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);
+ auto video = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true);
- DCPOMATIC_ASSERT (!image->aligned());
+ DCPOMATIC_ASSERT (!video->aligned());
/** 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 */
- auto const changed = _video_texture->set (image);
+ auto const changed = _video_texture->set (video);
if (changed) {
auto const canvas_size = _canvas_size.load();
int const canvas_width = canvas_size.GetWidth();
int const canvas_height = canvas_size.GetHeight();
- float const image_x = float(image->size().width) / canvas_width;
- float const image_y = float(image->size().height) / canvas_height;
+ float const video_x = float(video->size().width) / canvas_width;
+ float const video_y = float(video->size().height) / canvas_height;
auto x_pixels_to_gl = [canvas_width](int x) {
return (x * 2.0f / canvas_width) - 1.0f;
auto inter_position = player_video().first->inter_position();
auto inter_size = player_video().first->inter_size();
- 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) + 1.0f - video_x;
+ float const border_y1 = y_pixels_to_gl (inter_position.y) + 1.0f - video_y;
+ float const border_x2 = x_pixels_to_gl (inter_position.x + inter_size.width) + 1.0f - video_x;
+ float const border_y2 = y_pixels_to_gl (inter_position.y + inter_size.height) + 1.0f - video_y;
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)
+ video_x, video_y, 0.0f, 1.0f, 0.0f, // video texture top right (index 0)
+ video_x, -video_y, 0.0f, 1.0f, 1.0f, // video texture bottom right (index 1)
+ -video_x, -video_y, 0.0f, 0.0f, 1.0f, // video texture bottom left (index 2)
+ -video_x, video_y, 0.0f, 0.0f, 0.0f, // video texture top left (index 3)
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)