// Draw the captured video frame texture onto a box, rendering to the off-screen frame buffer.
// Read the rendered scene back from the frame buffer and schedule it for playout.
void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
{
	EnterCriticalSection(&pMutex);

	// Get the first frame from the queue
	IDeckLinkMutableVideoFrame* outputVideoFrame = mDLOutputVideoFrameQueue.front();
	mDLOutputVideoFrameQueue.push_back(outputVideoFrame);
	mDLOutputVideoFrameQueue.pop_front();

	void*	pFrame;
	outputVideoFrame->GetBytes(&pFrame);

	long rowbytes = outputVideoFrame->GetRowBytes();
	long height = outputVideoFrame->GetHeight();
	long memSize = rowbytes * height;

	// make GL context current in this thread
	wglMakeCurrent( hGLDC, hGLRC );

	// Draw OpenGL scene to the off-screen frame buffer
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mIdFrameBuf);

	// Setup view and projection
	GLfloat aspectRatio = (GLfloat)mFrameWidth / (GLfloat)mFrameHeight;
	glViewport (0, 0, mFrameWidth, mFrameHeight);
	glMatrixMode( GL_PROJECTION );
	glLoadIdentity();
	gluPerspective( 45.0f, aspectRatio, 0.1f, 100.0f );
	glMatrixMode( GL_MODELVIEW );
	glLoadIdentity();

	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	glScalef( aspectRatio, 1.0f, 1.0f );			// Scale x for correct aspect ratio
	glTranslatef( 0.0f, 0.0f, -4.0f );				// Move into screen
	glRotatef( mRotateAngle, 1.0f, 1.0f, 1.0f );	// Rotate model around a vector
	mRotateAngle -= mRotateAngleRate;				// update the rotation angle for next iteration
	glFinish();										// Ensure changes to GL state are complete

	// Draw a colourful frame around the front face of the box
	// (provides a pleasing nesting effect when you connect the playout output to the capture input)
	glBegin(GL_QUAD_STRIP);
	glColor3f( 1.0f, 0.0f, 0.0f );
	glVertex3f( 1.2f,  1.2f, 1.0f);
	glVertex3f( 1.0f,  1.0f, 1.0f);
	glColor3f( 0.0f, 0.0f, 1.0f );
	glVertex3f( 1.2f, -1.2f, 1.0f);
	glVertex3f( 1.0f, -1.0f, 1.0f);
	glColor3f( 0.0f, 1.0f, 0.0f );
	glVertex3f(-1.2f, -1.2f, 1.0f);
	glVertex3f(-1.0f, -1.0f, 1.0f);
	glColor3f( 1.0f, 1.0f, 0.0f );
	glVertex3f(-1.2f,  1.2f, 1.0f);
	glVertex3f(-1.0f,  1.0f, 1.0f);
	glColor3f( 1.0f, 0.0f, 0.0f );
	glVertex3f( 1.2f,  1.2f, 1.0f);
	glVertex3f( 1.0f,  1.0f, 1.0f);
	glEnd();

	if (mHasNoInputSource)
	{
		// Draw a big X when no input is available on capture
		glBegin( GL_QUADS );
		glColor3f( 1.0f, 0.0f, 1.0f );
		glVertex3f(  0.8f,  0.9f,  1.0f );
		glVertex3f(  0.9f,  0.8f,  1.0f );
		glColor3f( 1.0f, 1.0f, 0.0f );
		glVertex3f( -0.8f, -0.9f,  1.0f );
		glVertex3f( -0.9f, -0.8f,  1.0f );
		glColor3f( 1.0f, 0.0f, 1.0f );
		glVertex3f( -0.8f,  0.9f,  1.0f );
		glVertex3f( -0.9f,  0.8f,  1.0f );
		glColor3f( 1.0f, 1.0f, 0.0f );
		glVertex3f(  0.8f, -0.9f,  1.0f );
		glVertex3f(  0.9f, -0.8f,  1.0f );
		glEnd();
	}
	else
	{
		if (mFastTransferExtensionAvailable)
		{
			// Signal that we're about to draw using mCaptureTexture onto mFBOTexture
			mCaptureAllocator->beginTextureInUse();
		}

