GLVideoView::GLVideoView (FilmViewer* viewer, wxWindow *parent)
: VideoView (viewer)
, _context (nullptr)
- , _have_storage (false)
, _vsync_enabled (false)
, _playing (false)
, _one_shot (false)
_thread.interrupt ();
_thread.join ();
} catch (...) {}
-
- glDeleteTextures (1, &_video_texture);
}
void
/* Offset of video texture triangles in indices */
static constexpr int indices_video_texture = 0;
+/* Offset of subtitle texture triangles in indices */
+static constexpr int indices_subtitle_texture = 6;
/* Offset of border lines in indices */
-static constexpr int indices_border = 6;
+static constexpr int indices_border = 12;
static constexpr unsigned int indices[] = {
0, 1, 3, // video texture triangle #1
1, 2, 3, // video texture triangle #2
- 4, 5, // border line #1
- 5, 6, // border line #2
- 6, 7, // border line #3
- 7, 4, // border line #4
+ 4, 5, 7, // subtitle texture triangle #1
+ 5, 6, 7, // subtitle texture triangle #2
+ 8, 9, // border line #1
+ 9, 10, // border line #2
+ 10, 11, // border line #3
+ 11, 8, // border line #4
};
glUniformMatrix4fv (colour_conversion, 1, GL_TRUE, gl_matrix);
glLineWidth (2.0f);
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ /* Reserve space for the GL_ARRAY_BUFFER */
+ glBufferData(GL_ARRAY_BUFFER, 12 * 5 * sizeof(float), nullptr, GL_STATIC_DRAW);
+ check_gl_error ("glBufferData");
}
glViewport (0, 0, width, height);
check_gl_error ("glViewport");
- glBindTexture(GL_TEXTURE_2D, _video_texture);
glBindVertexArray(_vao);
check_gl_error ("glBindVertexArray");
glUniform1i(_fragment_type, _optimise_for_j2k ? 1 : 2);
- glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_video_texture));
+ _video_texture->bind();
+ glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_video_texture * sizeof(int)));
+ if (_have_subtitle_to_render) {
+ glUniform1i(_fragment_type, 2);
+ _subtitle_texture->bind();
+ glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_subtitle_texture * sizeof(int)));
+ }
if (_viewer->outline_content()) {
- glUniform1i(_fragment_type, 1);
+ glUniform1i(_fragment_type, 0);
glDrawElements (GL_LINES, 8, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_border * sizeof(int)));
check_gl_error ("glDrawElements");
}
void
GLVideoView::set_image (shared_ptr<const PlayerVideo> pv)
{
- auto image = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true);
+ shared_ptr<const Image> video = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, Image::Alignment::COMPACT, true);
- DCPOMATIC_ASSERT (!image->aligned());
+ /* Only the player's black frames should be aligned at this stage, so this should
+ * almost always have no work to do.
+ */
+ video = Image::ensure_alignment (video, Image::Alignment::COMPACT);
/** If _optimise_for_j2k is true we render a XYZ image, doing the colourspace
* conversion, scaling and video range conversion in the GL shader.
*/
/* XXX: video range conversion */
- /* XXX: subs */
- if (image->size() != _size) {
- _have_storage = false;
- }
+ _video_texture->set (video);
- _size = image->size ();
- glPixelStorei (GL_UNPACK_ALIGNMENT, _optimise_for_j2k ? 2 : 1);
- check_gl_error ("glPixelStorei");
+ auto const text = pv->text();
+ _have_subtitle_to_render = static_cast<bool>(text) && _optimise_for_j2k;
+ if (_have_subtitle_to_render) {
+ /* opt: only do this if it's a new subtitle? */
+ DCPOMATIC_ASSERT (text->image->alignment() == Image::Alignment::COMPACT);
+ _subtitle_texture->set (text->image);
+ }
- auto const format = _optimise_for_j2k ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
- if (_have_storage) {
- glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, _size->width, _size->height, GL_RGB, format, image->data()[0]);
