Ejemplo n.º 1
0
int main (int argc, char **argv)
{
	VisVideo *dest, *src;
	int i;

	visual_init (&argc, &argv);

	dest = visual_video_new ();
	visual_video_set_depth (dest, DEPTH);
	visual_video_set_dimension (dest, 640, 400);
	visual_video_allocate_buffer (dest);

	src = visual_video_new ();
	visual_video_set_depth (src, DEPTH);
	visual_video_set_dimension (src, 320, 200);
	visual_video_allocate_buffer (src);

	for (i = 0; i < TIMES; i++)
		visual_video_scale (dest, src, INTERPOL);

	printf ("Scale bench overlay %d times, depth %d, interpol %d\n", TIMES,
			DEPTH, INTERPOL);

	return EXIT_SUCCESS;
}
int main (int argc, char **argv)
{
	float rate = 0.0;
	VisMorph *morph;
	VisAudio audio;
	VisVideo *dest, *src1, *src2;
	int i;

	visual_init (&argc, &argv);

	if (argc < 2)
		morph = visual_morph_new ("alphablend");
	else
		morph = visual_morph_new (argv[1]);

	visual_morph_realize (morph);

	dest = visual_video_new ();

	visual_video_set_depth (dest, DEPTH);
	visual_video_set_dimension (dest, 640, 400);
	visual_video_allocate_buffer (dest);

	src1 = visual_video_new ();
	src2 = visual_video_new ();

	visual_video_copy_attrs (src1, dest);
	visual_video_copy_attrs (src2, dest);

	visual_video_allocate_buffer (src1);
	visual_video_allocate_buffer (src2);

	visual_morph_set_video (morph, dest);
	for (i = 0; i < TIMES; i++) {
		visual_morph_set_rate (morph, rate);
		visual_morph_run (morph, &audio, src1, src2);

		rate += 0.1;

		if (rate > 1.0)
			rate = 0.0;
	}

	printf ("Morph throughput bench %d times depthBPP %d morph: %s\n", TIMES, dest->bpp,
			(visual_plugin_get_info (visual_morph_get_plugin (morph)))->plugname);

	return EXIT_SUCCESS;
}
static gboolean
gst_visual_setup (GstAudioVisualizer * bscope)
{
  GstVisual *visual = GST_VISUAL (bscope);
  gint depth;

  gst_visual_clear_actors (visual);

  /* FIXME: we need to know how many bits we actually have in memory */
  depth = bscope->vinfo.finfo->pixel_stride[0];
  if (bscope->vinfo.finfo->bits >= 8) {
    depth *= 8;
  }

  visual->actor =
      visual_actor_new (GST_VISUAL_GET_CLASS (visual)->plugin->info->plugname);
  visual->video = visual_video_new ();
  visual->audio = visual_audio_new ();
  /* can't have a play without actors */
  if (!visual->actor || !visual->video)
    goto no_actors;

  if (visual_actor_realize (visual->actor) != 0)
    goto no_realize;

  visual_actor_set_video (visual->actor, visual->video);

  visual_video_set_depth (visual->video,
      visual_video_depth_enum_from_value (depth));
  visual_video_set_dimension (visual->video,
      GST_VIDEO_INFO_WIDTH (&bscope->vinfo),
      GST_VIDEO_INFO_HEIGHT (&bscope->vinfo));
  visual_actor_video_negotiate (visual->actor, 0, FALSE, FALSE);

  GST_DEBUG_OBJECT (visual, "WxH: %dx%d, bpp: %d, depth: %d",
      GST_VIDEO_INFO_WIDTH (&bscope->vinfo),
      GST_VIDEO_INFO_HEIGHT (&bscope->vinfo), visual->video->bpp, depth);

  return TRUE;
  /* ERRORS */
no_actors:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not create actors"));
    gst_visual_clear_actors (visual);
    return FALSE;
  }
no_realize:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not realize actor"));
    gst_visual_clear_actors (visual);
    return FALSE;
  }
}
Ejemplo n.º 4
0
SADisplay::SADisplay (std::string const& driver_name)
  : m_impl (new Impl)
{
    m_impl->driver.reset (DisplayDriverFactory::instance().make (driver_name, *this));

