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