Files
vimix/SessionSource.cpp
2020-11-15 23:49:56 +01:00

267 lines
7.1 KiB
C++

#include <glm/gtc/matrix_transform.hpp>
#include <thread>
#include <chrono>
#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(), 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, 0.9f);
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(0.8f, 0.8f, 0.01f));
failed_ = false;
wait_for_sources_ = false;
session_ = nullptr;
}
SessionSource::~SessionSource()
{
// delete session
if (session_)
delete session_;
}
void SessionSource::load(const std::string &p)
{
path_ = p;
if ( path_.empty() )
// empty session
session_ = new Session;
else
// launch a thread to load the session file
sessionLoader_ = std::async(std::launch::async, Session::load, path_);
Log::Notify("Opening %s", p.c_str());
}
Session *SessionSource::detach()
{
// remember pointer to give away
Session *giveaway = session_;
// work on a new session
session_ = new Session;
// make disabled
initialized_ = false;
failed_ = true;
return giveaway;
}
bool SessionSource::failed() const
{
return failed_;
}
uint SessionSource::texture() const
{
if (session_ == nullptr)
return Resource::getTextureBlack();
return session_->frame()->texture();
}
void SessionSource::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 {
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_ );
// deep update once to draw framebuffer
View::need_deep_update_ = true;
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.");
}
}
}
if (initialized_){
// remove the loading icon
Node *loader = overlays_[View::TRANSITION]->back();
overlays_[View::TRANSITION]->detach(loader);
delete loader;
}
}
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);
}
void SessionSource::accept(Visitor& v)
{
Source::accept(v);
if (!failed())
v.visit(*this);
}
RenderSource::RenderSource(Session *session) : Source(), session_(session)
{
// set symbol
symbol_ = new Symbol(Symbol::RENDER, glm::vec3(0.8f, 0.8f, 0.01f));
}
bool RenderSource::failed() const
{
return session_ == nullptr;
}
uint RenderSource::texture() const
{
if (session_ == nullptr)
return Resource::getTextureBlack();
else
return session_->frame()->texture();
}
void RenderSource::init()
{
if (session_ && 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);
// done init
initialized_ = true;
Log::Info("Source Render linked to session (%d x %d).", int(fb->resolution().x), int(fb->resolution().y) );
}
}
void RenderSource::accept(Visitor& v)
{
Source::accept(v);
if (!failed())
v.visit(*this);
}