mirror of
https://github.com/brunoherbelin/vimix.git
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238 lines
6.4 KiB
C++
238 lines
6.4 KiB
C++
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#include <algorithm>
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#include <glm/gtc/matrix_transform.hpp>
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#include "Source.h"
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#include "defines.h"
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#include "FrameBuffer.h"
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#include "ImageShader.h"
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#include "ImageProcessingShader.h"
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#include "Resource.h"
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#include "Primitives.h"
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#include "Mesh.h"
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#include "MediaPlayer.h"
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#include "SearchVisitor.h"
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// gobal static list of all sources
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SourceList Source::sources_;
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Source::Source(std::string name) : name_(""), initialized_(false)
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{
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// set a name
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rename(name);
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// create groups for each view
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// default rendering node
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groups_[View::RENDERING] = new Group;
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groups_[View::RENDERING]->scale_ = glm::vec3(5.f, 5.f, 1.f); // fit height full window
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// default mixing nodes
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groups_[View::MIXING] = new Group;
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Frame *frame = new Frame(Frame::MIXING);
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frame->translation_.z = 0.1;
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groups_[View::MIXING]->addChild(frame);
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groups_[View::MIXING]->scale_ = glm::vec3(0.2f, 0.2f, 1.f);
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// will be associated to nodes later
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rendershader_ = new ImageProcessingShader();
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// add source to the list
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sources_.push_front(this);
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}
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Source::~Source()
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{
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// delete shader
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delete rendershader_;
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// delete groups and their children
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delete groups_[View::RENDERING];
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delete groups_[View::MIXING];
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groups_.clear();
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// remove this source from the list
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sources_.remove(this);
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}
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bool hasNode::operator()(const Source* elem) const
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{
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if (elem)
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{
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SearchVisitor sv(_n);
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elem->group(View::MIXING)->accept(sv);
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if (sv.found())
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return true;
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elem->group(View::RENDERING)->accept(sv);
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return sv.found();
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}
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return false;
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}
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std::string Source::rename (std::string newname)
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{
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// tentative new name
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std::string tentativename = newname;
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// refuse to rename to an empty name
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if ( newname.empty() )
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tentativename = "source";
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// trivial case : same name as current
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if ( tentativename == name_ )
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return name_;
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// search for a source of the name 'tentativename'
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std::string basename = tentativename;
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int count = 1;
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while ( std::find_if(sources_.begin(), sources_.end(), hasName(tentativename)) != sources_.end() ) {
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tentativename = basename + std::to_string(++count);
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}
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// ok to rename
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name_ = tentativename;
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return name_;
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}
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SourceList::iterator Source::begin()
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{
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return sources_.begin();
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}
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SourceList::iterator Source::end()
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{
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return sources_.end();
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}
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SourceList::iterator Source::find(Source *s)
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{
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return std::find(sources_.begin(), sources_.end(), s);
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}
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SourceList::iterator Source::find(std::string namesource)
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{
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return std::find_if(Source::begin(), Source::end(), hasName(namesource));
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}
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SourceList::iterator Source::find(Node *node)
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{
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return std::find_if(Source::begin(), Source::end(), hasNode(node));
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}
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uint Source::numSource()
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{
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return sources_.size();
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}
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MediaSource::MediaSource(std::string name, std::string uri) : Source(name), uri_(uri)
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{
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// create media player
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mediaplayer_ = new MediaPlayer;
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mediaplayer_->open(uri_);
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mediaplayer_->play(true);
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// create media surface:
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// - textured with original texture from media player
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// - crop & repeat UV can be managed here
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// - additional custom shader can be associated
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mediasurface_ = new Surface;
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// extra overlay for mixing view
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mixingoverlay_ = new Frame(Frame::MIXING_OVERLAY);
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groups_[View::MIXING]->addChild(mixingoverlay_);
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mixingoverlay_->translation_.z = 0.1;
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mixingoverlay_->visible_ = false;
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}
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MediaSource::~MediaSource()
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{
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delete mediasurface_;
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delete mediaplayer_;
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// TODO verify that all surfaces and node is deleted in Source destructor
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}
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std::string MediaSource::uri() const
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{
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return uri_;
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}
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MediaPlayer *MediaSource::mediaplayer() const
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{
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return mediaplayer_;
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}
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void MediaSource::init()
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{
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if ( mediaplayer_->isOpen() ) {
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// update video
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mediaplayer_->update();
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// once the texture of media player is created
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if (mediaplayer_->texture() != Resource::getTextureBlack()) {
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// get the texture index from media player, apply it to the media surface
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mediasurface_->setTextureIndex( mediaplayer_->texture() );
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// create Frame buffer matching size of media player
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renderbuffer_ = new FrameBuffer(mediaplayer()->width(), mediaplayer()->height());
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// setup shader resolution for texture 0
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rendershader_->iChannelResolution[0] = glm::vec3(mediaplayer()->width(), mediaplayer()->height(), 0.f);
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// create the surfaces to draw the frame buffer in the views
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// TODO Provide the source specific effect shader
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rendersurface_ = new FrameBufferSurface(renderbuffer_, rendershader_);
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groups_[View::RENDERING]->addChild(rendersurface_);
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groups_[View::MIXING]->addChild(rendersurface_);
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// for mixing view, add another surface to overlay (for stippled view in transparency)
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Surface *surfacemix = new Surface();
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surfacemix->setTextureIndex( mediaplayer_->texture() );
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ImageShader *is = static_cast<ImageShader *>(surfacemix->shader());
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if (is) is->stipple = 1.0;
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groups_[View::MIXING]->addChild(surfacemix);
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// scale all mixing nodes to match aspect ratio of the media
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for (NodeSet::iterator node = groups_[View::MIXING]->begin();
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node != groups_[View::MIXING]->end(); node++) {
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(*node)->scale_.x = mediaplayer_->aspectRatio();
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}
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// done init once and for all
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initialized_ = true;
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}
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}
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}
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void MediaSource::render(bool current)
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{
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if (!initialized_)
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init();
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else {
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// update video
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mediaplayer_->update();
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// render the media player into frame buffer
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static glm::mat4 projection = glm::ortho(-1.f, 1.f, 1.f, -1.f, -1.f, 1.f);
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renderbuffer_->begin();
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mediasurface_->draw(glm::identity<glm::mat4>(), projection);
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renderbuffer_->end();
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// read position of the mixing node and interpret this as transparency of render output
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float alpha = 1.0 - CLAMP( SQUARE( glm::length(groups_[View::MIXING]->translation_) ), 0.f, 1.f );
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rendershader_->color.a = alpha;
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// make Mixing Overlay visible if it is current source
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mixingoverlay_->visible_ = current;
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}
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}
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