Files
vimix/snippets.cpp
2020-04-04 23:47:06 +02:00

317 lines
11 KiB
C++

// old stuff
ImageShader rendering_shader;
MediaPlayer testmedia;
MediaPlayer testmedia2("testmedia2");
unsigned int vbo, vao, ebo;
float texturear = 1.0;
GLuint textureimagepng = 0;
GLuint loadPNG(const char *imagepath, float *aspectrato)
{
int w, h, n, image;
/* FIXME: remove once the example supports gl3 and/or gles2 */
g_setenv ("GST_GL_API", "opengl", FALSE);
unsigned char* img;
*aspectrato = 1.f;
img = stbi_load(imagepath, &w, &h, &n, 3);
if (img == NULL) {
printf("Failed to load png - %s\n", stbi_failure_reason());
return 0;
}
GLuint tex;
glGenTextures(1, &tex);
glBindTexture( GL_TEXTURE_2D, tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 3);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
stbi_image_free(img);
glBindTexture( GL_TEXTURE_2D, 0);
*aspectrato = static_cast<float>(w) / static_cast<float>(h);
return tex;
}
void create_square_glm(unsigned int &vbo, unsigned int &vao, unsigned int &ebo)
{
std::vector<glm::vec3> points_;
std::vector<glm::vec3> colors_;
std::vector<glm::vec2> texCoords_;
std::vector<unsigned int> indices_;
// point 0
points_.push_back( glm::vec3( -1.f, -1.f, 0.f ) );
colors_.push_back( glm::vec3( 1.f, 0.f, 0.f ) );
texCoords_.push_back( glm::vec2( 0.f, 1.f ) );
// point 1
points_.push_back( glm::vec3( -1.f, 1.f, 0.f ) );
colors_.push_back( glm::vec3( 1.f, 1.f, 1.f ) );
texCoords_.push_back( glm::vec2( 0.f, 0.f ) );
// point 2
points_.push_back( glm::vec3( 1.f, -1.f, 0.f ) );
colors_.push_back( glm::vec3( 1.f, 1.f, 1.f ) );
texCoords_.push_back( glm::vec2( 1.f, 1.f ) );
// point 3
points_.push_back( glm::vec3( 1.f, 1.f, 0.f ) );
colors_.push_back( glm::vec3( 0.f, 1.f, 0.f ) );
texCoords_.push_back( glm::vec2( 1.f, 0.f ) );
// indices
indices_.push_back ( 0 );
indices_.push_back ( 1 );
indices_.push_back ( 2 );
indices_.push_back ( 3 );
// create the opengl objects
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
// compute the memory needs for points normals and indicies
std::size_t sizeofPoints = sizeof(glm::vec3) * points_.size();
std::size_t sizeofColors = sizeof(glm::vec3) * colors_.size();
std::size_t sizeofTexCoords = sizeof(glm::vec2) * texCoords_.size();
// bind vertext array and its buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeofPoints + sizeofColors + sizeofTexCoords, NULL, GL_STATIC_DRAW);
glBufferSubData( GL_ARRAY_BUFFER, 0, sizeofPoints, &points_[0] );
glBufferSubData( GL_ARRAY_BUFFER, sizeofPoints, sizeofColors, &colors_[0] );
glBufferSubData( GL_ARRAY_BUFFER, sizeofPoints + sizeofColors, sizeofTexCoords, &texCoords_[0] );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
int sizeofIndices = indices_.size()*sizeof(unsigned int);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeofIndices, &(indices_[0]), GL_STATIC_DRAW);
// explain how to read attributes 0, 1 and 2 (for point, color and textcoord respectively)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void *)(sizeofPoints) );
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec2), (void *)(sizeofPoints + sizeofColors) );
glEnableVertexAttribArray(2);
// done
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// from https://gstreamer.freedesktop.org/documentation/application-development/advanced/pipeline-manipulation.html?gi-language=c
void drawMediaBackgound()
{
if ( !testmedia2.isOpen() )
return;
//
// RENDER SOURCE
//
testmedia2.update();
// use the shader
rendering_shader.projection = Rendering::manager().Projection();
rendering_shader.modelview = glm::identity<glm::mat4>();;
rendering_shader.use();
// use the media
testmedia2.bind();
// draw the vertex array
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
//
// GUI to control SOURCE
//
{
ImGui::Begin("Image properties");
// MODEL VIEW
static float translation[] = {0.f, 0.f};
if (ImGuiToolkit::ButtonIcon(6, 15)) {
translation[0] = 0.f;
translation[1] = 0.f;
}
ImGui::SameLine(0, 10);
ImGui::SliderFloat2("position", translation, -5.0, 5.0);
static float rotation = 0.f;
if (ImGuiToolkit::ButtonIcon(4, 15)) rotation = 0.f;
ImGui::SameLine(0, 10);
ImGui::SliderFloat("rotation", &rotation, 0, 2 * PI);
static float scale = 1.f;
if (ImGuiToolkit::ButtonIcon(3, 15)) scale = 1.f;
ImGui::SameLine(0, 10);
ImGui::SliderFloat("scale", &scale, 0.1f, 10.f, "%.3f", 3.f);
// set modelview
// rendering_shader.setModelview(translation[0], translation[1], rotation, scale, testmedia2.AspectRatio());
// color picker
if (ImGuiToolkit::ButtonIcon(16, 8)) rendering_shader.color = glm::vec4(1.f);
ImGui::SameLine(0, 10);
ImGui::ColorEdit3("color", glm::value_ptr(rendering_shader.color) ) ;
// brightness slider
