mirror of
https://github.com/dyne/FreeJ.git
synced 2026-02-07 21:39:22 +01:00
refactoring the feedFrame/renderFrame/getTexture flow to make a more clever use of memory and autorelease pools started implementing CVFilter (on the way of having CoreImage filters usable from javascript)
196 lines
5.8 KiB
Plaintext
196 lines
5.8 KiB
Plaintext
/* FreeJ
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* (c) Copyright 2009 Andrea Guzzo <xant@dyne.org>
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*
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* This source code is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Public License as published
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* by the Free Software Foundation; either version 3 of the License,
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* or (at your option) any later version.
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*
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* This source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* Please refer to the GNU Public License for more details.
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*
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* You should have received a copy of the GNU Public License along with
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* this source code; if not, write to:
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* Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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*/
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#import <CVPreview.h>
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#include <QuartzCore/QuartzCore.h>
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#include <OpenGL/OpenGL.h>
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@implementation CVPreview
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- (id)init {
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[self setNeedsDisplay:NO];
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// Initialization code here.
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lock = [[NSRecursiveLock alloc] init];
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needsReshape = YES;
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texture = nil;
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[lock retain];
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return self;
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}
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- (void)awakeFromNib
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{
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[self init];
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}
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- (void)dealloc
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{
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[lock release];
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[super dealloc];
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}
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- (void)drawRect:(NSRect)theRect
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{
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NSRect frame = [self frame];
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NSRect bounds = [self bounds];
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@synchronized(self) {
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if( kCGLNoError != CGLLockContext((CGLContextObj)[[self openGLContext] CGLContextObj]) )
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return;
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[[self openGLContext] makeCurrentContext];
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if(needsReshape) // if the view has been resized, reset the OpenGL coordinate system
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{
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GLfloat minX, minY, maxX, maxY;
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minX = NSMinX(bounds);
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minY = NSMinY(bounds);
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maxX = NSMaxX(bounds);
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maxY = NSMaxY(bounds);
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//[self update];
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if(NSIsEmptyRect([self visibleRect]))
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{
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glViewport(0, 0, 1, 1);
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} else {
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glViewport(0, 0, frame.size.width ,frame.size.height);
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(minX, maxX, minY, maxY, -1.0, 1.0);
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glDisable(GL_DITHER);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_FOG);
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//glDisable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glPixelZoom(1.0,1.0);
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// clean the OpenGL context
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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needsReshape = NO;
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}
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// flush our output to the screen - this will render with the next beamsync
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//glFlush();
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[[self openGLContext] flushBuffer];
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//[super drawRect:theRect];
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[self setNeedsDisplay:NO];
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CGLUnlockContext((CGLContextObj)[[self openGLContext] CGLContextObj]);
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}
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}
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- (void)update
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{
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if( kCGLNoError != CGLLockContext((CGLContextObj)[[self openGLContext] CGLContextObj]) )
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return;
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[super update];
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CGLUnlockContext((CGLContextObj)[[self openGLContext] CGLContextObj]);
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}
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- (void)prepareOpenGL
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{
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NSAutoreleasePool *pool;
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pool = [[NSAutoreleasePool alloc] init];
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// Create CGColorSpaceRef
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CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
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// Create CIContext
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#if MAC_OS_X_VERSION_10_6
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// Create CIContext
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ciContext = [[CIContext contextWithCGLContext:(CGLContextObj)[[self openGLContext] CGLContextObj]
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pixelFormat:(CGLPixelFormatObj)[[self pixelFormat] CGLPixelFormatObj]
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colorSpace:colorSpace
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options:nil] retain];
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#else
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ciContext = [[CIContext contextWithCGLContext:(CGLContextObj)[[self openGLContext] CGLContextObj]
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pixelFormat:(CGLPixelFormatObj)[[self pixelFormat] CGLPixelFormatObj]
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options:[NSDictionary dictionaryWithObjectsAndKeys:
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(id)colorSpace,kCIContextOutputColorSpace,
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(id)colorSpace,kCIContextWorkingColorSpace,nil]] retain];
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#endif
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CGColorSpaceRelease(colorSpace);
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[pool release];
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}
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- (void)renderFrame:(CVTexture *)image
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{
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NSRect frame = [self frame];
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NSRect bounds = [self bounds];
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float scaleFactor;
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//CVTexture *textureToRelease = nil;
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Context *ctx = (Context *)[freej getContext];
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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// if (texture)
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// textureToRelease = texture;
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texture = image;
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@synchronized(self) {
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NSAffineTransform *scaleTransform = [NSAffineTransform transform];
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scaleFactor = frame.size.height/ctx->screen->geo.h;
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[scaleTransform scaleBy:scaleFactor];
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CIFilter *scaleFilter = [CIFilter filterWithName:@"CIAffineTransform"];
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[scaleFilter setDefaults]; // set the filter to its default values
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[scaleFilter setValue:scaleTransform forKey:@"inputTransform"];
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[scaleFilter setValue:[texture image] forKey:@"inputImage"];
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CIImage *previewImage = [scaleFilter valueForKey:@"outputImage"];
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// output the downscaled frame in the preview window
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// XXX - I'm not sure we really need locking here
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CGRect imageRect = CGRectMake(NSMinX(bounds), NSMinY(bounds),
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NSWidth(bounds), NSHeight(bounds));
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if( kCGLNoError != CGLLockContext((CGLContextObj)[[self openGLContext] CGLContextObj]) )
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return;
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CGPoint origin;
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origin.x = (frame.size.width-(ctx->screen->geo.w * scaleFactor))/2;
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origin.y = (frame.size.height-(ctx->screen->geo.h * scaleFactor))/2;
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[ciContext drawImage:previewImage
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atPoint: origin
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fromRect: imageRect];
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//[self drawRect:NSZeroRect];
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CGLUnlockContext((CGLContextObj)[[self openGLContext] CGLContextObj]);
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[self setNeedsDisplay:YES];
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//if (textureToRelease)
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// [textureToRelease release];
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}
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[pool release];
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}
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- (void)clear
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{
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needsReshape = YES;
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[self drawRect:NSZeroRect];
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}
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@end
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