Initial check-in of OpenShot Library

This commit is contained in:
Jonathan Thomas
2011-10-11 08:44:27 -05:00
commit 161e8923af
66 changed files with 12842 additions and 0 deletions

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src/Player.cpp Normal file
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#include "../include/Player.h"
using namespace openshot;
// Default constructor
Player::Player() {
};
// Set the current reader, such as a FFmpegReader
void Player::SetReader(FileReaderBase *p_reader)
{
// Set the reader
reader = p_reader;
};
// Set a callback function which will be invoked each time a frame is ready to be displayed
void Player::SetFrameCallback(CallbackPtr p_callback, void *p_pythonmethod)
{
// set the private function pointer
callback = p_callback;
pythonmethod = p_pythonmethod;
// double *Pixels = new double[100];
// for (int i = 0; i < 100; i++)
// Pixels[i] = i + 100;
Frame f = reader->GetFrame(300);
// invoke method pointer 10 times
for (int i = 0; i < 30; i++)
callback(i, f.GetWidth(), f.GetHeight(), f.GetPixels(), pythonmethod);
};
// Manually invoke function (if any)
void Player::Push()
{
cout << "callback: " << &callback << endl;
cout << "pythonmethod: " << &pythonmethod << endl;
// double *Pixels = new double[100];
// for (int i = 0; i < 100; i++)
// Pixels[i] = i + 200;
Frame f = reader->GetFrame(500);
// manually invoke method
for (int i = 30; i < 20; i++)
callback(i, f.GetWidth(), f.GetHeight(), f.GetPixels(), pythonmethod);
}
// Play the video
void Player::Play()
{
// Init SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
fprintf(stderr, "Could not initialize SDL - %s\n", SDL_GetError());
exit(1);
}
// Create an SDL surface
SDL_Surface *screen;
screen = SDL_SetVideoMode(reader->info.width, reader->info.height, 0, SDL_HWSURFACE | SDL_ANYFORMAT | SDL_DOUBLEBUF);
if (!screen) {
fprintf(stderr, "SDL: could not set video mode - exiting\n");
exit(1);
}
vector<SDL_Overlay*> overlays;
int number_of_cycles = 60;
// Create YUV Overlay
//SDL_Overlay *bmp;
//bmp = SDL_CreateYUVOverlay(reader->info.width, reader->info.height, SDL_YV12_OVERLAY, screen);
cout << setprecision(6);
cout << "START PREPARING SURFACES..." << endl;
for (int stuff = 0; stuff < number_of_cycles; stuff++)
{
// Get pointer to pixels of image.
Frame f = reader->GetFrame(300 + stuff);
// Create YUV Overlay
SDL_Overlay *bmp;
bmp = SDL_CreateYUVOverlay(reader->info.width, reader->info.height, SDL_YV12_OVERLAY, screen);
SDL_LockYUVOverlay(bmp);
// Get pixels for resized frame (for reduced color needed by YUV420p)
int divider = 2;
const Magick::PixelPacket *reduced_color = f.GetPixels(reader->info.width / divider, reader->info.height / divider, f.number);
int number_of_colors = (reader->info.width / divider) * (reader->info.height / divider);
int pixel_index = 0;
int biggest_y = 0;
int smallest_y = 512;
for (int row = 0; row < screen->h; row++) {
// Get array of pixels for this row
//cout << "row: " << row << endl;
const Magick::PixelPacket *imagepixels = f.GetPixels(row);
// Loop through pixels on this row
for (int column = 0; column < screen->w; column++) {
// Get a pixel from this row
const Magick::PixelPacket *pixel = imagepixels;
// Get the RGB colors
float r = pixel[column].red / 255.0;
float b = pixel[column].blue / 255.0;
