/* $Id: PictureGLView.mm,v 1.18 2005/08/01 15:10:44 titer Exp $
This file is part of the HandBrake source code.
Homepage: .
It may be used under the terms of the GNU General Public License. */
#include
#include
#include
#include
#include "PictureGLView.h"
static int GetAlignedSize( int size )
{
int result = 1;
while( result < size )
{
result *= 2;
}
return result;
}
@implementation HBPictureGLView
- (id) initWithFrame: (NSRect) frame
{
fHasQE = CGDisplayUsesOpenGLAcceleration( kCGDirectMainDisplay );
fTarget = fHasQE ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D;
fBuffers[0] = NULL;
fBuffers[1] = NULL;
fWidth = 0;
fHeight = 0;
fLastEffect = -1;
GLuint attribs[] =
{
NSOpenGLPFANoRecovery,
NSOpenGLPFAWindow,
NSOpenGLPFAAccelerated,
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAColorSize, 24,
NSOpenGLPFAAlphaSize, 8,
NSOpenGLPFADepthSize, 24,
NSOpenGLPFAStencilSize, 8,
NSOpenGLPFAAccumSize, 0,
0
};
NSOpenGLPixelFormat * fmt = [[NSOpenGLPixelFormat alloc]
initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs];
self = [super initWithFrame:frame pixelFormat: [fmt autorelease]];
if( !self )
{
return NULL;
}
[[self openGLContext] makeCurrentContext];
[self reshape];
glGenTextures( 2, fTextures );
return self;
}
- (void) reshape
{
NSRect bounds;
[[self openGLContext] update];
[[self openGLContext] makeCurrentContext];
bounds = [self bounds];
glViewport( 0, 0, (int) bounds.size.width,
(int) bounds.size.height );
}
- (void) drawRect: (NSRect) rect
{
[[self openGLContext] makeCurrentContext];
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
glDisable( GL_BLEND );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if( fBuffers[0] )
{
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable( fTarget );
glBindTexture( fTarget, fTextures[0] );
glTexImage2D( fTarget, 0, GL_RGBA, fTexWidth, fTexHeight, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, fBuffers[0] );
glTexParameteri( fTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( fTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glBegin( GL_QUADS );
glTexCoord2f( 0.0 , 0.0 ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( 0.0 , fCoordY ); glVertex2f( -1.0, -1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex2f( 1.0, 1.0 );
glEnd();
}
[[self openGLContext] flushBuffer];
}
#define FRUSTUM_NEAR 2.5
#define FRUSTUM_FAR 20.0
- (void) drawCube: (int) anim
{
uint64_t date;
float w, rotation, translation;
w = ( anim & HB_ANIMATE_BACKWARD ) ? 1.0 : -1.0;
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
glDisable( GL_BLEND );
for( rotation = 0.0; w * rotation < 90.0;
rotation += w * 90 * 1000 / fAnimDuration / fFrameRate )
{
date = hb_get_date();
translation = - FRUSTUM_NEAR - cos( rotation * M_PI / 180 ) *
( 1 + w * tan( rotation * M_PI / 180 ) );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, FRUSTUM_NEAR, FRUSTUM_FAR );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, translation );
glRotatef( rotation, 0.0, 1.0, 0.0 );
glBindTexture( fTarget, fTextures[0] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0 , 0.0 ); glVertex3f( -1.0, 1.0, 1.0 );
glTexCoord2f( 0.0 , fCoordY ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glEnd();
glBindTexture( fTarget, fTextures[1] );
glBegin( GL_QUADS );
if( anim & HB_ANIMATE_FORWARD )
{
glTexCoord2f( 0.0, 0.0 ); glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, fCoordY ); glVertex3f( 1.0, -1.0, 1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex3f( 1.0, -1.0, -1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex3f( 1.0, 1.0, -1.0 );
}
else
{
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, 1.0, -1.0 );
glTexCoord2f( 0.0, fCoordY ); glVertex3f( -1.0, -1.0, -1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex3f( -1.0, -1.0, 1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex3f( -1.0, 1.0, 1.0 );
}
glEnd();
[[self openGLContext] flushBuffer];
hb_snooze( 1000 / fFrameRate - ( hb_get_date() - date ) );
}
}
- (void) drawSwap: (int) anim
{
uint64_t date;
float w, rotation, x, z;
w = ( anim & HB_ANIMATE_BACKWARD ) ? 1.0 : -1.0;
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
glDisable( GL_BLEND );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, FRUSTUM_NEAR, FRUSTUM_FAR );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, - FRUSTUM_NEAR - 1.0 );
for( rotation = 0.0; w * rotation < 180.0;
rotation += w * 180 * 1000 / fAnimDuration / fFrameRate )
{
date = hb_get_date();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
x = 1.1 * sin( rotation * M_PI / 180 );
z = cos( rotation * M_PI / 180 );
glBindTexture( fTarget, fTextures[0] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0 + x, 1.0, z );
glTexCoord2f( 0.0, fCoordY ); glVertex3f( -1.0 + x, -1.0, z );
glTexCoord2f( fCoordX, fCoordY ); glVertex3f( 1.0 + x, -1.0, z );
glTexCoord2f( fCoordX, 0.0 ); glVertex3f( 1.0 + x, 1.0, z );
