COLOR_BUFFER_BIT);
		glDisable(GL_TEXTURE_2D);
		float scalex = (double) destWidth / width;
		float scaley = (double) destHeight / height;
		glPointSize((scalex + scaley) / 2);
		glBegin(GL_POINTS);
		glColor3b(0, 0, 0);
		int last = 0;
		for (r = 0; r < height; r++) {
			unsigned char* ptr = (unsigned char *) pixels + (r * rowstride);
			for (c = 0; c < width; c++) {
				int color = (ptr[0] << 16) | (ptr[1] << 8) | (ptr[2]);
				if (color != last)
					glColor3b(ptr[0], ptr[1], ptr[2]);
				glVertex3f(c * scalex, r * scaley, 0.0);
				ptr += 3;
				last = color;
			}
		}
		glEnd();

	} else if (1) {
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);
		glVertexPointer(2, GL_SHORT, 0, ogl->vertices);
		glColorPointer(3, GL_UNSIGNED_BYTE, 0, pixels);
		glPushMatrix();
		glScalef((double)destWidth / width, (double)destHeight / height, 1);
		glDrawElements(GL_QUADS, 49152 * 4, GL_UNSIGNED_SHORT, ogl->indices);
		glPopMatrix();
	}
	//if (gdk_gl_drawable_is_double_buffered (ogl->drawable))
	gdk_gl_drawable_swap_buffers(ogl->drawable);

	gdk_gl_drawable_gl_end(ogl->drawable);

}
Пример #20
0
PsychError SCREENPutImage(void) 
{
	PsychRectType 		windowRect,positionRect;
	int 			ix, iy, numPlanes, bitsPerColor, matrixRedIndex, matrixGreenIndex, matrixBlueIndex, matrixAlphaIndex, matrixGrayIndex;
	int 			inputM, inputN, inputP, positionRectWidth, positionRectHeight; 
	PsychWindowRecordType	*windowRecord;
	unsigned char		*inputMatrixByte;
	double			*inputMatrixDouble;
	GLuint			*compactMat, matrixGrayValue, matrixRedValue, matrixGreenValue, matrixBlueValue, matrixAlphaValue, compactPixelValue;
	PsychArgFormatType	inputMatrixType;
	GLfloat			xZoom=1, yZoom=-1;
        
	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString, seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};

	//cap the number of inputs
	PsychErrorExit(PsychCapNumInputArgs(4));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs
        
        //get the image matrix
        inputMatrixType=PsychGetArgType(2);
        switch(inputMatrixType){
            case PsychArgType_none : case PsychArgType_default:
                PsychErrorExitMsg(PsychError_user, "imageArray argument required");
                break;
            case PsychArgType_uint8 :
                PsychAllocInUnsignedByteMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixByte);
                break;
            case PsychArgType_double :
                PsychAllocInDoubleMatArg(2, TRUE, &inputM, &inputN, &inputP, &inputMatrixDouble);
                break;
            default :
                PsychErrorExitMsg(PsychError_user, "imageArray must be uint8 or double type");
                break;
        }
        
        //get the window and get the rect and stuff
        PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
        numPlanes=PsychGetNumPlanesFromWindowRecord(windowRecord);
        bitsPerColor=PsychGetColorSizeFromWindowRecord(windowRecord);
        PsychGetRectFromWindowRecord(windowRect, windowRecord);
	if(PsychCopyInRectArg(3, FALSE, positionRect)){
            positionRectWidth=(int)PsychGetWidthFromRect(positionRect);
            positionRectHeight=(int)PsychGetHeightFromRect(positionRect);
            if(inputP != 1 && inputP != 3 && inputP != 4)
                PsychErrorExitMsg(PsychError_user, "Third dimension of image matrix must be 1, 3, or 4"); 
            if( positionRectWidth != inputN  || positionRectHeight != inputM){
                //calculate the zoom factor
                xZoom=(GLfloat)positionRectWidth/(GLfloat)inputN;
                yZoom=-((GLfloat)positionRectHeight/(GLfloat)inputM);
            }
        }else{
           positionRect[kPsychLeft]=0;
           positionRect[kPsychTop]=0;
           positionRect[kPsychRight]=inputN;
           positionRect[kPsychBottom]=inputM;
           PsychCenterRect(positionRect, windowRect, positionRect);
           //This should be centered  
        }
        
        
        //put up the image
        if(numPlanes==1){  //screen planes, not image matrix planes.  
            PsychErrorExitMsg(PsychError_unimplemented, "Put Image does not yet support indexed mode");
            //remember to test here for inputP==3 because that would be wrong. 
        }else if(numPlanes==4){
            compactMat=(GLuint *)mxMalloc(sizeof(GLuint) * inputN * inputM);
            for(ix=0;ix<inputN;ix++){
                for(iy=0;iy<inputM;iy++){
                    if(inputP==1){
                        matrixGrayIndex=PsychIndexElementFrom3DArray(inputM, inputN, 1, iy, ix, 0);
                        if(inputMatrixType==PsychArgType_uint8)
                            matrixGrayValue=(GLuint)inputMatrixByte[matrixGrayIndex];
                        else //inputMatrixType==PsychArgType_double
                            matrixGrayValue=(GLuint)inputMatrixDouble[matrixGrayIndex];
                
