/*****************************************************************************
* vlc_opengl_picture.h: VLC OpenGL picture API
*****************************************************************************
* Copyright (C) 2020-2026 VLC authors and VideoLAN
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
#ifndef VLC_GL_PICTURE_H
#define VLC_GL_PICTURE_H 1
#include <math.h>
#include <vlc_picture.h>
/**
* \file
* This file defines the public OpenGL picture interface.
*
* A vlc_gl_picture stores the OpenGL textures and transformation matrix
* associated with a VLC picture, as provided by the interop/importer.
*/
/**
* An OpenGL picture state, with textures and a coordinate transformation matrix.
*/
struct vlc_gl_picture {
/**
* Texture handles for each plane.
*/
uint32_t textures[PICTURE_PLANE_MAX];
/**
* Matrix to convert from 2D pictures coordinates to texture coordinates
*
* tex_coords = mtx × pic_coords
*
* / tex_x \ / a b c \ / pic_x \
* \ tex_y / = \ d e f / × | pic_y |
* \ 1 /
*
* It is stored in column-major order: [a, d, b, e, c, f].
*/
float mtx[2*3];
/**
* Indicate if the transform to convert picture coordinates to textures
* coordinates have changed due to the last picture.
*
* The filters should check this flag on every draw() call, and update
* their coordinates if necessary.
*
* It is guaranteed to be true for the first picture.
*/
bool mtx_has_changed;
};
/**
* Convert from picture coordinates to texture coordinates, which can be used to
* sample at the correct location.
*
* This is a equivalent to retrieve the matrix and multiply manually.
*
* The picture and texture coords may point to the same memory, in that case
* the transformation is applied in place (overwriting the picture coordinates
* by the texture coordinates).
*
* \param picture the OpenGL picture
* \param coords_count the number of coordinates (x,y) coordinates to convert
* \param pic_coords picture coordinates as an array of 2*coords_count floats
* \param tex_coords_out texture coordinates as an array of 2*coords_count
* floats
*/
static inline void
vlc_gl_picture_ToTexCoords(const struct vlc_gl_picture *pic,
unsigned coords_count,
const float *pic_coords,
float *tex_coords_out)
{
const float *mtx = pic->mtx;
assert(mtx);
#define MTX(ROW,COL) mtx[(COL)*2+(ROW)]
for (unsigned i = 0; i < coords_count; ++i)
{
/* Store the coordinates, in case the transform must be applied in
* place (i.e. with pic_coords == tex_coords_out) */
float x = pic_coords[0];
float y = pic_coords[1];
tex_coords_out[0] = MTX(0,0) * x + MTX(0,1) * y + MTX(0,2);
tex_coords_out[1] = MTX(1,0) * x + MTX(1,1) * y + MTX(1,2);
pic_coords += 2;
tex_coords_out += 2;
}
#undef MTX
}
/**
* Return a matrix to orient texture coordinates
*
* This matrix is 2x2 and is stored in column-major order.
*
* While pic_to_tex_matrix transforms any picture coordinates into texture
* coordinates, it may be useful for example for vertex or fragment shaders to
* sample one pixel to the left of the current one, or two pixels to the top.
* Since the input texture may be rotated or flipped, the shaders need to
* know in which direction is the top and in which direction is the right of
* the picture.
*
* This 2x2 matrix allows to transform a 2D vector expressed in picture
* coordinates into a 2D vector expressed in texture coordinates.
*
* Concretely, it contains the coordinates (U, V) of the transformed unit
* vectors u = / 1 \ and v = / 0 \:
* \ 0 / \ 1 /
*
* / Ux Vx \
* \ Uy Vy /
*
* It is guaranteed that:
* - both U and V are unit vectors (this matrix does not change the scaling);
* - only one of their components have a non-zero value (they may not be
* oblique); in other words, here are the possible values for U and V:
*
* / 0 \ or / 0 \ or / 1 \ or / -1 \
* \ -1 / \ 1 / \ 0 / \ 0 /
*
* - U and V are orthogonal.
*
* Therefore, there are 8 possible matrices (4 possible rotations, flipped or
* not).
*
* It may theoretically change on every picture (the transform matrix provided
* by Android may change). If it has changed since the last picture, then
* pic->mtx_has_changed is true.
*/
static inline void
vlc_gl_picture_ComputeDirectionMatrix(const struct vlc_gl_picture *pic,
float direction[static 2*2])
{
/**
* The direction matrix is extracted from pic->mtx:
*
* mtx = / a b c \
* \ d e f /
*
* The last column (the offset part of the affine transformation) is
* discarded, and the 2 remaining column vectors are normalized to remove
* any scaling:
*
* direction = / a/unorm b/vnorm \
* \ d/unorm e/vnorm /
*
* where unorm = norm( / a \ ) and vnorm = norm( / b \ ).
* \ d / \ e /
*/
float ux = pic->mtx[0];
float uy = pic->mtx[1];
float vx = pic->mtx[2];
float vy = pic->mtx[3];
float unorm = sqrt(ux * ux + uy * uy);
float vnorm = sqrt(vx * vx + vy * vy);
direction[0] = ux / unorm;
direction[1] = uy / unorm;
direction[2] = vx / vnorm;
direction[3] = vy / vnorm;
}
#endif /* VLC_GL_PICTURE_H */
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