/** * @file * @brief Source file for RendererBase class * @author Duzy Chan * * @section LICENSE * * Copyright (c) 2008-2013 OpenShot Studios, LLC * (http://www.openshotstudios.com). This file is part of * OpenShot Library (http://www.openshot.org), an open-source project * dedicated to delivering high quality video editing and animation solutions * to the world. * * OpenShot Library 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. * * OpenShot Library 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 OpenShot Library. If not, see . */ #include "../include/RendererBase.h" #include "../include/Frame.h" #include // for realloc using namespace openshot; RendererBase::RendererBase() : buffer(NULL) { } RendererBase::~RendererBase() { } void RendererBase::paint(const std::tr1::shared_ptr & frame) { const int BPP = 3; const tr1::shared_ptr 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; /// Use realloc for fast memory allocation. /// TODO: consider locking the buffer for mt safety buffer = reinterpret_cast(realloc(buffer, bufferSize)); #if true // 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 of 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); }