#include #include #include #include "SessionSource.h" #include "defines.h" #include "Log.h" #include "FrameBuffer.h" #include "ImageShader.h" #include "ImageProcessingShader.h" #include "Resource.h" #include "Decorations.h" #include "SearchVisitor.h" #include "Session.h" #include "SessionCreator.h" #include "Mixer.h" SessionSource::SessionSource() : Source() { failed_ = false; session_ = new Session; } SessionSource::~SessionSource() { // delete session if (session_) delete session_; } Session *SessionSource::detach() { // remember pointer to give away Session *giveaway = session_; // work on a new session session_ = new Session; // make disabled initialized_ = false; // ask to delete me failed_ = true; // lost ref to previous session: to be deleted elsewhere... return giveaway; } bool SessionSource::failed() const { return failed_; } uint SessionSource::texture() const { if (session_ && session_->frame()) return session_->frame()->texture(); else return Resource::getTextureBlack(); } void SessionSource::setActive (bool on) { Source::setActive(on); // change status of session (recursive change of internal sources) if (session_ != nullptr) session_->setActive(active_); } void SessionSource::update(float dt) { if (session_ == nullptr) return; // update content if (active_) session_->update(dt); // delete a source which failed if (session_->failedSource() != nullptr) { session_->deleteSource(session_->failedSource()); // fail session if all sources failed if ( session_->numSource() < 1) failed_ = true; } Source::update(dt); } SessionFileSource::SessionFileSource() : SessionSource(), path_("") { // specific node for transition view groups_[View::TRANSITION]->visible_ = false; groups_[View::TRANSITION]->scale_ = glm::vec3(0.1f, 0.1f, 1.f); groups_[View::TRANSITION]->translation_ = glm::vec3(-1.f, 0.f, 0.f); frames_[View::TRANSITION] = new Switch; Frame *frame = new Frame(Frame::ROUND, Frame::THIN, Frame::DROP); frame->translation_.z = 0.1; frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.95f); frames_[View::TRANSITION]->attach(frame); frame = new Frame(Frame::ROUND, Frame::LARGE, Frame::DROP); frame->translation_.z = 0.01; frame->color = glm::vec4( COLOR_TRANSITION_SOURCE, 1.f); frames_[View::TRANSITION]->attach(frame); groups_[View::TRANSITION]->attach(frames_[View::TRANSITION]); overlays_[View::TRANSITION] = new Group; overlays_[View::TRANSITION]->translation_.z = 0.1; overlays_[View::TRANSITION]->visible_ = false; Symbol *loader = new Symbol(Symbol::DOTS); loader->scale_ = glm::vec3(2.f, 2.f, 1.f); loader->update_callbacks_.push_back(new InfiniteGlowCallback); overlays_[View::TRANSITION]->attach(loader); Symbol *center = new Symbol(Symbol::CIRCLE_POINT, glm::vec3(0.f, -1.05f, 0.1f)); overlays_[View::TRANSITION]->attach(center); groups_[View::TRANSITION]->attach(overlays_[View::TRANSITION]); // set symbol symbol_ = new Symbol(Symbol::SESSION, glm::vec3(0.75f, 0.75f, 0.01f)); symbol_->scale_.y = 1.5f; wait_for_sources_ = false; } void SessionFileSource::load(const std::string &p, uint recursion) { path_ = p; // delete session if (session_) { delete session_; session_ = nullptr; } // init session if ( path_.empty() ) { // empty session session_ = new Session; Log::Warning("Empty Session filename provided."); } else { // launch a thread to load the session file sessionLoader_ = std::async(std::launch::async, Session::load, path_, recursion); Log::Notify("Opening %s", p.c_str()); } } void SessionFileSource::init() { // init is first about getting the loaded session if (session_ == nullptr) { // did the loader finish ? if (sessionLoader_.wait_for(std::chrono::milliseconds(4)) == std::future_status::ready) { session_ = sessionLoader_.get(); if (session_ == nullptr) failed_ = true; } } else { session_->update(dt_); if (wait_for_sources_) { // force update of of all sources active_ = true; touch(); // check that every source is ready.. bool ready = true; for (SourceList::iterator iter = session_->begin(); iter != session_->end(); iter++) { // interrupt if any source is NOT ready if ( !