New Render Source. Cleanup Source API.

This commit is contained in:
brunoherbelin
2020-05-21 23:32:21 +02:00
parent 5b489dd2df
commit 16fa3300b8
19 changed files with 191 additions and 42 deletions

View File

@@ -8,10 +8,13 @@
#include "FrameBuffer.h"
#include "Primitives.h"
#include "Mesh.h"
#include "Resource.h"
#include "Session.h"
#include "SearchVisitor.h"
#include "ImageShader.h"
#include "ImageProcessingShader.h"
#include "Log.h"
#include "Mixer.h"
Source::Source() : initialized_(false), need_update_(true)
{
@@ -160,6 +163,18 @@ void Source::update(float dt)
}
}
FrameBuffer *Source::frame() const
{
if (initialized_ && renderbuffer_)
{
return renderbuffer_;
}
else {
static FrameBuffer *black = new FrameBuffer(640,480);
return black;
}
}
Handles *Source::handleNode(Handles::Type t) const
{
if ( t == Handles::ROTATE )
@@ -195,3 +210,95 @@ bool hasNode::operator()(const Source* elem) const
}
RenderSource::RenderSource() : Source()
{
// create surface:
sessionsurface_ = new Surface(rendershader_);
}
RenderSource::~RenderSource()
{
// delete surface
delete sessionsurface_;
}
void RenderSource::reconnect()
{
sessionsurface_->setTextureIndex( Mixer::manager().session()->frame()->texture() );
}
void RenderSource::init()
{
Session *session = Mixer::manager().session();
if (session && session->frame()->texture() != Resource::getTextureBlack()) {
// get the texture index from framebuffer of view, apply it to the surface
sessionsurface_->setTextureIndex( session->frame()->texture() );
// create Frame buffer matching size of session
renderbuffer_ = new FrameBuffer( session->frame()->resolution() );
renderbuffer_->setClearColor(glm::vec4(0.f, 0.f, 0.f, 1.f));
// create the surfaces to draw the frame buffer in the views
rendersurface_ = new FrameBufferSurface(renderbuffer_, blendingshader_);
groups_[View::RENDERING]->attach(rendersurface_);
groups_[View::GEOMETRY]->attach(rendersurface_);
groups_[View::MIXING]->attach(rendersurface_);
groups_[View::LAYER]->attach(rendersurface_);
// for mixing view, add another surface to overlay (for stippled view in transparency)
Surface *surfacemix = new FrameBufferSurface(renderbuffer_);
ImageShader *is = static_cast<ImageShader *>(surfacemix->shader());
if (is) is->stipple = 1.0;
groups_[View::MIXING]->attach(surfacemix);
groups_[View::LAYER]->attach(surfacemix);
// TODO icon session
// scale all mixing nodes to match aspect ratio of the media
for (NodeSet::iterator node = groups_[View::MIXING]->begin();
node != groups_[View::MIXING]->end(); node++) {
(*node)->scale_.x = session->frame()->aspectRatio();
}
for (NodeSet::iterator node = groups_[View::GEOMETRY]->begin();
node != groups_[View::GEOMETRY]->end(); node++) {
(*node)->scale_.x = session->frame()->aspectRatio();
}
for (NodeSet::iterator node = groups_[View::LAYER]->begin();
node != groups_[View::LAYER]->end(); node++) {
(*node)->scale_.x = session->frame()->aspectRatio();
}
// done init once and for all
initialized_ = true;
// make visible
groups_[View::RENDERING]->visible_ = true;
groups_[View::MIXING]->visible_ = true;
groups_[View::GEOMETRY]->visible_ = true;
groups_[View::LAYER]->visible_ = true;
Log::Info("Source Render linked to session (%d x %d).", int(session->frame()->resolution().x), int(session->frame()->resolution().y) );
}
}
void RenderSource::render()
{
if (!initialized_)
init();
else {
// render the view into frame buffer
static glm::mat4 projection = glm::ortho(-1.f, 1.f, -1.f, 1.f, -1.f, 1.f);
renderbuffer_->begin();
sessionsurface_->draw(glm::identity<glm::mat4>(), projection);
renderbuffer_->end();
}
}
void RenderSource::accept(Visitor& v)
{
Source::accept(v);
v.visit(*this);
}