if (ImGuiToolkit::ButtonIcon(4, 1)) rendering_shader.brightness = 0.f;
ImGui::SameLine(0, 10);
ImGui::SliderFloat("brightness", &rendering_shader.brightness, -1.0, 1.0, "%.3f", 2.f);
// contrast slider
if (ImGuiToolkit::ButtonIcon(2, 1)) rendering_shader.contrast = 0.f;
ImGui::SameLine(0, 10);
ImGui::SliderFloat("contrast", &rendering_shader.contrast, -1.0, 1.0, "%.3f", 2.f);
ImGui::End();
}
}
void drawMediaPlayer()
{
static GstClockTime begin = GST_CLOCK_TIME_NONE;
static GstClockTime end = GST_CLOCK_TIME_NONE;
if ( !testmedia.isOpen() )
return;
testmedia.update();
if ( begin == GST_CLOCK_TIME_NONE) {
begin = testmedia.duration() / 5;
end = testmedia.duration() / 3;
// if ( testmedia.addPlaySegment(begin, end) )
// std::cerr << " - first segment " << std::endl;
// begin *= 2;
// end *= 2;
// if ( testmedia.addPlaySegment(begin, end) )
// std::cerr << " - second segment " << std::endl;
}
ImGui::Begin("Media Player");
float width = ImGui::GetContentRegionAvail().x;
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImVec2 imagesize ( width, width / testmedia.aspectRatio());
ImGui::Image((void*)(intptr_t)testmedia.texture(), imagesize);
if (ImGui::Button(ICON_FA_FAST_BACKWARD))
testmedia.rewind();
ImGui::SameLine(0, spacing);
// remember playing mode of the GUI
static bool media_playing_mode = testmedia.isPlaying();
// display buttons Play/Stop depending on current playing mode
if (media_playing_mode) {
if (ImGui::Button(ICON_FA_STOP " Stop"))
media_playing_mode = false;
ImGui::SameLine(0, spacing);
ImGui::PushButtonRepeat(true);
if (ImGui::Button(ICON_FA_FORWARD))
testmedia.fastForward ();
ImGui::PopButtonRepeat();
}
else {
if (ImGui::Button(ICON_FA_PLAY " Play"))
media_playing_mode = true;
ImGui::SameLine(0, spacing);
ImGui::PushButtonRepeat(true);
if (ImGui::Button(ICON_FA_STEP_FORWARD))
testmedia.seekNextFrame();
ImGui::PopButtonRepeat();
}
ImGui::SameLine(0, spacing * 2.f);
ImGui::Dummy(ImVec2(width - 700.0, 0)); // right align
static int current_loop = 1;
static const char* loop_names[3] = { "Stop", "Rewind", "Bounce" };
const char* current_loop_name = loop_names[current_loop];
ImGui::SameLine(0, spacing);
if (current_loop == 0) ImGuiToolkit::Icon(0, 15);
else if (current_loop == 1) ImGuiToolkit::Icon(1, 15);
else ImGuiToolkit::Icon(19, 14);
ImGui::SameLine(0, spacing);
ImGui::SetNextItemWidth(90);
if ( ImGui::SliderInt("", &current_loop, 0, 2, current_loop_name) )
testmedia.setLoop( (MediaPlayer::LoopMode) current_loop );
float speed = static_cast<float>(testmedia.playSpeed());
ImGui::SameLine(0, spacing);
ImGui::SetNextItemWidth(270);
// ImGui::SetNextItemWidth(width - 90.0);
if (ImGui::SliderFloat( "Speed", &speed, -10.f, 10.f, "x %.1f", 2.f))
testmedia.setPlaySpeed( static_cast<double>(speed) );
ImGui::SameLine(0, spacing);
if (ImGuiToolkit::ButtonIcon(19, 15)) {
speed = 1.f;
testmedia.setPlaySpeed( static_cast<double>(speed) );
}
guint64 current_t = testmedia.position();
guint64 seek_t = current_t;
bool slider_pressed = ImGuiToolkit::TimelineSlider( "simpletimeline", &seek_t,
testmedia.duration(), testmedia.frameDuration());
// std::list<std::pair<guint64, guint64> > segments = testmedia.getPlaySegments();
// bool slider_pressed = ImGuiToolkit::TimelineSliderEdit( "timeline", &seek_t, testmedia.Duration(),
// testmedia.FrameDuration(), segments);
// if (!segments.empty()) {
// // segments have been modified
// g_print("Segments modified \n");
// for (std::list< std::pair<guint64, guint64> >::iterator s = segments.begin(); s != segments.end(); s++){
// MediaSegment newsegment(s->first, s->second);
// testmedia.removeAllPlaySegmentOverlap(newsegment);
// if (!testmedia.addPlaySegment(newsegment))
// g_print("new Segment could not be added \n");
// }
// }
// if the seek target time is different from the current position time
// (i.e. the difference is less than one frame)
if ( ABS_DIFF (current_t, seek_t) > testmedia.frameDuration() ) {
// request seek (ASYNC)
testmedia.seekTo(seek_t);
}
// play/stop command should be following the playing mode (buttons)
// AND force to stop when the slider is pressed
bool media_play = media_playing_mode & (!slider_pressed);
// apply play action to media only if status should change
// NB: The seek command performed an ASYNC state change, but
// gst_element_get_state called in isPlaying() will wait for the state change to complete.
if ( testmedia.isPlaying() != media_play ) {
testmedia.play( media_play );
}
// display info
ImGui::Text("%s %d x %d", testmedia.codec().c_str(), testmedia.width(), testmedia.height());
ImGui::Text("Framerate %.2f / %.2f", testmedia.updateFrameRate() , testmedia.frameRate() );
ImGui::End();
}