Files
oak-editor/app/node/input/media/media.cpp
T

248 lines
7.2 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#include "media.h"
#include <QDebug>
#include <QOpenGLPixelTransferOptions>
#include "project/item/footage/footage.h"
// FIXME: Test code only
#include "decoder/ffmpeg/ffmpegdecoder.h"
#include "node/processor/renderer/renderer.h"
#include "render/pixelservice.h"
#include "render/gl/shadergenerators.h"
#include "render/gl/functions.h"
// End test code
MediaInput::MediaInput() :
decoder_(nullptr),
color_service_(nullptr),
pipeline_(nullptr),
ocio_texture_(0)
{
footage_input_ = new NodeInput("footage_in");
footage_input_->add_data_input(NodeInput::kFootage);
AddParameter(footage_input_);
matrix_input_ = new NodeInput("matrix_in");
matrix_input_->add_data_input(NodeInput::kMatrix);
AddParameter(matrix_input_);
texture_output_ = new NodeOutput("tex_out");
texture_output_->set_data_type(NodeOutput::kTexture);
AddParameter(texture_output_);
}
QString MediaInput::Name()
{
return tr("Media");
}
QString MediaInput::id()
{
return "org.olivevideoeditor.Olive.mediainput";
}
QString MediaInput::Category()
{
return tr("Input");
}
QString MediaInput::Description()
{
return tr("Import a footage stream.");
}
void MediaInput::Release()
{
internal_tex_.Destroy();
decoder_ = nullptr;
color_service_ = nullptr;
pipeline_ = nullptr;
if (ocio_texture_ != 0) {
ocio_ctx_->functions()->glDeleteTextures(1, &ocio_texture_);
}
}
NodeInput *MediaInput::matrix_input()
{
return matrix_input_;
}
NodeOutput *MediaInput::texture_output()
{
return texture_output_;
}
void MediaInput::SetFootage(Footage *f)
{
footage_input_->set_value(PtrToValue(f));
}
QVariant MediaInput::Value(NodeOutput *output, const rational &time)
{
bool alpha_is_associated = false;
if (output == texture_output_) {
// Find the current Renderer instance
RenderInstance* renderer = RendererProcessor::CurrentInstance();
// If nothing is available, don't return a texture
if (renderer == nullptr) {
return 0;
}
// Get currently selected Footage
Footage* footage = ValueToPtr<Footage>(footage_input_->get_value(time));
// If no footage is selected, return nothing
if (footage == nullptr) {
return 0;
}
// Otherwise try to get frame of footage from decoder
// Determine which decoder to use
if (decoder_ == nullptr
&& (decoder_ = Decoder::CreateFromID(footage->decoder())) == nullptr) {
return 0;
}
if (decoder_->stream() == nullptr) {
// FIXME: Hardcoded stream 0
decoder_->set_stream(footage->stream(0));
}
// Get frame from Decoder
FramePtr frame = decoder_->Retrieve(time);
if (frame == nullptr) {
return 0;
}
if (color_service_ == nullptr) {
// FIXME: Hardcoded values for texting
color_service_ = std::make_shared<ColorService>("srgb", OCIO::ROLE_SCENE_LINEAR);
}
// OpenColorIO v1's color transforms can be done on GPU, which improves performance but reduces accuracy. When
// online, we prefer accuracy over performance so we use the CPU path instead:
// NOTE: OCIO v2 boasts 1:1 results with the CPU and GPU path so this won't be necessary forever
if (renderer->mode() == olive::RenderMode::kOnline) {
// Convert to 32F, which is required for OpenColorIO's color transformation
frame = PixelService::ConvertPixelFormat(frame, olive::PIX_FMT_RGBA32F);
if (alpha_is_associated) {
// FIXME: Unassociate alpha here if associated
}
// Transform color to reference space
color_service_->ConvertFrame(frame);
if (alpha_is_associated) {
// FIXME: Reassociate alpha here
} else {
// FIXME: Associate alpha here
}
}
// We use an internal texture to bring the texture into GPU space before performing transformations
// Ensure the texture is the accurate to the frame
if (internal_tex_.width() != frame->width()
|| internal_tex_.height() != frame->height()
|| internal_tex_.format() != frame->format()) {
internal_tex_.Destroy();
}
// Create or upload the new data to the texture
if (!internal_tex_.IsCreated()) {
internal_tex_.Create(renderer->context(),
frame->width(),
frame->height(),
static_cast<olive::PixelFormat>(frame->format()),
frame->data());
} else {
internal_tex_.Upload(frame->data());
}
// Create new texture in reference space to send throughout the rest of the graph
RenderTexturePtr output_texture = std::make_shared<RenderTexture>();
output_texture->Create(renderer->context(),
renderer->width(),
renderer->height(),
renderer->format(),
RenderTexture::kDoubleBuffer);
// Using the transformation matrix, blit our internal texture (in frame format) to our output texture (in
// reference format)
if (renderer->mode() == olive::RenderMode::kOffline) {
// For offline rendering, OCIO's GPU path is acceptable:
// NOTE: OCIO v2 boasts 1:1 results with the CPU and GPU path so this won't be necessary forever
// Use an OCIO pipeline shader (which wraps in a default pipeline and will also handle alpha association)
if (pipeline_ == nullptr) {
/*pipeline_ = olive::ShaderGenerator::OCIOPipeline(renderer->context(),
ocio_texture_, // FIXME: A raw GLuint texture, should wrap this up
color_service_->GetProcessor(),
alpha_is_associated);
// Used for cleanup later
ocio_ctx_ = renderer->context();*/
pipeline_ = olive::ShaderGenerator::DefaultPipeline();
}
} else if (pipeline_ == nullptr) {
// In online, the color transformation was performed on the CPU (see above), so we only need to blit
pipeline_ = olive::ShaderGenerator::DefaultPipeline();
}
// Draw onto the output texture using the renderer's framebuffer
renderer->buffer()->Attach(output_texture);
renderer->buffer()->Bind();
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Draw with the internal texture
internal_tex_.Bind();
// Use pipeline to blit using transformation matrix from input
QMatrix4x4 m;
olive::gl::Blit(pipeline_, false);
// Release everything
internal_tex_.Release();
renderer->buffer()->Detach();
renderer->buffer()->Release();
return QVariant::fromValue(output_texture);
}
return 0;
}