    if (!m_impl->driver) {
        throw std::runtime_error ("Failed to load display driver '" + driver_name + "'");
    }

    m_impl->screen = visual_video_new ();
}
Ejemplo n.º 5
0
int main (int argc, char **argv)
{
	VisVideo *dest, *src;
	int i;
	
	visual_init (&argc, &argv);

	dest = visual_video_new ();
	visual_video_set_depth (dest, VISUAL_VIDEO_DEPTH_32BIT);
	visual_video_set_dimension (dest, 640, 400);
	visual_video_allocate_buffer (dest);

	src = visual_video_new ();
	visual_video_clone (src, dest);
	visual_video_allocate_buffer (src);

	for (i = 0; i < TIMES; i++)
		visual_video_blit_overlay (dest, src, 0, 0, TRUE);

	printf ("Blit overlay %d times\n", TIMES);
}
Ejemplo n.º 6
0
static int negotiate_video_with_unsupported_depth (VisActor *actor, int rundepth, int noevent, int forced)
{
	VisActorPlugin *actplugin = get_actor_plugin (actor);
	int depthflag = visual_actor_get_supported_depth (actor);
	
	/* Depth transform enviroment, it automaticly
	 * fits size because it can use the pitch from
	 * the dest video context */
	actor->transform = visual_video_new ();

	visual_log (VISUAL_LOG_INFO, _("run depth %d forced %d\n"), rundepth, forced);

	if (forced == TRUE)
		visual_video_set_depth (actor->transform, rundepth);
	else
		visual_video_set_depth (actor->transform,
				visual_video_depth_get_highest_nogl (depthflag));

	visual_log (VISUAL_LOG_INFO, _("transpitch1 %d depth %d bpp %d"), actor->transform->pitch, actor->transform->depth,
			actor->transform->bpp);
	/* If there is only GL (which gets returned by highest nogl if
	 * nothing else is there, stop here */
	if (actor->transform->depth == VISUAL_VIDEO_DEPTH_GL)
		return -VISUAL_ERROR_ACTOR_GL_NEGOTIATE;

	visual_video_set_dimension (actor->transform, actor->video->width, actor->video->height);
	visual_log (VISUAL_LOG_INFO, _("transpitch2 %d %d"), actor->transform->width, actor->transform->pitch);

	actplugin->requisition (visual_actor_get_plugin (actor), &actor->transform->width, &actor->transform->height);
	visual_log (VISUAL_LOG_INFO, _("transpitch3 %d"), actor->transform->pitch);

	if (noevent == FALSE) {
		visual_event_queue_add_resize (&actor->plugin->eventqueue, actor->transform,
				actor->transform->width, actor->transform->height);
		visual_plugin_events_pump (actor->plugin);
	} else {
		/* Normally a visual_video_set_dimension get's called within the
		 * event handler, but we won't come there right now so we've
		 * got to set the pitch ourself */
		visual_video_set_dimension (actor->transform,
				actor->transform->width, actor->transform->height);
	}

	visual_log (VISUAL_LOG_INFO, _("rundepth: %d transpitch %d\n"), rundepth, actor->transform->pitch);
	visual_video_allocate_buffer (actor->transform);

	if (actor->video->depth == VISUAL_VIDEO_DEPTH_8BIT)
		actor->ditherpal = visual_palette_new (256);

	return VISUAL_OK;
}
Ejemplo n.º 7
0
    static void
    init( int &argc, char **&argv )
    {
        VisVideoDepth depth;

        visual_init( &argc, &argv );

        bin    = visual_bin_new ();
        depth  = visual_video_depth_enum_from_value( 24 );

        if( !plugin ) plugin = visual_actor_get_next_by_name( 0 );
        if( !plugin ) exit( "Actor plugin not found!" );

        visual_bin_set_supported_depth( bin, VISUAL_VIDEO_DEPTH_ALL );