                        compactPixelValue=((matrixGrayValue<<8 | matrixGrayValue)<<8 | matrixGrayValue)<<8 | 255; 
                        compactMat[iy*inputN+ix]=compactPixelValue; 
                    }else if(inputP==3){
                        matrixRedIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 0);
                        matrixGreenIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 1);
                        matrixBlueIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 2);
                        if(inputMatrixType==PsychArgType_uint8){
                            matrixRedValue=(GLuint)inputMatrixByte[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixByte[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixByte[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)255;
                        }else{
                            matrixRedValue=(GLuint)inputMatrixDouble[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixDouble[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixDouble[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)255;
                        }
                        compactPixelValue= ((matrixRedValue<<8 | matrixGreenValue )<<8 | matrixBlueValue)<<8 | matrixAlphaValue; 
                        compactMat[iy*inputN+ix]=compactPixelValue; 
                    }else if(inputP==4){
                        matrixRedIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 0);
                        matrixGreenIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 1);
                        matrixBlueIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 2);
                        matrixAlphaIndex=PsychIndexElementFrom3DArray(inputM, inputN, 3, iy, ix, 3);
                        if(inputMatrixType==PsychArgType_uint8){  
                            matrixRedValue=(GLuint)inputMatrixByte[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixByte[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixByte[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)inputMatrixByte[matrixAlphaIndex];
                        }else{
                            matrixRedValue=(GLuint)inputMatrixDouble[matrixRedIndex];
                            matrixGreenValue=(GLuint)inputMatrixDouble[matrixGreenIndex];
                            matrixBlueValue=(GLuint)inputMatrixDouble[matrixBlueIndex];
                            matrixAlphaValue=(GLuint)inputMatrixDouble[matrixAlphaIndex];
                        }
                        compactPixelValue= ((matrixRedValue<<8 | matrixGreenValue )<<8 | matrixBlueValue)<<8 | matrixAlphaValue; 
                        compactMat[iy*inputN+ix]=compactPixelValue; 

                    }

                 }
            }

            PsychSetGLContext(windowRecord);
			PsychUpdateAlphaBlendingFactorLazily(windowRecord);

            glRasterPos2i((GLint)(positionRect[kPsychLeft]), (GLint)(positionRect[kPsychTop]));
            PsychTestForGLErrors();
            glPixelStorei(GL_UNPACK_ALIGNMENT, (GLint)(sizeof(GLuint)));  //4  
            PsychTestForGLErrors();
            glPixelZoom(xZoom,yZoom);
            PsychTestForGLErrors();            
            glDrawPixels(inputN, inputM, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, compactMat);
            free((void *)compactMat);
            PsychTestForGLErrors();
            PsychFlushGL(windowRecord);  //OS X: This does nothing if we are multi buffered, otherwise it glFlushes
						
			
            PsychTestForGLErrors();
        }else if(numPlanes==3)
            PsychErrorExitMsg(PsychError_unimplemented, "PutImage found hardware without an alpha channel.");	

	return(PsychError_none);
}
Пример #21
0
void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dx, int dy, int width, int height, bool transparent,
	const DeviceDrawParams &draw_params)
{
	assert(rgba.type == MEM_PIXELS);

	mem_copy_from(rgba, y, w, h, rgba.memory_elements_size(1));

	if(transparent) {
		glEnable(GL_BLEND);
		glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	}

	glColor3f(1.0f, 1.0f, 1.0f);

	if(rgba.data_type == TYPE_HALF) {
		/* for multi devices, this assumes the inefficient method that we allocate
		 * all pixels on the device even though we only render to a subset */
		GLhalf *host_pointer = (GLhalf*)rgba.host_pointer;
		float vbuffer[16], *basep;
		float *vp = NULL;

		host_pointer += 4*y*w;

		/* draw half float texture, GLSL shader for display transform assumed to be bound */
		GLuint texid;
		glGenTextures(1, &texid);
		glBindTexture(GL_TEXTURE_2D, texid);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGBA, GL_HALF_FLOAT, host_pointer);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

		glEnable(GL_TEXTURE_2D);

		if(draw_params.bind_display_space_shader_cb) {
			draw_params.bind_display_space_shader_cb();
		}

		if(GLEW_VERSION_1_5) {
			if(!vertex_buffer)
				glGenBuffers(1, &vertex_buffer);

			glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
			/* invalidate old contents - avoids stalling if buffer is still waiting in queue to be rendered */
			glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), NULL, GL_STREAM_DRAW);

			vp = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);

			basep = NULL;
		}
		else {
			basep = vbuffer;
			vp = vbuffer;
		}

		if(vp) {
			/* texture coordinate - vertex pair */
			vp[0] = 0.0f;
			vp[1] = 0.0f;
			vp[2] = dx;
			vp[3] = dy;

			vp[4] = 1.0f;
			vp[5] = 0.0f;
			vp[6] = (float)width + dx;
			vp[7] = dy;

			vp[8] = 1.0f;
			vp[9] = 1.0f;
			vp[10] = (float)width + dx;
			vp[11] = (float)height + dy;

			vp[12] = 0.0f;
			vp[13] = 1.0f;
			vp[14] = dx;
			vp[15] = (float)height + dy;

			if(vertex_buffer)
				glUnmapBuffer(GL_ARRAY_BUFFER);
		}

		glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), basep);
		glVertexPointer(2, GL_FLOAT, 4 * sizeof(float), ((char *)basep) + 2 * sizeof(float));