float g = pixel[column].green / 255.0;
// Calculate the Y value (brightness or luminance)
float y = (0.299 * r) + (0.587 * g) + (0.114 * b);
// if (y > biggest_y)
// biggest_y = y;
// if (y < smallest_y)
// smallest_y = y;
// Update the Y value for every pixel
bmp->pixels[0][pixel_index] = y;
//bmp->pixels[1][pixel_index] = 0;
//bmp->pixels[2][pixel_index] = 0;
// Increment counter
pixel_index++;
}
}
// cout << "Biggest Y: " << biggest_y << ", Smallest Y: " << smallest_y << endl;
// cout << "ADD COLOR TO YUV OVERLAY" << endl;
// Loop through the UV (color info)
//int color_counter = 511;
//number_of_colors = bmp->pitches[1] * 218;
// int biggest_v = 0;
// int smallest_v = 512;
// int biggest_u = 0;
// int smallest_u = 512;
for (int pixel_index = 0; pixel_index < number_of_colors; pixel_index++)
{
// Get a pixel from this row
const Magick::PixelPacket *pixel = reduced_color;
// Get the RGB colors
// float r = pixel[pixel_index].red / 255.0;
// float b = pixel[pixel_index].blue / 255.0;
// float g = pixel[pixel_index].green / 255.0;
float r = 100.0;
float g = 100.0;
float b = 100.0;
// Calculate UV colors
float v = (0.439 * r) - (0.368 * g) - (0.071 * b) + 128;
float u = (-0.148 * r) - (0.291 * g) + (0.439 * b) + 128;
// // Grey pixel
// if (pixel_index == 40650)
// {
// cout << "GREY FOUND!!!" << endl;
// cout << "r: " << int(r) << ", g: " << int(g) << ", b: " << int(b) << " v: " << int(v) << ", u: " << int(u) << endl;
// }
//
// // Pink pixel
// if (pixel_index == 42698)
// {
// cout << "PINK FOUND!!!" << endl;
// cout << "r: " << int(r) << ", g: " << int(g) << ", b: " << int(b) << " v: " << int(v) << ", u: " << int(u) << endl;
// }
// if (v > 255.0 || v <= 0.0)
// cout << "TOO BIG v!!!!" << endl;
// if (u > 255.0 || u <= 0.0)
// cout << "TOO BIG u!!!!" << endl;
// if (v > biggest_v)
// biggest_v = v;
// if (v < smallest_v)
// smallest_v = v;
//
// if (u > biggest_u)
// biggest_u = u;
// if (u < smallest_u)
// smallest_u = u;
// Update the UV values for every pixel
bmp->pixels[1][pixel_index] = v * 1.0;
bmp->pixels[2][pixel_index] = u * 1.0;
//color_counter++;
}
//cout << "Biggest V: " << biggest_v << ", Smallest V: " << smallest_v << endl;
//cout << "Biggest U: " << biggest_u << ", Smallest U: " << smallest_u << endl;
SDL_UnlockYUVOverlay(bmp);
// Add to vector
overlays.push_back(bmp);
// Update surface.
//SDL_UpdateRect(screen, 0, 0, reader->info.width, reader->info.height);
}
cout << "START DISPLAYING SURFACES..." << endl;
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = reader->info.width;
rect.h = reader->info.height;
//cout << "PRESS A BUTTON TO PLAY THE VIDEO" << endl;
//string name = "";
//cin >> name;
for (int repeat = 0; repeat < 10; repeat++)
{
cout << "START OVERLAY LOOP:" << endl;
for (int z = 0; z < number_of_cycles; z++)
{
cout << z << endl;
//SDL_LockSurface( screen);
//primary_screen->pixels = surfaces[z].pixels;
//SDL_UnlockSurface(primary_screen);
//SDL_UpdateRect(screen, 0, 0, reader->info.width, reader->info.height);
SDL_DisplayYUVOverlay(overlays[z], &rect);
//SDL_UnlockSurface( screen);
SDL_Delay(41);
}
}
// Works!
//cout << "SDL_RECT" << endl;
//SDL_Rect rect;
//rect.x = 0;
//rect.y = 0;
//rect.w = reader->info.width;
//rect.h = reader->info.height;
//SDL_DisplayYUVOverlay(bmp, &rect);
cout << "DONE!" << endl;
SDL_Delay(3000);
}