Files
oak-editor/ui/viewerwidget.cpp
T
2018-08-26 19:06:05 +10:00

311 lines
10 KiB
C++

#include "viewerwidget.h"
#include "panels/panels.h"
#include "panels/viewer.h"
#include "panels/timeline.h"
#include "panels/project.h"
#include "project/sequence.h"
#include "effects/effect.h"
#include "effects/transition.h"
#include "playback/playback.h"
#include "playback/audio.h"
#include "io/media.h"
#include "ui_timeline.h"
#include <QDebug>
#include <QPainter>
#include <QAudioOutput>
#include <QOpenGLShaderProgram>
#include <QtMath>
#include <QOpenGLFramebufferObject>
extern "C" {
#include <libavformat/avformat.h>
}
ViewerWidget::ViewerWidget(QWidget *parent) :
QOpenGLWidget(parent),
multithreaded(true),
force_audio(false),
enable_paint(true),
flip(false),
fbo(NULL)
{
QSurfaceFormat format;
format.setDepthBufferSize(24);
setFormat(format);
// error handler - retries after 250ms if we couldn't get the entire image
retry_timer.setInterval(250);
connect(&retry_timer, SIGNAL(timeout()), this, SLOT(retry()));
}
void ViewerWidget::deleteFunction() {
// destroy all textures as well
for (int i=0;i<sequence->clip_count();i++) {
Clip* c = sequence->get_clip(i);
if (c->texture != NULL) {
/* TODO NOTE: apparently "destroy()" is non-functional here because
* it requires a valid current context, and I guess it's no longer
* valid or current by the time this function is called. Not sure
* how to handle that just yet...
*/
c->texture->destroy();
c->texture = NULL;
}
}
}
void ViewerWidget::retry() {
update();
}
void ViewerWidget::initializeGL() {
/*if (fbo != NULL) {
delete fbo;
fbo = NULL;
}*/
connect(context(), SIGNAL(aboutToBeDestroyed()), this, SLOT(deleteFunction()));
initializeOpenGLFunctions();
update();
}
//void ViewerWidget::resizeGL(int w, int h)
//{
//}
void ViewerWidget::paintEvent(QPaintEvent *e) {
if (enable_paint) QOpenGLWidget::paintEvent(e);
}
GLuint ViewerWidget::draw_clip(GLuint texture) {
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1, 0, 1, -1, 1);
fbo->bind();
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); // top left
glVertex2f(0, 0); // top left
glTexCoord2f(1, 0); // top right
glVertex2f(1, 0); // top right
glTexCoord2f(1, 1); // bottom right
glVertex2f(1, 1); // bottom right
glTexCoord2f(0, 1); // bottom left
glVertex2f(0, 1); // bottom left
glEnd();
glBindTexture(GL_TEXTURE_2D, NULL);
fbo->release();
glPopMatrix();
return fbo->takeTexture();
}
void ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio) {
Sequence* s = sequence;
long playhead = panel_timeline->playhead;
Clip* nest = NULL;
if (nests.size() > 0) {
nest = nests.last();
s = static_cast<Sequence*>(nest->media);
playhead += nest->clip_in - nest->timeline_in;
playhead = refactor_frame_number(playhead, sequence->frame_rate, s->frame_rate);
}
QVector<Clip*> current_clips;
for (int i=0;i<s->clip_count();i++) {
Clip* c = s->get_clip(i);
// if clip starts within one second and/or hasn't finished yet
if (c != NULL && !(nest != NULL && !same_sign(c->track, nest->track))) {
bool clip_is_active = false;
switch (c->media_type) {
case MEDIA_TYPE_FOOTAGE:
{
Media* m = static_cast<Media*>(c->media);
if (m->ready) {
if (m->get_stream_from_file_index(c->track < 0, c->media_stream) != NULL
&& is_clip_active(c, playhead)) {
// if thread is already working, we don't want to touch this,
// but we also don't want to hang the UI thread
if (!c->open) {
open_clip(c, multithreaded);
}
clip_is_active = true;
} else if (c->open) {
close_clip(c);
}
} else {
texture_failed = true;
}
}
break;
case MEDIA_TYPE_SEQUENCE:
clip_is_active = true;
break;
}
if (clip_is_active) {
bool added = false;
for (int j=0;j<current_clips.size();j++) {
if (current_clips.at(j)->track < c->track) {
current_clips.insert(j, c);
added = true;
break;
}
}
if (!added) {
current_clips.append(c);
}
}
}
}
for (int i=0;i<current_clips.size();i++) {
Clip* c = current_clips.at(i);
if (c->media_type == MEDIA_TYPE_FOOTAGE && !c->finished_opening) {
qDebug() << "[WARNING] Tried to display clip" << i << "but it's closed";
texture_failed = true;
} else {
switch (c->media_type) {
case MEDIA_TYPE_FOOTAGE:
if (c->stream->codecpar->codec_type == AVMEDIA_TYPE_VIDEO) {