		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);

		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		glDisableClientState(GL_VERTEX_ARRAY);

		if(vertex_buffer) {
			glBindBuffer(GL_ARRAY_BUFFER, 0);
		}

		if(draw_params.unbind_display_space_shader_cb) {
			draw_params.unbind_display_space_shader_cb();
		}

		glBindTexture(GL_TEXTURE_2D, 0);
		glDisable(GL_TEXTURE_2D);
		glDeleteTextures(1, &texid);
	}
	else {
		/* fallback for old graphics cards that don't support GLSL, half float,
		 * and non-power-of-two textures */
		glPixelZoom((float)width/(float)w, (float)height/(float)h);
		glRasterPos2f(dx, dy);

		uint8_t *pixels = (uint8_t*)rgba.host_pointer;

		pixels += 4*y*w;

		glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

		glRasterPos2f(0.0f, 0.0f);
		glPixelZoom(1.0f, 1.0f);
	}

	if(transparent)
		glDisable(GL_BLEND);
}
Пример #22
0
static void HandleDisplay(void) {
  const WebPDecBuffer* const pic = kParams.pic;
  const WebPIterator* const iter = &kParams.frameiter;
  GLfloat xoff, yoff;
  if (pic == NULL) return;
  glPushMatrix();
  glPixelZoom(1, -1);
  xoff = (GLfloat)(2. * iter->x_offset / kParams.canvas_width);
  yoff = (GLfloat)(2. * iter->y_offset / kParams.canvas_height);
  glRasterPos2f(-1.f + xoff, 1.f - yoff);
  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  glPixelStorei(GL_UNPACK_ROW_LENGTH, pic->u.RGBA.stride / 4);

  if (kParams.prev_frame.dispose_method == WEBP_MUX_DISPOSE_BACKGROUND) {
    // TODO(later): these offsets and those above should factor in window size.
    //              they will be incorrect if the window is resized.
    // glScissor() takes window coordinates (0,0 at bottom left).
    const int window_x = kParams.prev_frame.x_offset;
    const int window_y = kParams.canvas_height -
                         kParams.prev_frame.y_offset -
                         kParams.prev_frame.height;
    glEnable(GL_SCISSOR_TEST);
    // Only updated the requested area, not the whole canvas.
    glScissor(window_x, window_y,
              kParams.prev_frame.width, kParams.prev_frame.height);

    glClear(GL_COLOR_BUFFER_BIT);  // use clear color
    DrawCheckerBoard();

    glDisable(GL_SCISSOR_TEST);
  }
  kParams.prev_frame.width = iter->width;
  kParams.prev_frame.height = iter->height;
  kParams.prev_frame.x_offset = iter->x_offset;
  kParams.prev_frame.y_offset = iter->y_offset;
  kParams.prev_frame.dispose_method = iter->dispose_method;

  glDrawPixels(pic->width, pic->height,
               GL_RGBA, GL_UNSIGNED_BYTE,
               (GLvoid*)pic->u.RGBA.rgba);
  if (kParams.print_info) {
    char tmp[32];

    glColor4f(0.90f, 0.0f, 0.90f, 1.0f);
    glRasterPos2f(-0.95f, 0.90f);
    PrintString(kParams.file_name);

    snprintf(tmp, sizeof(tmp), "Dimension:%d x %d", pic->width, pic->height);
    glColor4f(0.90f, 0.0f, 0.90f, 1.0f);
    glRasterPos2f(-0.95f, 0.80f);
    PrintString(tmp);
    if (iter->x_offset != 0 || iter->y_offset != 0) {
      snprintf(tmp, sizeof(tmp), " (offset:%d,%d)",
               iter->x_offset, iter->y_offset);
      glRasterPos2f(-0.95f, 0.70f);
      PrintString(tmp);
    }
  }
  glPopMatrix();
  glFlush();
}
Пример #23
0
void ocpnDC::DrawBitmap( const wxBitmap &bitmap, wxCoord x, wxCoord y, bool usemask )
{
#ifdef ocpnUSE_GLES  // Do not attempt to do anything with glDrawPixels if using opengles
        return;
#endif

    wxBitmap bmp;
    if( x < 0 || y < 0 ) {
        int dx = ( x < 0 ? -x : 0 );
        int dy = ( y < 0 ? -y : 0 );
        int w = bitmap.GetWidth() - dx;
        int h = bitmap.GetHeight() - dy;
        /* picture is out of viewport */
        if( w <= 0 || h <= 0 ) return;
        wxBitmap newBitmap = bitmap.GetSubBitmap( wxRect( dx, dy, w, h ) );
        x += dx;
        y += dy;
        bmp = newBitmap;
    } else {
        bmp = bitmap;
    }
    if( dc )
        dc->DrawBitmap( bmp, x, y, usemask );
#ifdef ocpnUSE_GL
    else {
        wxImage image = bmp.ConvertToImage();
        int w = image.GetWidth(), h = image.GetHeight();

        if( usemask ) {
            unsigned char *d = image.GetData();
            unsigned char *a = image.GetAlpha();

            unsigned char mr, mg, mb;
            if( !image.GetOrFindMaskColour( &mr, &mg, &mb ) && !a ) printf(
                    "trying to use mask to draw a bitmap without alpha or mask\n" );

            unsigned char *e = new unsigned char[4 * w * h];
            if(e && d){
                for( int y = 0; y < h; y++ )
                    for( int x = 0; x < w; x++ ) {
                        unsigned char r, g, b;
                        int off = ( y * image.GetWidth() + x );
                        r = d[off * 3 + 0];
                        g = d[off * 3 + 1];
                        b = d[off * 3 + 2];

