Files
vimix/Source.cpp
brunoherbelin 91dd7e5cc8 Added symbols for overlay of busy information. Added busy animation when
loading session in transition view.
2020-07-20 00:42:44 +02:00

432 lines
13 KiB
C++

#include <algorithm>
#include <glm/gtc/matrix_transform.hpp>
#include "Source.h"
#include "defines.h"
#include "FrameBuffer.h"
#include "Primitives.h"
#include "Decorations.h"
#include "Mesh.h"
#include "Resource.h"
#include "Session.h"
#include "SearchVisitor.h"
#include "ImageShader.h"
#include "ImageProcessingShader.h"
#include "Log.h"
#include "Mixer.h"
Source::Source() : initialized_(false), active_(true), need_update_(true)
{
sprintf(initials_, "__");
name_ = "Source";
mode_ = Source::UNINITIALIZED;
// create groups and overlays for each view
// default rendering node
groups_[View::RENDERING] = new Group;
groups_[View::RENDERING]->visible_ = false;
// default mixing nodes
groups_[View::MIXING] = new Group;
groups_[View::MIXING]->visible_ = false;
groups_[View::MIXING]->scale_ = glm::vec3(0.15f, 0.15f, 1.f);
groups_[View::MIXING]->translation_ = glm::vec3(-1.f, 1.f, 0.f);
frames_[View::MIXING] = 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::MIXING]->attach(frame);
frame = new Frame(Frame::ROUND, Frame::LARGE, Frame::DROP);
frame->translation_.z = 0.01;
frame->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
frames_[View::MIXING]->attach(frame);
groups_[View::MIXING]->attach(frames_[View::MIXING]);
overlays_[View::MIXING] = new Group;
overlays_[View::MIXING]->translation_.z = 0.1;
overlays_[View::MIXING]->visible_ = false;
Symbol *center = new Symbol(Symbol::POINT, glm::vec3(0.f, 0.f, 0.1f));
overlays_[View::MIXING]->attach(center);
groups_[View::MIXING]->attach(overlays_[View::MIXING]);
// default geometry nodes
groups_[View::GEOMETRY] = new Group;
groups_[View::GEOMETRY]->visible_ = false;
frames_[View::GEOMETRY] = new Switch;
frame = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
frame->translation_.z = 0.1;
frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.7f);
frames_[View::GEOMETRY]->attach(frame);
frame = new Frame(Frame::SHARP, Frame::LARGE, Frame::GLOW);
frame->translation_.z = 0.1;
frame->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
frames_[View::GEOMETRY]->attach(frame);
groups_[View::GEOMETRY]->attach(frames_[View::GEOMETRY]);
overlays_[View::GEOMETRY] = new Group;
overlays_[View::GEOMETRY]->translation_.z = 0.15;
overlays_[View::GEOMETRY]->visible_ = false;
handle_[Handles::RESIZE] = new Handles(Handles::RESIZE);
handle_[Handles::RESIZE]->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
handle_[Handles::RESIZE]->translation_.z = 0.1;
overlays_[View::GEOMETRY]->attach(handle_[Handles::RESIZE]);
handle_[Handles::RESIZE_H] = new Handles(Handles::RESIZE_H);
handle_[Handles::RESIZE_H]->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
handle_[Handles::RESIZE_H]->translation_.z = 0.1;
overlays_[View::GEOMETRY]->attach(handle_[Handles::RESIZE_H]);
handle_[Handles::RESIZE_V] = new Handles(Handles::RESIZE_V);
handle_[Handles::RESIZE_V]->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
handle_[Handles::RESIZE_V]->translation_.z = 0.1;
overlays_[View::GEOMETRY]->attach(handle_[Handles::RESIZE_V]);
handle_[Handles::ROTATE] = new Handles(Handles::ROTATE);
handle_[Handles::ROTATE]->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
handle_[Handles::ROTATE]->translation_.z = 0.1;
overlays_[View::GEOMETRY]->attach(handle_[Handles::ROTATE]);
frame = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
frame->translation_.z = 0.1;
frame->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 0.7f);
overlays_[View::GEOMETRY]->attach(frame);
groups_[View::GEOMETRY]->attach(overlays_[View::GEOMETRY]);
// default layer nodes
groups_[View::LAYER] = new Group;
groups_[View::LAYER]->visible_ = false;
frames_[View::LAYER] = new Switch;
frame = new Frame(Frame::ROUND, Frame::THIN, Frame::PERSPECTIVE);
frame->translation_.z = 0.1;
frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.8f);
