/*****************************************************************************
* picture.c
*****************************************************************************
* Copyright (C) 2021 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.
*****************************************************************************/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "picture.h"
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;
}
}
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;
}
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