- check_gl_error ("glTexSubImage2D");
- } else {
- glTexImage2D (GL_TEXTURE_2D, 0, _optimise_for_j2k ? GL_RGBA12 : GL_RGBA8, _size->width, _size->height, 0, GL_RGB, format, image->data()[0]);
- check_gl_error ("glTexImage2D");
+ auto const canvas_size = _canvas_size.load();
+ int const canvas_width = canvas_size.GetWidth();
+ int const canvas_height = canvas_size.GetHeight();
+ auto inter_position = player_video().first->inter_position();
+ auto inter_size = player_video().first->inter_size();
+ auto out_size = player_video().first->out_size();
- auto const canvas_size = _canvas_size.load();
- int const canvas_width = canvas_size.GetWidth();
- int const canvas_height = canvas_size.GetHeight();
+ _last_canvas_size.set_next (canvas_size);
+ _last_video_size.set_next (video->size());
+ _last_inter_position.set_next (inter_position);
+ _last_inter_size.set_next (inter_size);
+ _last_out_size.set_next (out_size);
- float const image_x = float(_size->width) / canvas_width;
- float const image_y = float(_size->height) / canvas_height;
+ auto x_pixels_to_gl = [canvas_width](int x) {
+ return (x * 2.0f / canvas_width) - 1.0f;
+ };
- auto x_pixels_to_gl = [canvas_width](int x) {
- return (x * 2.0f / canvas_width) - 1.0f;
- };
+ auto y_pixels_to_gl = [canvas_height](int y) {
+ return (y * 2.0f / canvas_height) - 1.0f;
+ };
- auto y_pixels_to_gl = [canvas_height](int y) {
- return (y * 2.0f / canvas_height) - 1.0f;
+ if (_last_canvas_size.changed() || _last_inter_position.changed() || _last_inter_size.changed() || _last_out_size.changed()) {
+ float const video_x1 = x_pixels_to_gl(_optimise_for_j2k ? inter_position.x : 0);
+ float const video_x2 = x_pixels_to_gl(_optimise_for_j2k ? (inter_position.x + inter_size.width) : out_size.width);
+ float const video_y1 = y_pixels_to_gl(_optimise_for_j2k ? inter_position.y : 0);
+ float const video_y2 = y_pixels_to_gl(_optimise_for_j2k ? (inter_position.y + inter_size.height) : out_size.height);
+ float video_vertices[] = {
+ // positions // texture coords
+ video_x2, video_y2, 0.0f, 1.0f, 0.0f, // video texture top right (index 0)
+ video_x2, video_y1, 0.0f, 1.0f, 1.0f, // video texture bottom right (index 1)
+ video_x1, video_y1, 0.0f, 0.0f, 1.0f, // video texture bottom left (index 2)
+ video_x1, video_y2, 0.0f, 0.0f, 0.0f, // video texture top left (index 3)
};
- auto inter_position = player_video().first->inter_position();
- auto inter_size = player_video().first->inter_size();
+ glBufferSubData (GL_ARRAY_BUFFER, 0, sizeof(video_vertices), video_vertices);
+ check_gl_error ("glBufferSubData (video)");
- float const border_x1 = x_pixels_to_gl (inter_position.x) + 1.0f - image_x;
- float const border_y1 = y_pixels_to_gl (inter_position.y) + 1.0f - image_y;
- float const border_x2 = x_pixels_to_gl (inter_position.x + inter_size.width) + 1.0f - image_x;
- float const border_y2 = y_pixels_to_gl (inter_position.y + inter_size.height) + 1.0f - image_y;
+ float const border_x1 = x_pixels_to_gl(inter_position.x);
+ float const border_y1 = y_pixels_to_gl(inter_position.y);
+ float const border_x2 = x_pixels_to_gl(inter_position.x + inter_size.width);
+ float const border_y2 = y_pixels_to_gl(inter_position.y + inter_size.height);
- float vertices[] = {
- // positions // texture coords
- image_x, image_y, 0.0f, 1.0f, 0.0f, // video texture top right (index 0)
- image_x, -image_y, 0.0f, 1.0f, 1.0f, // video texture bottom right (index 1)
- -image_x, -image_y, 0.0f, 0.0f, 1.0f, // video texture bottom left (index 2)
- -image_x, image_y, 0.0f, 0.0f, 0.0f, // video texture top left (index 3)
+ float border_vertices[] = {
+ // positions // texture coords
border_x1, border_y1, 0.0f, 0.0f, 0.0f, // border bottom left (index 4)