        if( NULL == (video = visual_video_new()) )       exit( "Cannot create a video surface" );
        if( visual_video_set_depth( video, depth ) < 0 ) exit( "Cannot set video depth" );

        visual_video_set_dimension( video, 320, 200 );

        if( visual_bin_set_video( bin, video ) ) exit( "Cannot set video" );

        visual_bin_connect_by_names( bin, (char*)plugin, 0 );

        if( visual_bin_get_depth( bin ) == VISUAL_VIDEO_DEPTH_GL )
        {
            visual_video_set_depth( video, VISUAL_VIDEO_DEPTH_GL );
            pluginIsGL = true;
        }

        SDL::create( 320, 200 );

        SDL_WM_SetCaption( plugin, 0 );

        /* Called so the flag is set to false, seen we create the initial environment here */
        visual_bin_depth_changed( bin );

        VisInput *input = visual_bin_get_input( bin );
        if( visual_input_set_callback( input, upload_callback, NULL ) < 0 ) exit( "Cannot set input plugin callback" );

        visual_bin_switch_set_style( bin, VISUAL_SWITCH_STYLE_MORPH );
        visual_bin_switch_set_automatic( bin, true );
        visual_bin_switch_set_steps( bin, 100 );

        visual_bin_realize( bin );
        visual_bin_sync( bin, false );

        std::cout << "[PANA] Libvisual version " << visual_get_version() << '\n';
        std::cout << "[PANA] bpp: " << video->bpp << std::endl;
        std::cout << "[PANA]  GL: "  << (pluginIsGL ? "true\n" : "false\n");
    }
Ejemplo n.º 8
0
int main (int argc, char **argv)
{
	char *d1, *d2;
	VisVideo *dest, *src;
	VisVideoDepth depth1, depth2;
	int i;

	visual_init (&argc, &argv);

	if (argc > 2) {
		d1 = argv[1];
		d2 = argv[2];
	} else {
		d1 = strdup("32");
		d2 = strdup("16");
	}

	depth1 = visual_video_depth_enum_from_value(atoi(d1));
	depth2 = visual_video_depth_enum_from_value(atoi(d2));

	dest = visual_video_new ();
	visual_video_set_depth (dest, depth1);
	visual_video_set_dimension (dest, 640, 400);
	visual_video_set_palette (dest, visual_palette_new (256));
	visual_video_allocate_buffer (dest);

	src = visual_video_new ();
	visual_video_set_depth (src, depth2);
	visual_video_set_dimension (src, 640, 400);
	visual_video_set_palette (src, visual_palette_new (256));
	visual_video_allocate_buffer (src);

	for (i = 0; i < TIMES; i++)
		visual_video_depth_transform (dest, src);

	printf ("Depth transformed %d times from %s to %s\n", TIMES, d1, d2);
}
Ejemplo n.º 9
0
VisVideo *visual_video_new_with_buffer (int width, int height, VisVideoDepth depth)
{
	VisVideo *video;
	int ret;

	video = visual_video_new ();

	visual_video_set_depth (video, depth);
	visual_video_set_dimension (video, width, height);

	ret = visual_video_allocate_buffer (video);

	if (ret < 0) {
		visual_object_unref (VISUAL_OBJECT (video));

		return NULL;
	}

	return video;
}
Ejemplo n.º 10
0
int visual_bin_switch_actor (VisBin *bin, VisActor *actor)
{
	VisVideo *privvid;

	visual_log_return_val_if_fail (bin != NULL, -1);
	visual_log_return_val_if_fail (actor != NULL, -1);

	/* Set the new actor */
	bin->actmorph = actor;

	visual_log (VISUAL_LOG_DEBUG, "entering...");
	
	/* Free the private video */
	if (bin->privvid != NULL) {
		visual_object_unref (VISUAL_OBJECT (bin->privvid));
		
		bin->privvid = NULL;
	}

	visual_log (VISUAL_LOG_INFO, _("depth of the main actor: %d"), bin->actor->video->depth);