(*iter)->ready() ){ ready = false; break; } } // if all sources are ready, done with initialization! if (ready) { // done init wait_for_sources_ = false; initialized_ = true; Log::Info("Source Session %s loaded %d sources.", path_.c_str(), session_->numSource()); } } else if ( !failed_ ) { // set resolution session_->setResolution( session_->config(View::RENDERING)->scale_ ); // update to draw framebuffer session_->update(dt_); // get the texture index from framebuffer of session, apply it to the surface texturesurface_->setTextureIndex( session_->frame()->texture() ); // create Frame buffer matching size of session FrameBuffer *renderbuffer = new FrameBuffer( session_->frame()->resolution() ); // set the renderbuffer of the source and attach rendering nodes attach(renderbuffer); // wait for all sources to init if (session_->numSource() > 0) wait_for_sources_ = true; else { initialized_ = true; Log::Info("New Session created (%d x %d).", renderbuffer->width(), renderbuffer->height()); } } } if (initialized_) { // remove the loading icon Node *loader = overlays_[View::TRANSITION]->back(); overlays_[View::TRANSITION]->detach(loader); delete loader; // deep update to reorder View::need_deep_update_++; } } void SessionFileSource::accept(Visitor& v) { Source::accept(v); if (!failed()) v.visit(*this); } SessionGroupSource::SessionGroupSource() : SessionSource(), resolution_(glm::vec3(0.f)) { // redo frame for layers view frames_[View::LAYER]->clear(); // Groups in LAYER have an additional border Group *group = new Group; Frame *frame = new Frame(Frame::ROUND, Frame::THIN, Frame::PERSPECTIVE); frame->translation_.z = 0.1; frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.95f); group->attach(frame); Frame *persp = new Frame(Frame::GROUP, Frame::THIN, Frame::NONE); persp->translation_.z = 0.1; persp->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.95f); group->attach(persp); frames_[View::LAYER]->attach(group); group = new Group; frame = new Frame(Frame::ROUND, Frame::LARGE, Frame::PERSPECTIVE); frame->translation_.z = 0.1; frame->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f); group->attach(frame); persp = new Frame(Frame::GROUP, Frame::LARGE, Frame::NONE); persp->translation_.z = 0.1; persp->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f); group->attach(persp); frames_[View::LAYER]->attach(group); // set symbol symbol_ = new Symbol(Symbol::GROUP, glm::vec3(0.75f, 0.75f, 0.01f)); symbol_->scale_.y = 1.5f; } void SessionGroupSource::init() { if ( resolution_.x > 0.f && resolution_.y > 0.f ) { session_->setResolution( resolution_, true ); // update to draw framebuffer session_->update( dt_ ); // get the texture index from framebuffer of session, apply it to the surface texturesurface_->setTextureIndex( session_->frame()->texture() ); // create Frame buffer matching size of session FrameBuffer *renderbuffer = new FrameBuffer( session_->frame()->resolution(), true ); // set the renderbuffer of the source and attach rendering nodes attach(renderbuffer); // deep update to reorder View::need_deep_update_++; // done init initialized_ = true; Log::Info("Source Group (%d x %d).", int(renderbuffer->resolution().x), int(renderbuffer->resolution().y) ); } } bool SessionGroupSource::import(Source *source) { bool ret = false; if ( session_ ) { SourceList::iterator its = session_->addSource(source); if (its != session_->end()) ret = true; } return ret; } void SessionGroupSource::accept(Visitor& v) { Source::accept(v); if (!failed()) v.visit(*this); } RenderSource::RenderSource() : Source(), session_(nullptr) { // set symbol symbol_ = new Symbol(Symbol::RENDER, glm::vec3(0.75f, 0.75f, 0.01f)); symbol_->scale_.y = 1.5f; } bool RenderSource::failed() const { if (initialized_ && session_!=nullptr) return renderbuffer_->resolution() != session_->frame()->resolution(); return false; } uint RenderSource::texture() const { if (session_ && session_->frame()) return session_->frame()->texture(); else return Resource::getTextureBlack(); // getTextureTransparent ? } void RenderSource::init() { if (session_ && session_->frame() && session_->frame()->texture() != Resource::getTextureBlack()) { FrameBuffer *fb = session_->frame(); // get the texture index from framebuffer of view, apply it to the surface texturesurface_->setTextureIndex( fb->texture() ); // create Frame buffer matching size of output session FrameBuffer *renderbuffer = new FrameBuffer( fb->resolution() ); // set the renderbuffer of the source and attach rendering nodes attach(renderbuffer); // deep update to reorder View::need_deep_update_++; // done init initialized_ = true; Log::Info("Source Render linked to session (%d x %d).", int(fb->resolution().x), int(fb->resolution().y) ); } } glm::vec3 RenderSource::resolution() const { if (initialized_) return renderbuffer_->resolution(); else if (session_ && session_->frame()) return session_->frame()->resolution(); else return glm::vec3(0.f); } void RenderSource::accept(Visitor& v) { Source::accept(v); // if (!failed()) v.visit(*this); }