		// Pass texture unit 0 to the fragment shader as a uniform variable
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
		glUseProgram(mProgram);
		GLint locUYVYtex = glGetUniformLocation(mProgram, "UYVYtex");
		glUniform1i(locUYVYtex, 0);		// Bind texture unit 0

		// Draw front and back faces of box applying video texture to each face
		glBegin(GL_QUADS);
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(  1.0f,  1.0f,  1.0f );		// Top right of front side
		glTexCoord2f(0.0f, 0.0f);	glVertex3f( -1.0f,  1.0f,  1.0f );		// Top left of front side
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( -1.0f, -1.0f,  1.0f );		// Bottom left of front side
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(  1.0f, -1.0f,  1.0f );		// Bottom right of front side

		glTexCoord2f(1.0f, 1.0f);	glVertex3f(  1.0f, -1.0f, -1.0f );		// Top right of back side
		glTexCoord2f(0.0f, 1.0f);	glVertex3f( -1.0f, -1.0f, -1.0f );		// Top left of back side
		glTexCoord2f(0.0f, 0.0f);	glVertex3f( -1.0f,  1.0f, -1.0f );		// Bottom left of back side
		glTexCoord2f(1.0f, 0.0f);	glVertex3f(  1.0f,  1.0f, -1.0f );		// Bottom right of back side
		glEnd();

		// Draw left and right sides of box with partially transparent video texture
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glBegin(GL_QUADS);
		glTexCoord2f(0.1f, 0.0f);	glVertex3f( -1.0f,  1.0f,  1.0f );		// Top right of left side
		glTexCoord2f(1.0f, 0.0f);	glVertex3f( -1.0f,  1.0f, -1.0f );		// Top left of left side
		glTexCoord2f(1.0f, 1.0f);	glVertex3f( -1.0f, -1.0f, -1.0f );		// Bottom left of left side
		glTexCoord2f(0.1f, 1.0f);	glVertex3f( -1.0f, -1.0f,  1.0f );		// Bottom right of left side

		glTexCoord2f(1.0f, 0.0f);	glVertex3f(  1.0f,  1.0f, -1.0f );		// Top right of right side
		glTexCoord2f(0.0f, 0.0f);	glVertex3f(  1.0f,  1.0f,  1.0f );		// Top left of right side
		glTexCoord2f(0.0f, 1.0f);	glVertex3f(  1.0f, -1.0f,  1.0f );		// Bottom left of right side
		glTexCoord2f(1.0f, 1.0f);	glVertex3f(  1.0f, -1.0f, -1.0f );		// Bottom right of right side
		glEnd();
		glDisable(GL_BLEND);

		glUseProgram(0);
		glDisable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	if (mFastTransferExtensionAvailable)
	{
		// Finished with mCaptureTexture
		mCaptureAllocator->endTextureInUse();

		if (! mPlayoutAllocator->transferFrame(pFrame, mFBOTexture))
			OutputDebugStringA("Playback: transferFrame() failed\n");

		paintGL();

		// Wait for transfer to system memory to complete
		mPlayoutAllocator->waitForTransferComplete(pFrame);
	}
	else
	{
		glReadPixels(0, 0, mFrameWidth, mFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pFrame);
		paintGL();
	}

	// If the last completed frame was late or dropped, bump the scheduled time further into the future
	if (completionResult == bmdOutputFrameDisplayedLate || completionResult == bmdOutputFrameDropped)
		mTotalPlayoutFrames += 2;

	// Schedule the next frame for playout
	HRESULT hr = mDLOutput->ScheduleVideoFrame(outputVideoFrame, (mTotalPlayoutFrames * mFrameDuration), mFrameDuration, mFrameTimescale);
	if (SUCCEEDED(hr))
		mTotalPlayoutFrames++;

	wglMakeCurrent( NULL, NULL );

	LeaveCriticalSection(&pMutex);
}