	/* Starting the morph, but first check if we don't have anything todo with openGL */
	if (bin->morphstyle == VISUAL_SWITCH_STYLE_MORPH &&
			bin->actor->video->depth != VISUAL_VIDEO_DEPTH_GL &&
			bin->actmorph->video->depth != VISUAL_VIDEO_DEPTH_GL &&
			bin->depthfromGL != TRUE) {

		if (bin->morph != NULL && bin->morph->plugin != NULL) {
			visual_morph_set_rate (bin->morph, 0);
		
			visual_morph_set_video (bin->morph, bin->actvideo);

			if (bin->morphautomatic == TRUE)
				visual_morph_set_mode (bin->morph, bin->morphmode);
			else
				visual_morph_set_mode (bin->morph, VISUAL_MORPH_MODE_SET);
			
			visual_morph_set_time (bin->morph, &bin->morphtime);
			visual_morph_set_steps (bin->morph, bin->morphsteps);
		}

		bin->morphrate = 0;
		bin->morphstepsdone = 0;

		visual_log (VISUAL_LOG_DEBUG, "phase 1");
		/* Allocate a private video for the main actor, so the morph
		 * can draw to the framebuffer */
		privvid = visual_video_new ();

		visual_log (VISUAL_LOG_DEBUG, "actvideo->depth %d actmorph->video->depth %d",
				bin->actvideo->depth, bin->actmorph->video->depth);

		visual_log (VISUAL_LOG_DEBUG, "phase 2");
		visual_video_clone (privvid, bin->actvideo);
		visual_log (VISUAL_LOG_DEBUG, "phase 3 pitch privvid %d actvideo %d", privvid->pitch, bin->actvideo->pitch);

		visual_video_allocate_buffer (privvid);

		visual_log (VISUAL_LOG_DEBUG, "phase 4");
		/* Initial privvid initialize */
	
		visual_log (VISUAL_LOG_DEBUG, "actmorph->video->depth %d %p", bin->actmorph->video->depth,
				visual_video_get_pixels (bin->actvideo));
		
		if (visual_video_get_pixels (bin->actvideo) != NULL && visual_video_get_pixels (privvid) != NULL)
			visual_mem_copy (visual_video_get_pixels (privvid), visual_video_get_pixels (bin->actvideo),
					visual_video_get_size (privvid));
		else if (visual_video_get_pixels (privvid) != NULL)
			visual_mem_set (visual_video_get_pixels (privvid), 0, visual_video_get_size (privvid));

		visual_actor_set_video (bin->actor, privvid);
		bin->privvid = privvid;
	} else {
		visual_log (VISUAL_LOG_DEBUG, "Pointer actvideo->pixels %p", visual_video_get_pixels (bin->actvideo));
		if (bin->actor->video->depth != VISUAL_VIDEO_DEPTH_GL &&
				visual_video_get_pixels (bin->actvideo) != NULL) {
			visual_mem_set (visual_video_get_pixels (bin->actvideo), 0, visual_video_get_size (bin->actvideo));
		}
	}

	visual_log (VISUAL_LOG_DEBUG, "Leaving, actor->video->depth: %d actmorph->video->depth: %d",
			bin->actor->video->depth, bin->actmorph->video->depth);

	bin->morphing = TRUE;

	return 0;
}
Ejemplo n.º 11
0
int visual_bin_switch_actor_by_name (VisBin *bin, char *actname)
{
	VisActor *actor;
	VisVideo *video;
	int depthflag;
	int depth;

	visual_log_return_val_if_fail (bin != NULL, -1);
	visual_log_return_val_if_fail (actname != NULL, -1);

	visual_log (VISUAL_LOG_DEBUG, "switching to a new actor: %s, old actor: %s", actname, bin->actor->plugin->info->name);

	/* Destroy if there already is a managed one */
	if (bin->actmorphmanaged == TRUE) {
		if (bin->actmorph != NULL) {
			visual_object_unref (VISUAL_OBJECT (bin->actmorph));

			if (bin->actmorphvideo != NULL)
				visual_object_unref (VISUAL_OBJECT (bin->actmorphvideo));
		}
	}

