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Isolate implementation of RenderSource and new Non-Recursive mode
Separate files for RenderSource, make RenderSource playable, and implement two rendering mechanisms
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170
RenderSource.cpp
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170
RenderSource.cpp
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/*
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* This file is part of vimix - video live mixer
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*
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* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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**/
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#include <glm/gtc/matrix_transform.hpp>
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#include "defines.h"
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#include "Log.h"
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#include "FrameBuffer.h"
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#include "Decorations.h"
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#include "Resource.h"
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#include "Visitor.h"
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#include "Session.h"
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#include "RenderSource.h"
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const char* RenderSource::render_mode_label[2] = { "Loopback", "Non recursive" };
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RenderSource::RenderSource(uint64_t id) : Source(id), session_(nullptr), rendered_output_(nullptr), rendered_surface_(nullptr),
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paused_(false), render_mode_(RENDER_TEXTURE)
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{
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// set symbol
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symbol_ = new Symbol(Symbol::RENDER, glm::vec3(0.75f, 0.75f, 0.01f));
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symbol_->scale_.y = 1.5f;
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}
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RenderSource::~RenderSource()
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{
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if (rendered_output_ != nullptr)
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delete rendered_output_;
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}
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bool RenderSource::failed() const
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{
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if ( rendered_output_ != nullptr && session_ != nullptr )
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return rendered_output_->resolution() != session_->frame()->resolution();
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return false;
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}
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uint RenderSource::texture() const
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{
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if (rendered_output_ != nullptr)
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return rendered_output_->texture();
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else if (session_ && session_->frame())
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return session_->frame()->texture();
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else
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return Resource::getTextureBlack(); // getTextureTransparent ?
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}
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//void RenderSource::setActive (bool on)
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//{
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//}
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void RenderSource::init()
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{
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if (session_ && session_->frame() && session_->frame()->texture() != Resource::getTextureBlack()) {
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FrameBuffer *fb = session_->frame();
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// get the texture index from framebuffer of view for RENDER_TEXTURE mode
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// rendered_surface_ = new Surface;
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// rendered_surface_->setTextureIndex( fb->texture() );
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// create the frame buffer displayed by the source (all modes)
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rendered_output_ = new FrameBuffer( fb->resolution(), fb->use_alpha() );
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// needs a first initialization
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fb->blit(rendered_output_);
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// set the texture index from internal framebuffer, apply it to the source texture surface
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texturesurface_->setTextureIndex( rendered_output_->texture() );
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// create Frame buffer matching size of output session
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FrameBuffer *renderbuffer = new FrameBuffer( fb->resolution() );
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// set the renderbuffer of the source and attach rendering nodes
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attach(renderbuffer);
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// deep update to reorder
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++View::need_deep_update_;
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// done init
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Log::Info("Source Render linked to session (%d x %d).", int(fb->resolution().x), int(fb->resolution().y) );
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}
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}
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void RenderSource::update(float dt)
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{
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static glm::mat4 projection = glm::ortho(-1.f, 1.f, 1.f, -1.f, -SCENE_DEPTH, 1.f);
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if (active_ && !paused_ && session_ && rendered_output_) {
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if (render_mode_ == RENDER_EXCLUSIVE) {
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// temporarily exclude this RenderSource from the rendering
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groups_[View::RENDERING]->visible_ = false;
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// simulate a rendering of the session in a framebuffer
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glm::mat4 P = glm::scale( projection, glm::vec3(1.f / rendered_output_->aspectRatio(), 1.f, 1.f));
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rendered_output_->begin();
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// access to private RenderView in the session to call draw on the root of the scene
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session_->render_.scene.root()->draw(glm::identity<glm::mat4>(), P);
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rendered_output_->end();
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// restore this RenderSource visibility
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groups_[View::RENDERING]->visible_ = true;
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}
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else
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session_->frame()->blit(rendered_output_);
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// rendered_output_->begin(true); // if not blit
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// rendered_surface_->draw(glm::identity<glm::mat4>(), rendered_output_->projection());
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// rendered_output_->end();
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}
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Source::update(dt);
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}
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void RenderSource::play (bool on)
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{
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// toggle state
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paused_ = !on;
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}
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void RenderSource::replay()
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{
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}
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glm::vec3 RenderSource::resolution() const
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{
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if (rendered_output_ != nullptr)
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return rendered_output_->resolution();
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else if (session_ && session_->frame())
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return session_->frame()->resolution();
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else
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return glm::vec3(0.f);
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}
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void RenderSource::accept(Visitor& v)
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{
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Source::accept(v);
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// if (!failed())
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v.visit(*this);
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}
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glm::ivec2 RenderSource::icon() const
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{
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return glm::ivec2(ICON_SOURCE_RENDER);
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}
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std::string RenderSource::info() const
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{
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return std::string("Render loopback");
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}
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