glEnd();
glBindTexture( fTarget, fTextures[1] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0 - x, 1.0, - z );
glTexCoord2f( 0.0, fCoordY ); glVertex3f( -1.0 - x, -1.0, - z );
glTexCoord2f( fCoordX, fCoordY ); glVertex3f( 1.0 - x, -1.0, - z );
glTexCoord2f( fCoordX, 0.0 ); glVertex3f( 1.0 - x, 1.0, - z );
glEnd();
[[self openGLContext] flushBuffer];
hb_snooze( 1000 / fFrameRate - ( hb_get_date() - date ) );
}
}
- (void) drawFade
{
uint64_t date;
float alpha;
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
glEnable( GL_BLEND );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
for( alpha = 0.0; alpha < 1.0;
alpha += 1000.0 / fAnimDuration / fFrameRate )
{
date = hb_get_date();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glColor4f( 1.0, 1.0, 1.0, 1.0 - alpha );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
glBindTexture( fTarget, fTextures[0] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( 0.0, fCoordY ); glVertex2f( -1.0, -1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex2f( 1.0, 1.0 );
glEnd();
glColor4f( 1.0, 1.0, 1.0, alpha );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
glBindTexture( fTarget, fTextures[1] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( 0.0, fCoordY ); glVertex2f( -1.0, -1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex2f( 1.0, 1.0 );
glEnd();
[[self openGLContext] flushBuffer];
hb_snooze( 1000 / fFrameRate - ( hb_get_date() - date ) );
}
}
- (void) drawSlide: (int) anim
{
uint64_t date;
float foo, w;
int left, right;
if( anim & HB_ANIMATE_FORWARD )
{
left = 0;
right = 1;
w = 1.0;
}
else
{
left = 1;
right = 0;
w = -1.0;
}
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
glDisable( GL_BLEND );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
for( foo = w; foo >= -1.0 && foo <= 1.0;
foo -= w * 2000.0 / fAnimDuration / fFrameRate )
{
date = hb_get_date();
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glBindTexture( fTarget, fTextures[left] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( foo - 2.0, 1.0 );
glTexCoord2f( 0.0, fCoordY ); glVertex2f( foo - 2.0, -1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex2f( foo, -1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex2f( foo, 1.0 );
glEnd();
glBindTexture( fTarget, fTextures[right] );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( foo, 1.0 );
glTexCoord2f( 0.0, fCoordY ); glVertex2f( foo, -1.0 );
glTexCoord2f( fCoordX, fCoordY ); glVertex2f( foo + 2.0, -1.0 );
glTexCoord2f( fCoordX, 0.0 ); glVertex2f( foo + 2.0, 1.0 );
glEnd();
[[self openGLContext] flushBuffer];
hb_snooze( 1000 / fFrameRate - ( hb_get_date() - date ) );
}
}
#undef FRUSTUM_NEAR
#undef FRUSTUM_FAR
- (void) drawAnimation: (int) anim
{
glEnable( fTarget );
glBindTexture( fTarget, fTextures[0] );
glTexImage2D( fTarget, 0, GL_RGBA, fTexWidth, fTexHeight, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, fBuffers[1] );
glTexParameteri( fTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( fTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glBindTexture( fTarget, fTextures[1] );
glTexImage2D( fTarget, 0, GL_RGBA, fTexWidth, fTexHeight, 0,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, fBuffers[0] );
glTexParameteri( fTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( fTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
/* Draw a random animation, just making sure we don't use the same
effect two times in a row */
int effect;
do
{
effect = hb_get_date() % 4;
}
while( effect == fLastEffect );
fAnimDuration = ( anim & HB_ANIMATE_SLOW ) ? 3000 : 600;
fFrameRate = 60.0;
switch( effect )
{
case 0:
[self drawCube: anim];
break;
case 1:
[self drawSwap: anim];
break;
case 2:
[self drawFade];
break;
case 3:
[self drawSlide: anim];
break;
}
fLastEffect = effect;
}
- (void) Display: (int) anim buffer1: (uint8_t *) buffer1
buffer2: (uint8_t *) buffer2 width: (int) width height: (int) height
{
[[self openGLContext] makeCurrentContext];
if( width != fWidth || height != fHeight )
{
fWidth = width;
fHeight = height;
if( fHasQE )
{
fTexWidth = fWidth;
fTexHeight = fHeight;
fCoordX = (float) fWidth;
fCoordY = (float) fHeight;
}
else
{
fTexWidth = GetAlignedSize( fWidth );
fTexHeight = GetAlignedSize( fHeight );
fCoordX = (float) fWidth / (float) fTexWidth;
fCoordY = (float) fHeight / (float) fTexHeight;
}
[self clearGLContext];
[self openGLContext];
[self reshape];
}
fBuffers[0] = buffer1;
fBuffers[1] = buffer2;
/* Swap buffers only during the vertical retrace of the monitor.
http://developer.apple.com/documentation/GraphicsImaging/
Conceptual/OpenGL/chap5/chapter_5_section_44.html */
long params[] = { 1 };
CGLSetParameter( CGLGetCurrentContext(), kCGLCPSwapInterval,
params );
if( !( anim & HB_ANIMATE_NONE ) )
{
[self drawAnimation: anim];
}
[self drawRect: [self bounds]];
}
@end