/** * @file * @brief Source file for RendererBase class * @author Duzy Chan * * @section LICENSE * * Copyright (c) 2008-2014 OpenShot Studios, LLC * . 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 . * * 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. * * 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. * * You should have received a copy of the GNU Affero General Public License * along with OpenShot Library. If not, see . * * 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 * . */ #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 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 // Determine how many bits to shift the color (from ImageMagick to 8bit colors) int bit_shift = MAGICKCORE_QUANTUM_DEPTH - 8; // 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] = (int) pixels[n].red >> bit_shift; buffer[i+1] = (int) pixels[n].green >> bit_shift; buffer[i+2] = (int) pixels[n].blue >> bit_shift; } #endif this->render(RGB_888, width, height, width * BPP, buffer); }