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📄 opengl.c

📁 video linux conference
💻 C
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        /* Set the perpective */        glMatrixMode( GL_PROJECTION );        glLoadIdentity();        glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );        glMatrixMode( GL_MODELVIEW );        glLoadIdentity();        glTranslatef( 0.0, 0.0, - 5.0 );    }    if( p_sys->p_vout->pf_unlock )    {        p_sys->p_vout->pf_unlock( p_sys->p_vout );    }    return 0;}/***************************************************************************** * End: terminate GLX video thread output method *****************************************************************************/static void End( vout_thread_t *p_vout ){    vout_sys_t *p_sys = p_vout->p_sys;    if( p_sys->p_vout->pf_lock &&        p_sys->p_vout->pf_lock( p_sys->p_vout ) )    {        msg_Warn( p_vout, "could not lock OpenGL provider" );        return;    }    glFinish();    glFlush();    if( p_sys->p_vout->pf_unlock )    {        p_sys->p_vout->pf_unlock( p_sys->p_vout );    }}/***************************************************************************** * Destroy: destroy GLX video thread output method ***************************************************************************** * Terminate an output method created by CreateVout *****************************************************************************/static void DestroyVout( vlc_object_t *p_this ){    vout_thread_t *p_vout = (vout_thread_t *)p_this;    vout_sys_t *p_sys = p_vout->p_sys;    module_Unneed( p_sys->p_vout, p_sys->p_vout->p_module );    vlc_object_detach( p_sys->p_vout );    vlc_object_destroy( p_sys->p_vout );    /* Free the texture buffer*/    if( p_sys->pp_buffer[0] ) free( p_sys->pp_buffer[0] );    if( p_sys->pp_buffer[1] ) free( p_sys->pp_buffer[1] );    free( p_sys );}/***************************************************************************** * Manage: handle Sys events ***************************************************************************** * This function should be called regularly by video output thread. It returns * a non null value if an error occurred. *****************************************************************************/static int Manage( vout_thread_t *p_vout ){    vout_sys_t *p_sys = p_vout->p_sys;    int i_ret, i_fullscreen_change;    i_fullscreen_change = ( p_vout->i_changes & VOUT_FULLSCREEN_CHANGE );    p_sys->p_vout->i_changes = p_vout->i_changes;    i_ret = p_sys->p_vout->pf_manage( p_sys->p_vout );    p_vout->i_changes = p_sys->p_vout->i_changes;#ifdef SYS_DARWIN    if( p_sys->p_vout->pf_lock &&        p_sys->p_vout->pf_lock( p_sys->p_vout ) )    {        msg_Warn( p_vout, "could not lock OpenGL provider" );        return i_ret;    }    /* On OS X, we create the window and the GL view when entering       fullscreen - the textures have to be inited again */    if( i_fullscreen_change )    {        InitTextures( p_vout );        switch( p_sys->i_effect )        {            case OPENGL_EFFECT_CUBE:                glEnable( GL_CULL_FACE );                break;            case OPENGL_EFFECT_TRANSPARENT_CUBE:                glDisable( GL_DEPTH_TEST );                glEnable( GL_BLEND );                glBlendFunc( GL_SRC_ALPHA, GL_ONE );                break;        }        if( p_sys->i_effect & ( OPENGL_EFFECT_CUBE |                    OPENGL_EFFECT_TRANSPARENT_CUBE ) )        {            /* Set the perpective */            glMatrixMode( GL_PROJECTION );            glLoadIdentity();            glFrustum( -1.0, 1.0, -1.0, 1.0, 3.0, 20.0 );            glMatrixMode( GL_MODELVIEW );            glLoadIdentity();            glTranslatef( 0.0, 0.0, - 5.0 );        }    }    if( p_sys->p_vout->pf_unlock )    {        p_sys->p_vout->pf_unlock( p_sys->p_vout );    }#endif    return i_ret;}/***************************************************************************** * Render: render previously calculated output *****************************************************************************/static void Render( vout_thread_t *p_vout, picture_t *p_pic ){    vout_sys_t *p_sys = p_vout->p_sys;    /* On Win32/GLX, we do this the usual way:       + Fill the buffer with new content,       + Reload the texture,       + Use the texture.       On OS X with VRAM or AGP texturing, the order has to be:       + Reload the texture,       + Fill the buffer with new content,       + Use the texture.       (Thanks to gcc from the Arstechnica forums for the tip)       Therefore, we have to use two buffers and textures. On Win32/GLX,       we reload the texture to be displayed and use it right away. On       OS X, we first render, then reload the texture to be used next       time. */    if( p_sys->p_vout->pf_lock &&        p_sys->p_vout->pf_lock( p_sys->p_vout ) )    {        msg_Warn( p_vout, "could not lock OpenGL provider" );        return;    }#ifdef SYS_DARWIN    int i_new_index;    i_new_index = ( p_sys->i_index + 1 ) & 1;    /* Update the texture */    glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );    glTexSubImage2D( VLCGL_TARGET, 0, 0, 0, p_sys->i_tex_width,                     p_sys->i_tex_height, VLCGL_FORMAT, VLCGL_TYPE,                     p_sys->pp_buffer[i_new_index] );    /* Bind to the previous texture for drawing */    glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );    /* Switch buffers */    p_sys->i_index = i_new_index;    p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];#else    /* Update the texture */    glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,                     p_vout->render.i_width, p_vout->render.i_height,                     VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->pp_buffer[0] );#endif    if( p_sys->p_vout->pf_unlock )    {        p_sys->p_vout->pf_unlock( p_sys->p_vout );    }}/***************************************************************************** * DisplayVideo: displays previously rendered output *****************************************************************************/static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic ){    vout_sys_t *p_sys = p_vout->p_sys;    float f_width, f_height;    if( p_sys->p_vout->pf_lock &&        p_sys->p_vout->pf_lock( p_sys->p_vout ) )    {        msg_Warn( p_vout, "could not lock OpenGL provider" );        return;    }    /* glTexCoord works differently with GL_TEXTURE_2D and       GL_TEXTURE_RECTANGLE_EXT */#ifdef SYS_DARWIN    f_width = (float)p_vout->output.i_width;    f_height = (float)p_vout->output.i_height;#else    f_width = (float)p_vout->output.i_width / p_sys->i_tex_width;    f_height = (float)p_vout->output.i_height / p_sys->i_tex_height;#endif    /* Why drawing here and not in Render()? Because this way, the       OpenGL providers can call pf_display to force redraw. Currently,       the OS X provider uses it to get a smooth window resizing */    glClear( GL_COLOR_BUFFER_BIT );    if( p_sys->i_effect == OPENGL_EFFECT_NONE )    {        glEnable( VLCGL_TARGET );        glBegin( GL_POLYGON );        glTexCoord2f( 0.5, 0.5 ); glVertex2f( -1.0, 1.0 );        glTexCoord2f( f_width - 0.5, 0.5 ); glVertex2f( 1.0, 1.0 );        glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex2f( 1.0, -1.0 );        glTexCoord2f( 0.5, f_height - 0.5 ); glVertex2f( -1.0, -1.0 );        glEnd();    }    else    {        glRotatef( 0.5 * p_sys->f_speed , 0.3, 0.5, 0.7 );        glEnable( VLCGL_TARGET );        glBegin( GL_QUADS );        /* Front */        glTexCoord2f( 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, 1.0 );        glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( 1.0, 1.0, 1.0 );        /* Left */        glTexCoord2f( 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, - 1.0 );        glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, 1.0 );        /* Back */        glTexCoord2f( 0.5, 0.5 ); glVertex3f( 1.0, 1.0, - 1.0 );        glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, - 1.0 );        /* Right */        glTexCoord2f( 0.5, 0.5 ); glVertex3f( 1.0, 1.0, 1.0 );        glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, 1.0 );        glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( 1.0, 1.0, - 1.0 );        /* Top */        glTexCoord2f( 0.5, 0.5 ); glVertex3f( - 1.0, 1.0, - 1.0 );        glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, 1.0, 1.0 );        glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, 1.0, 1.0 );        glTexCoord2f( 0.5, f_height - 0.5 ); glVertex3f( - 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width - 0.5, f_height - 0.5 ); glVertex3f( 1.0, - 1.0, - 1.0 );        glTexCoord2f( f_width - 0.5, 0.5 ); glVertex3f( 1.0, - 1.0, 1.0 );        glEnd();    }    glDisable( VLCGL_TARGET );    p_sys->p_vout->pf_swap( p_sys->p_vout );    if( p_sys->p_vout->pf_unlock )    {        p_sys->p_vout->pf_unlock( p_sys->p_vout );    }}int GetAlignedSize( int i_size ){    /* Return the nearest power of 2 */    int i_result = 1;    while( i_result < i_size )    {        i_result *= 2;    }    return i_result;}/***************************************************************************** * Control: control facility for the vout *****************************************************************************/static int Control( vout_thread_t *p_vout, int i_query, va_list args ){    vout_sys_t *p_sys = p_vout->p_sys;    switch( i_query )    {    case VOUT_SNAPSHOT:        return vout_vaControlDefault( p_vout, i_query, args );    default:        if( p_sys->p_vout->pf_control )            return p_sys->p_vout->pf_control( p_sys->p_vout, i_query, args );        else            return vout_vaControlDefault( p_vout, i_query, args );    }}static int InitTextures( vout_thread_t *p_vout ){    vout_sys_t *p_sys = p_vout->p_sys;    int i_index;    glDeleteTextures( 2, p_sys->p_textures );    glGenTextures( 2, p_sys->p_textures );    for( i_index = 0; i_index < 2; i_index++ )    {        glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );            /* Set the texture parameters */        glTexParameterf( VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0 );            glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );                glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );        glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );#ifdef SYS_DARWIN        /* Tell the driver not to make a copy of the texture but to use           our buffer */        glEnable( GL_UNPACK_CLIENT_STORAGE_APPLE );        glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );    #if 0        /* Use VRAM texturing */        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,                         GL_STORAGE_CACHED_APPLE );#else        /* Use AGP texturing */        glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,                         GL_STORAGE_SHARED_APPLE );#endif#endif        /* Call glTexImage2D only once, and use glTexSubImage2D later */        glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,                      p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,                      p_sys->pp_buffer[i_index] );    }    return 0;}/***************************************************************************** * SendEvents: forward mouse and keyboard events to the parent p_vout *****************************************************************************/static int SendEvents( vlc_object_t *p_this, char const *psz_var,                       vlc_value_t oldval, vlc_value_t newval, void *_p_vout ){    return var_Set( (vlc_object_t *)_p_vout, psz_var, newval );}

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