frames_[View::LAYER]->attach(frame);
frame = new Frame(Frame::ROUND, Frame::LARGE, Frame::PERSPECTIVE);
frame->translation_.z = 0.1;
frame->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
frames_[View::LAYER]->attach(frame);
groups_[View::LAYER]->attach(frames_[View::LAYER]);
overlays_[View::LAYER] = new Group;
overlays_[View::LAYER]->translation_.z = 0.15;
overlays_[View::LAYER]->visible_ = false;
groups_[View::LAYER]->attach(overlays_[View::LAYER]);
// empty transition node
groups_[View::TRANSITION] = new Group;
// create objects
stored_status_ = new Group;
// those will be associated to nodes later
blendingshader_ = new ImageShader;
rendershader_ = new ImageProcessingShader;
renderbuffer_ = nullptr;
rendersurface_ = nullptr;
}
Source::~Source()
{
// delete objects
delete stored_status_;
if (renderbuffer_)
delete renderbuffer_;
// all groups and their children are deleted in the scene
// this includes rendersurface_, overlays, blendingshader_ and rendershader_
delete groups_[View::RENDERING];
delete groups_[View::MIXING];
delete groups_[View::GEOMETRY];
delete groups_[View::LAYER];
delete groups_[View::TRANSITION];
groups_.clear();
frames_.clear();
overlays_.clear();
// inform clones that they lost their origin
for (auto it = clones_.begin(); it != clones_.end(); it++)
(*it)->origin_ = nullptr;
}
void Source::setName (const std::string &name)
{
name_ = name;
initials_[0] = std::toupper( name_.front() );
initials_[1] = std::toupper( name_.back() );
}
void Source::accept(Visitor& v)
{
v.visit(*this);
}
Source::Mode Source::mode() const
{
return mode_;
}
void Source::setMode(Source::Mode m)
{
// make visible on first time
if ( mode_ == Source::UNINITIALIZED ) {
for (auto g = groups_.begin(); g != groups_.end(); g++)
(*g).second->visible_ = true;
}
// choose frame if selected
uint index_frame = m == Source::VISIBLE ? 0 : 1;
for (auto f = frames_.begin(); f != frames_.end(); f++)
(*f).second->setActive(index_frame);
// show overlay if current
bool current = m == Source::CURRENT;
for (auto o = overlays_.begin(); o != overlays_.end(); o++)
(*o).second->visible_ = current;
mode_ = m;
}
void Source::attach(FrameBuffer *renderbuffer)
{
renderbuffer_ = renderbuffer;
// create the surfaces to draw the frame buffer in the views
rendersurface_ = new FrameBufferSurface(renderbuffer_, blendingshader_);
groups_[View::RENDERING]->attach(rendersurface_);
groups_[View::GEOMETRY]->attach(rendersurface_);
groups_[View::MIXING]->attach(rendersurface_);
// groups_[View::LAYER]->attach(rendersurface_);
// for mixing and layer views, add another surface to overlay
// (stippled view on top with transparency)
Surface *surfacemix = new FrameBufferSurface(renderbuffer_);
ImageShader *is = static_cast<ImageShader *>(surfacemix->shader());
if (is) is->stipple = 1.0;
groups_[View::MIXING]->attach(surfacemix);
groups_[View::LAYER]->attach(surfacemix);
// scale all icon nodes to match aspect ratio of the media
NodeSet::iterator node;
for (node = groups_[View::MIXING]->begin();
node != groups_[View::MIXING]->end(); node++) {
(*node)->scale_.x = renderbuffer_->aspectRatio();
}
for (node = groups_[View::GEOMETRY]->begin();
node != groups_[View::GEOMETRY]->end(); node++) {
(*node)->scale_.x = renderbuffer_->aspectRatio();
}
for (node = groups_[View::LAYER]->begin();
node != groups_[View::LAYER]->end(); node++) {
(*node)->scale_.x = renderbuffer_->aspectRatio();
}
// Transition group node is optionnal
if ( groups_[View::TRANSITION]->numChildren() > 0 ) {
groups_[View::TRANSITION]->attach(rendersurface_);
groups_[View::TRANSITION]->attach(surfacemix);
for (NodeSet::iterator node = groups_[View::TRANSITION]->begin();
node != groups_[View::TRANSITION]->end(); node++) {
(*node)->scale_.x = renderbuffer_->aspectRatio();
}
}
// make the source visible
if ( mode_ == UNINITIALIZED )
setMode(VISIBLE);
}
void Source::setActive (bool on)
{
active_ = on;
for(auto clone = clones_.begin(); clone != clones_.end(); clone++) {