                        e[off * 4 + 0] = r;
                        e[off * 4 + 1] = g;
                        e[off * 4 + 2] = b;

                        e[off * 4 + 3] =
                                a ? a[off] : ( ( r == mr ) && ( g == mg ) && ( b == mb ) ? 0 : 255 );
                    }
            }

            glColor4f( 1, 1, 1, 1 );
            GLDrawBlendData( x, y, w, h, GL_RGBA, e );
            delete[] ( e );
        } else {
            glRasterPos2i( x, y );
            glPixelZoom( 1, -1 ); /* draw data from top to bottom */
            if(image.GetData())
                glDrawPixels( w, h, GL_RGB, GL_UNSIGNED_BYTE, image.GetData() );
            glPixelZoom( 1, 1 );
        }
    }
#endif    
}
Пример #24
0
void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int width, int height, bool transparent,
	const DeviceDrawParams &draw_params)
{
	pixels_copy_from(rgba, y, w, h);

	if(transparent) {
		glEnable(GL_BLEND);
		glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	}

	glColor3f(1.0f, 1.0f, 1.0f);

	if(rgba.data_type == TYPE_HALF) {
		/* for multi devices, this assumes the inefficient method that we allocate
		 * all pixels on the device even though we only render to a subset */
		GLhalf *data_pointer = (GLhalf*)rgba.data_pointer;
		data_pointer += 4*y*w;

		/* draw half float texture, GLSL shader for display transform assumed to be bound */
		GLuint texid;
		glGenTextures(1, &texid);
		glBindTexture(GL_TEXTURE_2D, texid);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGBA, GL_HALF_FLOAT, data_pointer);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

		glEnable(GL_TEXTURE_2D);

		if(draw_params.bind_display_space_shader_cb) {
			draw_params.bind_display_space_shader_cb();
		}

		glPushMatrix();
		glTranslatef(0.0f, (float)dy, 0.0f);

		glBegin(GL_QUADS);
		
		glTexCoord2f(0.0f, 0.0f);
		glVertex2f(0.0f, 0.0f);
		glTexCoord2f(1.0f, 0.0f);
		glVertex2f((float)width, 0.0f);
		glTexCoord2f(1.0f, 1.0f);
		glVertex2f((float)width, (float)height);
		glTexCoord2f(0.0f, 1.0f);
		glVertex2f(0.0f, (float)height);

		glEnd();

		glPopMatrix();

		if(draw_params.unbind_display_space_shader_cb) {
			draw_params.unbind_display_space_shader_cb();
		}

		glBindTexture(GL_TEXTURE_2D, 0);
		glDisable(GL_TEXTURE_2D);
		glDeleteTextures(1, &texid);
	}
	else {
		/* fallback for old graphics cards that don't support GLSL, half float,
		 * and non-power-of-two textures */
		glPixelZoom((float)width/(float)w, (float)height/(float)h);
		glRasterPos2f(0, dy);

		uint8_t *pixels = (uint8_t*)rgba.data_pointer;

		pixels += 4*y*w;

		glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

		glRasterPos2f(0.0f, 0.0f);
		glPixelZoom(1.0f, 1.0f);
	}

	if(transparent)
		glDisable(GL_BLEND);
}
Пример #25
0
void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY)
{
	unsigned char *uc_rect = (unsigned char *) rect;
	float *f_rect = (float *)rect;
	float xzoom = glaGetOneFloat(GL_ZOOM_X), yzoom = glaGetOneFloat(GL_ZOOM_Y);
	int ltexid = glaGetOneInteger(GL_TEXTURE_2D);
	int lrowlength = glaGetOneInteger(GL_UNPACK_ROW_LENGTH);
	int subpart_x, subpart_y, tex_w, tex_h;
	int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y;
	int texid = get_cached_work_texture(&tex_w, &tex_h);
	int components;

	/* Specify the color outside this function, and tex will modulate it.
	 * This is useful for changing alpha without using glPixelTransferf()
	 */
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, img_w);
	glBindTexture(GL_TEXTURE_2D, texid);

	/* don't want nasty border artifacts */
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, zoomfilter);

#ifdef __APPLE__
	/* workaround for os x 10.5/10.6 driver bug: http://lists.apple.com/archives/Mac-opengl/2008/Jul/msg00117.html */
	glPixelZoom(1.f, 1.f);
#endif
	
