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71 lines
2.7 KiB
C++
71 lines
2.7 KiB
C++
/**
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* @file
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* @brief Source file for RendererBase class
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* @author Duzy Chan <code@duzy.info>
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*
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* @section LICENSE
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*
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* Copyright (c) 2008-2014 OpenShot Studios, LLC
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* <http://www.openshotstudios.com/>. This file is part of
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* OpenShot Library (libopenshot), an open-source project dedicated to
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* delivering high quality video editing and animation solutions to the
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* world. For more information visit <http://www.openshot.org/>.
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*
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* OpenShot Library (libopenshot) is free software: you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public License
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* as published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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*
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* OpenShot Library (libopenshot) is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenShot Library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../include/RendererBase.h"
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#include "../include/Frame.h"
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#include <stdlib.h> // for realloc
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using namespace openshot;
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RendererBase::RendererBase() : buffer(NULL)
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{
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}
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RendererBase::~RendererBase()
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{
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}
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void RendererBase::paint(const std::tr1::shared_ptr<Frame> & frame)
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{
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const int BPP = 3;
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const tr1::shared_ptr<Magick::Image> image = frame->GetImage();
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const std::size_t width = image->columns();
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const std::size_t height = image->rows();
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const std::size_t bufferSize = width * height * BPP;
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/// Use realloc for fast memory allocation.
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/// TODO: consider locking the buffer for mt safety
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buffer = reinterpret_cast<unsigned char*>(realloc(buffer, bufferSize));
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#if false
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// Not sure if this is actually faster... but it works now
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image->getPixels(0,0, width, height); // load pixels into cache
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image->depth( 8 ); // this is required or it crashes
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image->writePixels(Magick::RGBQuantum, buffer); // write pixel data to our buffer
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#else
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// Iterate through the pixel packets, and load our own buffer
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// Each color needs to be scaled to 8 bit (using the ImageMagick built-in ScaleQuantumToChar function)
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const Magick::PixelPacket *pixels = frame->GetPixels();
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for (int n = 0, i = 0; n < width * height; n += 1, i += 3) {
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buffer[i+0] = MagickCore::ScaleQuantumToChar((Magick::Quantum) pixels[n].red);
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buffer[i+1] = MagickCore::ScaleQuantumToChar((Magick::Quantum) pixels[n].green);
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buffer[i+2] = MagickCore::ScaleQuantumToChar((Magick::Quantum) pixels[n].blue);
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}
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#endif
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this->render(RGB_888, width, height, width * BPP, buffer);
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}
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