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libopenshot/src/RendererBase.cpp

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/**
* @file
* @brief Source file for RendererBase class
* @author Duzy Chan <code@duzy.info>
*
* @section LICENSE
*
* Copyright (c) 2008-2014 OpenShot Studios, LLC
* <http://www.openshotstudios.com/>. This file is part of
* OpenShot Library (libopenshot), an open-source project dedicated to
* delivering high quality video editing and animation solutions to the
* world. For more information visit <http://www.openshot.org/>.
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*
* OpenShot Library (libopenshot) is free software: you can redistribute it
* and/or modify it under the terms of the GNU Affero General Public License
* as published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
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*
* OpenShot Library (libopenshot) 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 Affero General Public License for more details.
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*
* You should have received a copy of the GNU Affero General Public License
* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
*
* Also, if your software can interact with users remotely through a computer
* network, you should also make sure that it provides a way for users to
* get its source. For example, if your program is a web application, its
* interface could display a "Source" link that leads users to an archive
* of the code. There are many ways you could offer source, and different
* solutions will be better for different programs; see section 13 for the
* specific requirements.
*
* You should also get your employer (if you work as a programmer) or school,
* if any, to sign a "copyright disclaimer" for the program, if necessary.
* For more information on this, and how to apply and follow the GNU AGPL, see
* <http://www.gnu.org/licenses/>.
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*/
#include "../include/RendererBase.h"
#include "../include/Frame.h"
#include <stdlib.h> // for realloc
using namespace openshot;
RendererBase::RendererBase() : buffer(NULL)
{
}
RendererBase::~RendererBase()
{
}
void RendererBase::paint(const std::tr1::shared_ptr<Frame> & frame)
{
const int BPP = 3;
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const tr1::shared_ptr<Magick::Image> image = frame->GetImage();
const std::size_t width = image->columns();
const std::size_t height = image->rows();
const std::size_t bufferSize = width * height * BPP;
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/// Use realloc for fast memory allocation.
/// TODO: consider locking the buffer for mt safety
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buffer = reinterpret_cast<unsigned char*>(realloc(buffer, bufferSize));
#if false
// Not sure if this is actually faster... but it works now
image->getPixels(0,0, width, height); // load pixels into cache
image->depth( 8 ); // this is required or it crashes
image->writePixels(Magick::RGBQuantum, buffer); // write pixel data to our buffer
#else
// Iterate through the pixel packets, and load our own buffer
const Magick::PixelPacket *pixels = frame->GetPixels();
for (int n = 0, i = 0; n < width * height; n += 1, i += 3) {
buffer[i+0] = pixels[n].red >> 8;
buffer[i+1] = pixels[n].green >> 8;
buffer[i+2] = pixels[n].blue >> 8;
}
#endif
this->render(RGB_888, width, height, width * BPP, buffer);
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}