	/* setup seamless 2=on, 0=off */
	seamless = ((tex_w < img_w || tex_h < img_h) && tex_w > 2 && tex_h > 2) ? 2 : 0;
	
	offset_x = tex_w - seamless;
	offset_y = tex_h - seamless;
	
	nsubparts_x = (img_w + (offset_x - 1)) / (offset_x);
	nsubparts_y = (img_h + (offset_y - 1)) / (offset_y);

	if (format == GL_RGBA)
		components = 4;
	else if (format == GL_RGB)
		components = 3;
	else if (format == GL_LUMINANCE)
		components = 1;
	else {
		BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled");
		return;
	}

	if (type == GL_FLOAT) {
		/* need to set internal format to higher range float */

		/* NOTE: this could fail on some drivers, like mesa,
		 *       but currently this code is only used by color
		 *       management stuff which already checks on whether
		 *       it's possible to use GL_RGBA16F_ARB
		 */

		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL);
	}
	else {
		/* switch to 8bit RGBA for byte buffer  */
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
	}

	for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
		for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
			int remainder_x = img_w - subpart_x * offset_x;
			int remainder_y = img_h - subpart_y * offset_y;
			int subpart_w = (remainder_x < tex_w) ? remainder_x : tex_w;
			int subpart_h = (remainder_y < tex_h) ? remainder_y : tex_h;
			int offset_left = (seamless && subpart_x != 0) ? 1 : 0;
			int offset_bot = (seamless && subpart_y != 0) ? 1 : 0;
			int offset_right = (seamless && remainder_x > tex_w) ? 1 : 0;
			int offset_top = (seamless && remainder_y > tex_h) ? 1 : 0;
			float rast_x = x + subpart_x * offset_x * xzoom;
			float rast_y = y + subpart_y * offset_y * yzoom;
			
			/* check if we already got these because we always get 2 more when doing seamless*/
			if (subpart_w <= seamless || subpart_h <= seamless)
				continue;
			
			if (type == GL_FLOAT) {
				glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[subpart_y * offset_y * img_w * components + subpart_x * offset_x * components]);
				
				/* add an extra border of pixels so linear looks ok at edges of full image. */
				if (subpart_w < tex_w)
					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[subpart_y * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
				if (subpart_h < tex_h)
					glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
				if (subpart_w < tex_w && subpart_h < tex_h)
					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
			}
			else {
				glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[subpart_y * offset_y * img_w * components + subpart_x * offset_x * components]);
				
				if (subpart_w < tex_w)
					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[subpart_y * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
				if (subpart_h < tex_h)
					glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]);
				if (subpart_w < tex_w && subpart_h < tex_h)
					glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
			}

			glEnable(GL_TEXTURE_2D);
			glBegin(GL_QUADS);
			glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
			glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);

			glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(0 + offset_bot) / tex_h);
			glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)offset_bot * yzoom);

			glTexCoord2f((float)(subpart_w - offset_right) / tex_w, (float)(subpart_h - offset_top) / tex_h);
			glVertex2f(rast_x + (float)(subpart_w - offset_right) * xzoom * scaleX, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);

			glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
			glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
			glEnd();
			glDisable(GL_TEXTURE_2D);
		}
	}

	glBindTexture(GL_TEXTURE_2D, ltexid);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, lrowlength);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	
#ifdef __APPLE__
	/* workaround for os x 10.5/10.6 driver bug (above) */
	glPixelZoom(xzoom, yzoom);
#endif
}
Пример #26
0
/////////////////////////////////////////////////////////
// Render
//
void GEMglPixelZoom :: render(GemState *state) {
	glPixelZoom (xfactor, yfactor);
}
Пример #27
0
void reshape(int w, int h)
{
	glPixelZoom((float)w/COLS, (float)h/ROWS);
}
Пример #28
0
void CamField::_ComputePixPerDeg( float width, float height, bool display )
{
	float camWidth, camHeight;
	float camFovx = 40.0;
	
	if(display && _image) {
		camWidth = _image->width;
		camHeight = _image->height;
	} else {
		camWidth = 800;
		camHeight = 600;
	}

	float camAspectRatio = camWidth/camHeight;
	float windowAspectRatio = (float)width/(float)height;
	float fieldWidth, fieldHeight;
	float temp;

	(camAspectRatio > windowAspectRatio) ? temp = (float)width/camWidth : temp = (float)height/camHeight;

	fieldWidth = camWidth*temp;
	fieldHeight = camHeight*temp;

	pixPerDeg = fieldHeight/camFovx;

	if(display && _image) {
#if DISPLAY_METHOD == 1
		glRasterPos2i((width-fieldWidth)/2., (height+fieldHeight)/2.-1);
		glPixelZoom(temp, -temp);
		glDrawPixels(camWidth, camHeight, GL_RGB, GL_UNSIGNED_BYTE, _image->imageData);  
		glPixelZoom(1, 1);
#elif DISPLAY_METHOD == 2
		if(ready) {
			gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, camWidth, camHeight, GL_RGB, GL_UNSIGNED_BYTE, _image->imageData);
		}
#elif DISPLAY_METHOD == 3
		if(ready) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
			gluScaleImage(GL_RGB, camWidth, camHeight, GL_UNSIGNED_BYTE, _image->imageData, 512, 512, GL_UNSIGNED_BYTE, _image->imageData);
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, _image->imageData);
			ready = 0;
		}
#endif