	/* Create a new managed actor */
	actor = visual_actor_new (actname);
	visual_log_return_val_if_fail (actor != NULL, -1);

	video = visual_video_new ();

	visual_video_clone (video, bin->actvideo);

	depthflag = visual_actor_get_supported_depth (actor);
	if (visual_video_depth_is_supported (depthflag, VISUAL_VIDEO_DEPTH_GL) == TRUE) {
		visual_log (VISUAL_LOG_INFO, _("Switching to Gl mode"));

		bin->depthforced = VISUAL_VIDEO_DEPTH_GL;
		bin->depthforcedmain = VISUAL_VIDEO_DEPTH_GL;
	
		visual_video_set_depth (video, VISUAL_VIDEO_DEPTH_GL);

		visual_bin_set_depth (bin, VISUAL_VIDEO_DEPTH_GL);
		bin->depthchanged = TRUE;

	} else {
		visual_log (VISUAL_LOG_INFO, _("Switching away from Gl mode -- or non Gl switch"));

		
		/* Switching from GL */
		depth = bin_get_depth_using_preferred (bin, depthflag);

		fix_depth_with_bin (bin, video, depth);

		visual_log (VISUAL_LOG_DEBUG, "after depth fixating");
		
		/* After a depth change, the pitch value needs an update from the client
		 * if it's different from width * bpp, after a visual_bin_sync
		 * the issues are fixed again */
		visual_log (VISUAL_LOG_INFO, _("video depth (from fixate): %d"), video->depth);

		/* FIXME check if there are any unneeded depth transform environments and drop these */
		visual_log (VISUAL_LOG_DEBUG, "checking if we need to drop something: depthforcedmain: %d actvideo->depth %d",
				bin->depthforcedmain, bin->actvideo->depth);

		/* Drop a transformation environment when not needed */
		if (bin->depthforcedmain != bin->actvideo->depth) {
			visual_actor_video_negotiate (bin->actor, bin->depthforcedmain, TRUE, TRUE);
			visual_log (VISUAL_LOG_DEBUG, "[[[[optionally a bogus transform environment, dropping]]]]\n");
		}

		if (bin->actvideo->depth > video->depth
				&& bin->actvideo->depth != VISUAL_VIDEO_DEPTH_GL
				&& bin->morphstyle == VISUAL_SWITCH_STYLE_MORPH) {

			visual_log (VISUAL_LOG_INFO, _("old depth is higher, video depth %d, depth %d, bin depth %d"), video->depth, depth,
					bin->depth);
			
			bin->depthforced = depth;
			bin->depthforcedmain = bin->depth;
			
			visual_bin_set_depth (bin, bin->actvideo->depth);

			visual_video_set_depth (video, bin->actvideo->depth);

		} else if (bin->actvideo->depth != VISUAL_VIDEO_DEPTH_GL) {

			visual_log (VISUAL_LOG_INFO, _("new depth is higher, or equal: video depth %d, depth %d bin depth %d"), video->depth, depth,
					bin->depth);

			visual_log (VISUAL_LOG_DEBUG, "depths i can locate: actvideo: %d   bin: %d   bin-old: %d", bin->actvideo->depth,
					bin->depth, bin->depthold);
			
			bin->depthforced = video->depth;
			bin->depthforcedmain = bin->depth;

			visual_log (VISUAL_LOG_DEBUG, "depthforcedmain in switch by name: %d", bin->depthforcedmain);
			visual_log (VISUAL_LOG_DEBUG, "visual_bin_set_depth %d", video->depth);
			visual_bin_set_depth (bin, video->depth);

