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libopenshot/src/SDLPlayer.cpp

215 lines
6.3 KiB
C++

/**
* @file
* @brief Source file for SDLPlayer class
* @author Jonathan Thomas <jonathan@openshot.org>
*
* @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/>.
*
* 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 <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/>.
*/
#include "../include/SDLPlayer.h"
using namespace openshot;
// Default constructor
SDLPlayer::SDLPlayer() {
};
// Display a loading animation
void SDLPlayer::Loading() {
mode = PLAYBACK_LOADING;
}
// Pause the video
void SDLPlayer::Pause() {
mode = PLAYBACK_PAUSED;
}
// Stop the video player and clear the cached frames
void SDLPlayer::Stop() {
mode = PLAYBACK_STOPPED;
}
/// Get the current frame number being played
int SDLPlayer::Position() {
return position;
}
/// Seek to a specific frame in the player
void SDLPlayer::Seek(int new_frame) {
position = new_frame;
}
// Play the video
void SDLPlayer::Play()
{
// Set mode
mode = PLAYBACK_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.
tr1::shared_ptr<openshot::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 luminance of each pixel
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);
// Update the Y value for every pixel
bmp->pixels[0][pixel_index] = y;
// Increment counter
pixel_index++;
}
}
// Get pixels for resized frame (for reduced color needed by YUV420p)
int divider = 2;
tr1::shared_ptr<Magick::Image> reduced_color = tr1::shared_ptr<Magick::Image>(new Magick::Image(*f->GetImage().get())); // copy frame image
Magick::Geometry new_size;
new_size.width(reader->info.width / divider);
new_size.height(reader->info.height / divider);
reduced_color->scale(new_size);
int number_of_colors = (reader->info.width / divider) * (reader->info.height / divider);
// Loop through the UV (color info)
for (int pixel_index = 0; pixel_index < number_of_colors; pixel_index++)
{
// Get a pixel from this row
const Magick::PixelPacket *pixel = reduced_color->getConstPixels(0,0, new_size.width(), new_size.height());
// 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;
// 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;
// Update the UV values for every pixel
bmp->pixels[1][pixel_index] = v * 1.0;
bmp->pixels[2][pixel_index] = u * 1.0;
}
SDL_UnlockYUVOverlay(bmp);
// Add to vector
overlays.push_back(bmp);
}
cout << "START DISPLAYING SURFACES..." << endl;
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = reader->info.width;
rect.h = reader->info.height;
// Loop through overlays and display them
for (int repeat = 0; repeat < 3; 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);
}
}
cout << "DONE!" << endl;
SDL_Delay(1000);
}