#if (DISPLAY_METHOD == 2) || (DISPLAY_METHOD == 3)
		glEnable(GL_TEXTURE_2D);

		glLoadIdentity();
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glTranslated(width/2, height/2, 0);

		glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 1.0f); 
		glVertex2f(-fieldWidth/2, -fieldHeight/2);
		glTexCoord2f(1.0f, 1.0f); 
		glVertex2f(fieldWidth/2, -fieldHeight/2);
		glTexCoord2f(1.0f, 0.0f); 
		glVertex2f(fieldWidth/2, fieldHeight/2);
		glTexCoord2f(0.0f, 0.0f); 
		glVertex2f(-fieldWidth/2, fieldHeight/2);
		glEnd();

		glDisable(GL_TEXTURE_2D);
#endif
	}
}
Пример #29
0
PsychError SCREENWaitBlanking(void) 
{
    PsychWindowRecordType *windowRecord;
    int waitFrames, framesWaited;
    double tvbl, ifi;
    long screenwidth, screenheight;
    int vbl_startline, beampos, lastline;
    psych_uint64 vblCount, vblRefCount;
    CGDirectDisplayID	cgDisplayID;
    GLint read_buffer, draw_buffer;
    
    // All subfunctions should have these two lines.  
    PsychPushHelp(useString, synopsisString, seeAlsoString);
    if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
    
    PsychErrorExit(PsychCapNumInputArgs(2));     //The maximum number of inputs
    PsychErrorExit(PsychRequireNumInputArgs(1)); //The required number of inputs	
    PsychErrorExit(PsychCapNumOutputArgs(1));    //The maximum number of outputs
    
    // Get the window record from the window record argument and get info from the window record
    PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord);
    
    if(!PsychIsOnscreenWindow(windowRecord))
        PsychErrorExitMsg(PsychError_user, "Tried to call 'WaitBlanking' on something else than an onscreen window!");
    
    // Get the number of frames to wait:
    waitFrames = 0;
    PsychCopyInIntegerArg(2, FALSE, &waitFrames);

	// We default to wait at least one interval if no argument supplied:
    waitFrames = (waitFrames < 1) ? 1 : waitFrames;
    
    // Enable this windowRecords framebuffer as current drawingtarget:
    // This is needed to make sure that Offscreen windows work propely.
    PsychSetDrawingTarget(windowRecord);
    
    // Retrieve display handle for beamposition queries:
    PsychGetCGDisplayIDFromScreenNumber(&cgDisplayID, windowRecord->screenNumber);
    
    // Retrieve final vbl_startline, aka physical height of the display in pixels:
    PsychGetScreenSize(windowRecord->screenNumber, &screenwidth, &screenheight);
    vbl_startline = (int) screenheight;
    
    // Query duration of a monitor refresh interval: We try to use the measured interval,
	// but fallback of the nominal value reported by the operating system if necessary:
    if ((ifi = windowRecord->VideoRefreshInterval)<=0) {
        if (PsychGetNominalFramerate(windowRecord->screenNumber) > 0) {
            // Valid nominal framerate returned by OS: Calculate nominal IFI from it.
            ifi = 1.0 / ((double) PsychGetNominalFramerate(windowRecord->screenNumber));        
        }
        else {
            // No reasonable value available! We fallback to an assumed 60 Hz refresh...
            ifi = 1.0 / 60.0;
        }
    }
    
    // Query vblcount to test if this method works correctly:
    PsychOSGetVBLTimeAndCount(windowRecord, &vblRefCount);
    
    // Check if beamposition queries are supported by this OS and working properly:
    if (-1 != PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber) && windowRecord->VBL_Endline >= 0) {
        // Beamposition queries supported and fine. We can wait for VBL without bufferswap-tricks:
        // This is the OS-X way of doing things. We query the rasterbeamposition and compare it
        // to the known values for the VBL area. If we enter VBL, we take a timestamp and return -
        // or wait for the next VBL if waitFrames>0
        
        // Query current beamposition when entering WaitBlanking:
        beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
        // Are we in VBL when entering WaitBlanking? If so, we should wait for one additional frame,
        // because by definition, WaitBlanking should always wait for at least one monitor refresh
        // interval...
        if ((beampos<=windowRecord->VBL_Endline) && (beampos>=vbl_startline)) waitFrames++;
        
        while(waitFrames > 0) {
            // Enough time for a sleep? If the beam is far away from VBL area, we try to sleep to
            // yield some CPU time to other processes in the system -- we are nice citizens ;)
            beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
            while (( ((float)(vbl_startline - beampos)) / (float) windowRecord->VBL_Endline * ifi) > 0.003) {
                // At least 3 milliseconds left until retrace. We sleep for 1 millisecond.
                PsychWaitIntervalSeconds(0.001);
                beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
            }
            
            // Less than 3 ms away from retrace. Busy-Wait for retrace...
			lastline = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
			beampos = lastline;
			while ((beampos < vbl_startline) && (beampos >= lastline)) {
				lastline = beampos;
				beampos = (long) PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber);
			} 
			
            // Retrace! Take system timestamp of VBL onset:
            PsychGetAdjustedPrecisionTimerSeconds(&tvbl);
            