border_x1, border_y2, 0.0f, 0.0f, 0.0f, // border top left (index 5)
border_x2, border_y2, 0.0f, 0.0f, 0.0f, // border top right (index 6)
border_x2, border_y1, 0.0f, 0.0f, 0.0f, // border bottom right (index 7)
};
- /* Set the vertex shader's input data (GL_ARRAY_BUFFER) */
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- check_gl_error ("glBufferData");
+ glBufferSubData (GL_ARRAY_BUFFER, 8 * 5 * sizeof(float), sizeof(border_vertices), border_vertices);
+ check_gl_error ("glBufferSubData (border)");
+ }
+
+ if (_have_subtitle_to_render) {
+ float const subtitle_x1 = x_pixels_to_gl(inter_position.x + text->position.x);
+ float const subtitle_x2 = x_pixels_to_gl(inter_position.x + text->position.x + text->image->size().width);
+ float const subtitle_y1 = y_pixels_to_gl(inter_position.y + text->position.y + text->image->size().height);
+ float const subtitle_y2 = y_pixels_to_gl(inter_position.y + text->position.y);
- _have_storage = true;
+ float vertices[] = {
+ // positions // texture coords
+ subtitle_x2, subtitle_y1, 0.0f, 1.0f, 0.0f, // subtitle texture top right (index 4)
+ subtitle_x2, subtitle_y2, 0.0f, 1.0f, 1.0f, // subtitle texture bottom right (index 5)
+ subtitle_x1, subtitle_y2, 0.0f, 0.0f, 1.0f, // subtitle texture bottom left (index 6)
+ subtitle_x1, subtitle_y1, 0.0f, 0.0f, 0.0f, // subtitle texture top left (index 7)
+ };
+
+ glBufferSubData (GL_ARRAY_BUFFER, 4 * 5 * sizeof(float), sizeof(vertices), vertices);
+ check_gl_error ("glBufferSubData (subtitle)");
}
+ /* opt: where should these go? */
+
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
check_gl_error ("glTexParameteri");
_vsync_enabled = true;
#endif
- glGenTextures (1, &_video_texture);
- check_gl_error ("glGenTextures");
- glBindTexture (GL_TEXTURE_2D, _video_texture);
- check_gl_error ("glBindTexture");
+ _video_texture.reset(new Texture(_optimise_for_j2k ? 2 : 1));
+ _subtitle_texture.reset(new Texture(1));
while (true) {
boost::mutex::scoped_lock lm (_playing_mutex);
_thread_work_condition.notify_all ();
}
+
+Texture::Texture (GLint unpack_alignment)
+ : _unpack_alignment (unpack_alignment)
+{
+ glGenTextures (1, &_name);
+ check_gl_error ("glGenTextures");
+}
+
+
+Texture::~Texture ()
+{
+ glDeleteTextures (1, &_name);
+}
+
+
+void
+Texture::bind ()
+{
+ glBindTexture(GL_TEXTURE_2D, _name);
+ check_gl_error ("glBindTexture");
+}
+
+
+void
+Texture::set (shared_ptr<const Image> image)
+{
+ auto const create = !_size || image->size() != _size;
+ _size = image->size();
+
+ glPixelStorei (GL_UNPACK_ALIGNMENT, _unpack_alignment);
+ check_gl_error ("glPixelStorei");
+
+ DCPOMATIC_ASSERT (image->alignment() == Image::Alignment::COMPACT);
+
+ GLint internal_format;
+ GLenum format;
+ GLenum type;
+
+ switch (image->pixel_format()) {
+ case AV_PIX_FMT_BGRA:
+ internal_format = GL_RGBA8;
+ format = GL_BGRA;
+ type = GL_UNSIGNED_BYTE;
+ break;
+ case AV_PIX_FMT_RGBA:
+ internal_format = GL_RGBA8;
+ format = GL_RGBA;
+ type = GL_UNSIGNED_BYTE;
+ break;
+ case AV_PIX_FMT_RGB24:
+ internal_format = GL_RGBA8;
+ format = GL_RGB;
+ type = GL_UNSIGNED_BYTE;
+ break;
+ case AV_PIX_FMT_XYZ12:
+ internal_format = GL_RGBA12;
+ format = GL_RGB;
+ type = GL_UNSIGNED_SHORT;
+ break;
+ default:
+ throw PixelFormatError ("Texture::set", image->pixel_format());
+ }
+
+ bind ();
+
+ if (create) {
+ glTexImage2D (GL_TEXTURE_2D, 0, internal_format, _size->width, _size->height, 0, format, type, image->data()[0]);
+ check_gl_error ("glTexImage2D");
+ } else {
+ glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, _size->width, _size->height, format, type, image->data()[0]);
+ check_gl_error ("glTexSubImage2D");
+ }
+}
+