// start preparing cache
get_clip_frame(c, playhead);
if (c->texture == NULL) {
qDebug() << "[WARNING] Texture hasn't been created yet";
texture_failed = true;
} else if (playhead >= c->timeline_in) {
MediaStream* ms = static_cast<Media*>(c->media)->get_stream_from_file_index(c->track < 0, c->media_stream);
int half_width = sequence->width/2;
int half_height = sequence->height/2;
if (flip) half_height = -half_height;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0, 1.0, 1.0, 1.0);
glLoadIdentity();
glOrtho(-half_width, half_width, half_height, -half_height, -1, 1);
glViewport(0, 0, ms->video_width, ms->video_height);
// TEMP DEBUG CODE
if (fbo != NULL) delete fbo;
fbo = new QOpenGLFramebufferObject(ms->video_width, ms->video_height);
GLuint composite_texture = draw_clip(c->texture->textureId());
// END
GLTextureCoords coords;
coords.vertexTopLeftX = coords.vertexBottomLeftX = -ms->video_width/2;
coords.vertexTopLeftY = coords.vertexTopRightY = -ms->video_height/2;
coords.vertexTopRightX = coords.vertexBottomRightX = ms->video_width/2;
coords.vertexBottomLeftY = coords.vertexBottomRightY = ms->video_height/2;
coords.textureTopLeftY = coords.textureTopRightY = coords.textureTopLeftX = coords.textureBottomLeftX = 0;
coords.textureBottomLeftY = coords.textureBottomRightY = coords.textureTopRightX = coords.textureBottomRightX = 1.0;
// EFFECT CODE START
for (int j=0;j<c->effects.size();j++) {
if (c->effects.at(j)->enable_opengl && c->effects.at(j)->is_enabled()) {
c->effects.at(j)->process_gl(((double)(panel_timeline->playhead-c->timeline_in+c->clip_in)/(double)sequence->frame_rate), coords);
composite_texture = draw_clip(composite_texture);
}
}
if (c->opening_transition != NULL) {
int transition_progress = playhead - c->timeline_in;
if (transition_progress < c->opening_transition->length) {
c->opening_transition->process_transition((double)transition_progress/(double)c->opening_transition->length);
}
}
if (c->closing_transition != NULL) {
int transition_progress = c->closing_transition->length - (playhead - c->timeline_in - c->getLength() + c->closing_transition->length);
if (transition_progress < c->closing_transition->length) {
c->closing_transition->process_transition((double)transition_progress/(double)c->closing_transition->length);
}
}
// EFFECT CODE END
for (int j=0;j<c->effects.size();j++) {
if (c->effects.at(j)->enable_opengl && c->effects.at(j)->is_enabled()) {
c->effects.at(j)->clean_gl();
}
}
glViewport(0, 0, width(), height());
glBindTexture(GL_TEXTURE_2D, composite_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
glTexCoord2f(coords.textureTopLeftX, coords.textureTopLeftY); // top left
glVertex2f(coords.vertexTopLeftX, coords.vertexTopLeftY); // top left
glTexCoord2f(coords.textureTopRightX, coords.textureTopRightY); // top right
glVertex2f(coords.vertexTopRightX, coords.vertexTopRightY); // top right
glTexCoord2f(coords.textureBottomRightX, coords.textureBottomRightY); // bottom right
glVertex2f(coords.vertexBottomRightX, coords.vertexBottomRightY); // bottom right
glTexCoord2f(coords.textureBottomLeftX, coords.textureBottomLeftY); // bottom left
glVertex2f(coords.vertexBottomLeftX, coords.vertexBottomLeftY); // bottom left
glEnd();
glDeleteTextures(1, &composite_texture);
}
} else if (render_audio &&
c->stream->codecpar->codec_type == AVMEDIA_TYPE_AUDIO &&
c->lock.tryLock()) {
// clip is not caching, start caching audio
cache_clip(c, playhead, false, false, c->audio_reset, nest);
c->lock.unlock();
}
break;
case MEDIA_TYPE_SEQUENCE:
nests.append(c);
compose_sequence(nests, render_audio);
break;
}
}
}
}
void ViewerWidget::paintGL() {
glClearColor(0, 0, 0, 1);
glMatrixMode(GL_PROJECTION);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
bool loop = true;
while (loop) {
loop = false;
texture_failed = false;
if (multithreaded) retry_timer.stop();
glClear(GL_COLOR_BUFFER_BIT);
// compose video preview
QVector<Clip*> nests;
compose_sequence(nests, (panel_timeline->playing || force_audio));
if (texture_failed) {
if (multithreaded) {
retry_timer.start();
} else {
qDebug() << "[INFO] Texture failed - looping";
loop = true;
}
}
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}