            // If this wasn't the last frame to wait, we need to wait for end of retrace before
            // repeating the loop, because otherwise we would detect the same VBL and skip frames.
            // If it is the last frame, we skip it and return as quickly as possible to save the
            // Matlab script some extra Millisecond for drawing...
            if (waitFrames>1) { 
                beampos = vbl_startline;
                while ((beampos<=windowRecord->VBL_Endline) && (beampos>=vbl_startline)) { beampos = PsychGetDisplayBeamPosition(cgDisplayID, windowRecord->screenNumber); };
            }
            
            // Done with this refresh interval...
            // Decrement remaining number of frames to wait:
            waitFrames--;
        }
    }
    else if (vblRefCount > 0) {
        // Display beamposition queries unsupported, but vblank count queries seem to work. Try those.
        // Should work on Linux and OS/X:
        while(waitFrames > 0) {
            vblCount = vblRefCount;

            // Wait for next vblank counter increment - aka start of next frame (its vblank):
            while (vblCount == vblRefCount) {
                // Requery:
                PsychOSGetVBLTimeAndCount(windowRecord, &vblCount);
                // Yield at least 100 usecs. This is accurate as this code-path
                // only executes on OS/X and Linux, never on Windows (as of 01/06/2011):
                PsychYieldIntervalSeconds(0.000100);
            }

            vblRefCount = vblCount;
            
            // Done with this refresh interval...
            // Decrement remaining number of frames to wait:
            waitFrames--;
        }
    }
    else {            
        // Other methods unsupported. We use the doublebuffer swap method of waiting for retrace.
        //
        // Working principle: On each frame, we first copy the content of the (user visible) frontbuffer into the backbuffer.
        // Then we ask the OS to perform a front-backbuffer swap on next vertical retrace and go to sleep via glFinish() et al.
        // until the OS signals swap-completion. This way PTB's/Matlabs execution will stall until VBL, when swap happens and
        // we get woken up. We repeat this procedure 'waitFrames' times, then we take a high precision timestamp and exit the
        // Waitblanking loop. As backbuffer and frontbuffer are identical (due to the copy) at swap time, the visual display
        // won't change at all for the subject.
        // This method should work reliably, but it has one drawback: A random wakeup delay (scheduling jitter) is added after
        // retrace has been entered, so Waitblanking returns only after the beam has left retrace state on older hardware.
        // This means a bit less time (1 ms?) for stimulus drawing on Windows than on OS-X where Waitblanking returns faster. 
        
        // Child protection:
        if (windowRecord->windowType != kPsychDoubleBufferOnscreen) {
            PsychErrorExitMsg(PsychError_internal, "WaitBlanking tried to perform swap-waiting on a single buffered window!");
        }
        
        // Setup buffers for front->back copy op:
        
        // Backup old read- writebuffer assignments:
        glGetIntegerv(GL_READ_BUFFER, &read_buffer);
        glGetIntegerv(GL_DRAW_BUFFER, &draw_buffer);
        
        // Set read- and writebuffer properly:
        glReadBuffer(GL_FRONT);
        glDrawBuffer(GL_BACK);
        
        // Reset viewport to full-screen default:
        glViewport(0, 0, screenwidth, screenheight);                
        glScissor(0, 0, screenwidth, screenheight);                
        
        // Reset color buffer writemask to "All enabled":
        glColorMask(TRUE, TRUE, TRUE, TRUE);
        glDisable(GL_BLEND);
        glPixelZoom(1,1);

		// Disable draw shader:
		PsychSetShader(windowRecord, 0);

        // Swap-Waiting loop for 'waitFrames' frames:
        while(waitFrames > 0) {
            // Copy current content of front buffer into backbuffer:
            glRasterPos2i(0, screenheight);
            glCopyPixels(0, 0, screenwidth, screenheight, GL_COLOR);            
            
            // Ok, front- and backbuffer are now identical, so a bufferswap
            // will be a visual no-op.
            
            // Enable beamsyncing of bufferswaps to VBL:
            PsychOSSetVBLSyncLevel(windowRecord, 1);                
            
            // Trigger bufferswap in sync with retrace:
            PsychOSFlipWindowBuffers(windowRecord);
            
            // Wait for swap-completion, aka beginning of VBL:
            PsychWaitPixelSyncToken(windowRecord);
            
            // VBL happened - Take system timestamp:
            PsychGetAdjustedPrecisionTimerSeconds(&tvbl);
            
            // This code-chunk is an alternate way of syncing, only used for debugging:
            if (false) {
                // Disable beamsyncing of bufferswaps to VBL:
                PsychOSSetVBLSyncLevel(windowRecord, 0);                
                // Swap buffers immediately without vsync:
                PsychOSFlipWindowBuffers(windowRecord);
            }
            
            // Decrement remaining number of frames to wait:
            waitFrames--;
        } // Do it again...
        