if ( (*clone)->active() )
active_ = true;
}
groups_[View::RENDERING]->visible_ = active_;
groups_[View::GEOMETRY]->visible_ = active_;
groups_[View::LAYER]->visible_ = active_;
}
void Source::update(float dt)
{
// keep delta-t
dt_ = dt;
// update nodes if needed
if (need_update_)
{
// ADJUST alpha based on MIXING node
// read position of the mixing node and interpret this as transparency of render output
glm::vec2 dist = glm::vec2(groups_[View::MIXING]->translation_);
float alpha = 1.0 - CLAMP( ( dist.x * dist.x ) + ( dist.y * dist.y ), 0.f, 1.f );
blendingshader_->color.a = alpha;
// CHANGE update status based on limbo
setActive( glm::length(dist) < 1.3f );
// MODIFY geometry based on GEOMETRY node
groups_[View::RENDERING]->translation_ = groups_[View::GEOMETRY]->translation_;
groups_[View::RENDERING]->rotation_ = groups_[View::GEOMETRY]->rotation_;
// avoid any null scale
glm::vec3 s = groups_[View::GEOMETRY]->scale_;
s.x = CLAMP_SCALE(s.x);
s.y = CLAMP_SCALE(s.y);
s.z = 1.f;
groups_[View::GEOMETRY]->scale_ = s;
groups_[View::RENDERING]->scale_ = s;
// MODIFY depth based on LAYER node
groups_[View::MIXING]->translation_.z = groups_[View::LAYER]->translation_.z;
groups_[View::GEOMETRY]->translation_.z = groups_[View::LAYER]->translation_.z;
groups_[View::RENDERING]->translation_.z = groups_[View::LAYER]->translation_.z;
need_update_ = false;
}
}
FrameBuffer *Source::frame() const
{
if (initialized_ && renderbuffer_)
{
return renderbuffer_;
}
else {
static FrameBuffer *black = new FrameBuffer(640,480);
return black;
}
}
bool Source::contains(Node *node) const
{
if ( node == nullptr )
return false;
hasNode tester(node);
return tester(this);
}
bool Source::hasNode::operator()(const Source* elem) const
{
if (_n && elem)
{
// quick case (most frequent and easy to answer)
if (elem->rendersurface_ == _n)
return true;
// general case: traverse tree of all Groups recursively using a SearchVisitor
SearchVisitor sv(_n);
for (auto g = elem->groups_.begin(); g != elem->groups_.end(); g++) {
(*g).second->accept(sv);
if (sv.found())
return true;
}
}
return false;
}
CloneSource *Source::clone()
{
CloneSource *s = new CloneSource(this);
clones_.push_back(s);
return s;
}
CloneSource::CloneSource(Source *origin) : Source(), origin_(origin)
{
// create surface:
clonesurface_ = new Surface(rendershader_);
}
CloneSource::~CloneSource()
{
// delete surface
delete clonesurface_;
}
CloneSource *CloneSource::clone()
{
// do not clone a clone : clone the original instead
if (origin_)
return origin_->clone();
else
return nullptr;
}
void CloneSource::init()
{
if (origin_ && origin_->ready()) {
// get the texture index from framebuffer of view, apply it to the surface
clonesurface_->setTextureIndex( origin_->texture() );
// create Frame buffer matching size of session
FrameBuffer *renderbuffer = new FrameBuffer( origin_->frame()->resolution(), true);
// set the renderbuffer of the source and attach rendering nodes
attach(renderbuffer);
// icon in mixing view
overlays_[View::MIXING]->attach( new Symbol(Symbol::CLONE, glm::vec3(0.8f, 0.8f, 0.01f)) );
overlays_[View::LAYER]->attach( new Symbol(Symbol::CLONE, glm::vec3(0.8f, 0.8f, 0.01f)) );
// done init
initialized_ = true;
Log::Info("Source Clone linked to source %s).", origin_->name().c_str() );
}
}
void CloneSource::setActive (bool on)
{
active_ = on;
groups_[View::RENDERING]->visible_ = active_;
groups_[View::GEOMETRY]->visible_ = active_;
groups_[View::LAYER]->visible_ = active_;
if (origin_)
origin_->touch();
}
uint CloneSource::texture() const
{
if (origin_)
return origin_->texture();
else
return Resource::getTextureBlack();
}
void CloneSource::render()
{
if (!initialized_)
init();
else {
// render the view into frame buffer
static glm::mat4 projection = glm::ortho(-1.f, 1.f, 1.f, -1.f, -1.f, 1.f);
renderbuffer_->begin();
clonesurface_->draw(glm::identity<glm::mat4>(), projection);
renderbuffer_->end();
}
}
void CloneSource::accept(Visitor& v)
{
Source::accept(v);
v.visit(*this);
}