        // Enable beamsyncing of bufferswaps to VBL:
        PsychOSSetVBLSyncLevel(windowRecord, 1);                
        
        // Restore assignment of read- writebuffers and such:
        glEnable(GL_BLEND);
        glReadBuffer(read_buffer);
        glDrawBuffer(draw_buffer);        
        // Done with Windows waitblanking...
    }
    
    // Compute number of frames waited: It is timestamp of return of this waitblanking minus
    // timestamp of return of last waitblanking, divided by duration of a monitor refresh
    // interval, mathematically rounded to an integral number:
    framesWaited = (int) (((tvbl - windowRecord->time_at_last_vbl) / ifi) + 0.5f);
    
    // Update timestamp for next invocation of Waitblanking:
    windowRecord->time_at_last_vbl = tvbl;
    
    // Return optional number of frames waited:
    PsychCopyOutDoubleArg(1, FALSE, (double) framesWaited);
    
    // Done.
    return(PsychError_none);
}
Пример #30
-1
///////////////////////////////////////////////////////////////////////        
// Called to draw scene
void RenderScene(void)
    {
    GLint i;                    // Looping variable
    GLint iViewport[4];         // Viewport
	GLint iLargest;				// Largest histogram value

    static GLubyte invertTable[256][3];// Inverted color table

    // Do a black and white scaling
    static GLfloat lumMat[16] = { 0.30f, 0.30f, 0.30f, 0.0f,
                                  0.59f, 0.59f, 0.59f, 0.0f,
                                  0.11f, 0.11f, 0.11f, 0.0f,
                                  0.0f,  0.0f,  0.0f,  1.0f };
                   
    static GLfloat mSharpen[3][3] = {  // Sharpen convolution kernel
         {0.0f, -1.0f, 0.0f},
         {-1.0f, 5.0f, -1.0f },
         {0.0f, -1.0f, 0.0f }};

    static GLfloat mEmboss[3][3] = {   // Emboss convolution kernel
        { 2.0f, 0.0f, 0.0f },
        { 0.0f, -1.0f, 0.0f },
        { 0.0f, 0.0f, -1.0f }};
        
    static GLint histoGram[256];    // Storeage for histogram statistics
   
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT);
    
    // Current Raster Position always at bottom left hand corner of window
    glRasterPos2i(0, 0);
    glGetIntegerv(GL_VIEWPORT, iViewport);
    glPixelZoom((GLfloat) iViewport[2] / (GLfloat)iWidth, (GLfloat) iViewport[3] / (GLfloat)iHeight); 

    if(bHistogram == GL_TRUE)   // Collect Historgram data
        {
        // We are collecting luminance data, use our conversion formula
        // instead of OpenGL's (which just adds color components together)
        glMatrixMode(GL_COLOR);
        glLoadMatrixf(lumMat);
        glMatrixMode(GL_MODELVIEW);

        // Start collecting histogram data, 256 luminance values
        glHistogram(GL_HISTOGRAM, 256, GL_LUMINANCE, GL_FALSE);
        glEnable(GL_HISTOGRAM);
        }
        
    // Do image operation, depending on rendermode index
    switch(iRenderMode)
        {
        case 5:     // Sharpen image
            glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGB, 3, 3, GL_LUMINANCE, GL_FLOAT, mSharpen);
            glEnable(GL_CONVOLUTION_2D);
            break;

        case 4:     // Emboss image
            glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGB, 3, 3, GL_LUMINANCE, GL_FLOAT, mEmboss);
            glEnable(GL_CONVOLUTION_2D);
            glMatrixMode(GL_COLOR);
            glLoadMatrixf(lumMat);
            glMatrixMode(GL_MODELVIEW);
            break;
        
        case 3:     // Invert Image
            for(i = 0; i < 255; i++)
                {
                invertTable[i][0] = (GLubyte)(255 - i);
                invertTable[i][1] = (GLubyte)(255 - i);
                invertTable[i][2] = (GLubyte)(255 - i);
                }
                
            glColorTable(GL_COLOR_TABLE, GL_RGB, 256, GL_RGB, GL_UNSIGNED_BYTE, invertTable);
            glEnable(GL_COLOR_TABLE);
            break;
        
        case 2:     // Brighten Image
            glMatrixMode(GL_COLOR);
            glScalef(1.25f, 1.25f, 1.25f);
            glMatrixMode(GL_MODELVIEW);
            break;
            
        case 1:     // Just do a plain old image copy
        default:
                    // This line intentially left blank
            break;
        }
		
    // Do the pixel draw
    glDrawPixels(iWidth, iHeight, eFormat, GL_UNSIGNED_BYTE, pImage);
    
    // Fetch and draw histogram?
    if(bHistogram == GL_TRUE)  
        {
        // Read histogram data into buffer
        glGetHistogram(GL_HISTOGRAM, GL_TRUE, GL_LUMINANCE, GL_INT, histoGram);
        
        // Find largest value for scaling graph down
		iLargest = 0;
        for(i = 0; i < 255; i++)
            if(iLargest < histoGram[i])
                iLargest = histoGram[i];
        
        // White lines
        glColor3f(1.0f, 1.0f, 1.0f);
        glBegin(GL_LINE_STRIP);
            for(i = 0; i < 255; i++)
                glVertex2f((GLfloat)i, (GLfloat)histoGram[i] / (GLfloat) iLargest * 128.0f); 
        glEnd();

        bHistogram = GL_FALSE;
        glDisable(GL_HISTOGRAM);
        }
    
        
    // Reset everyting to default
    glMatrixMode(GL_COLOR);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glDisable(GL_CONVOLUTION_2D);
    glDisable(GL_COLOR_TABLE);                                                    

    // Show our hard work...
    glutSwapBuffers();
    }