		} else {
			/* Don't force ourself into a GL depth, seen we do a direct
			 * switch in the run */
			bin->depthforced = video->depth;
			bin->depthforcedmain = video->depth;
			
			visual_log (VISUAL_LOG_INFO, _("Switching from Gl TO framebuffer for real, framebuffer depth: %d"), video->depth);
		}

		visual_log (VISUAL_LOG_INFO, _("Target depth selected: %d"), depth);
		visual_video_set_dimension (video, video->width, video->height);

		visual_log (VISUAL_LOG_INFO, _("Switch to new pitch: %d"), bin->actvideo->pitch);
		if (bin->actvideo->depth != VISUAL_VIDEO_DEPTH_GL)
			visual_video_set_pitch (video, bin->actvideo->pitch);
		
		visual_log (VISUAL_LOG_DEBUG, "before allocating buffer");
		visual_video_allocate_buffer (video);
		visual_log (VISUAL_LOG_DEBUG, "after allocating buffer");
	}

	visual_log (VISUAL_LOG_INFO, _("video pitch of that what connects to the new actor %d"), video->pitch);
	visual_actor_set_video (actor, video);

	bin->actmorphvideo = video;
	bin->actmorphmanaged = TRUE;

	visual_log (VISUAL_LOG_INFO, _("switching... ******************************************"));
	visual_bin_switch_actor (bin, actor);

	visual_log (VISUAL_LOG_INFO, _("end switch actor by name function ******************"));
	return 0;
}
Ejemplo n.º 12
0
static GstStateChangeReturn
gst_visual_change_state (GstElement * element, GstStateChange transition)
{
  GstVisual *visual = GST_VISUAL (element);
  GstStateChangeReturn ret;

  switch (transition) {
    case GST_STATE_CHANGE_NULL_TO_READY:
      visual->actor =
          visual_actor_new (GST_VISUAL_GET_CLASS (visual)->plugin->
          info->plugname);
      visual->video = visual_video_new ();
      visual->audio = visual_audio_new ();
      /* can't have a play without actors */
      if (!visual->actor || !visual->video)
        goto no_actors;

      if (visual_actor_realize (visual->actor) != 0)
        goto no_realize;

      visual_actor_set_video (visual->actor, visual->video);
      break;
    case GST_STATE_CHANGE_READY_TO_PAUSED:
      gst_visual_reset (visual);
      break;
    case GST_STATE_CHANGE_PAUSED_TO_PLAYING:
      break;
    default:
      break;
  }

  ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition);

  switch (transition) {
    case GST_STATE_CHANGE_PLAYING_TO_PAUSED:
      break;
    case GST_STATE_CHANGE_PAUSED_TO_READY:
      break;
    case GST_STATE_CHANGE_READY_TO_NULL:
      gst_visual_clear_actors (visual);
      break;
    default:
      break;
  }

  return ret;

  /* ERRORS */
no_actors:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not create actors"));
    gst_visual_clear_actors (visual);
    return GST_STATE_CHANGE_FAILURE;
  }
no_realize:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not realize actor"));
    gst_visual_clear_actors (visual);
    return GST_STATE_CHANGE_FAILURE;
  }
}
Ejemplo n.º 13
0
/* Main stuff */
int main (int argc, char *argv[])
{
	int width = 1000, height = 600;
	int i, j;
	int freeze = 0;
	int depthflag = 0;
	int alpha = 128;

	bpp = 4;
	sdl_init (width, height);

	scrbuf = malloc (screen->pitch * screen->h);
	memset (scrbuf, 0, screen->pitch * screen->h);

	SDL_Event event;

	visual_init (&argc, &argv);
	
	if (argc > 1)
		actor = visual_actor_new (argv[1]);
	else
		actor = visual_actor_new ("G-Force");

	visual_actor_realize (actor);

	video = visual_video_new ();
	
	visual_actor_set_video (actor, video);
	visual_video_set_depth (video, VISUAL_VIDEO_DEPTH_32BIT);
	visual_video_set_dimension (video, 256, 256);
	visual_video_allocate_buffer (video);

	visual_actor_video_negotiate (actor, 0, FALSE, FALSE);

	scalevid = visual_video_new ();
	visual_video_set_depth (scalevid, VISUAL_VIDEO_DEPTH_32BIT);
	visual_video_set_dimension (scalevid, 300, 400);
	visual_video_allocate_buffer (scalevid);

	sdlvid = visual_video_new ();
	visual_video_set_depth (sdlvid, VISUAL_VIDEO_DEPTH_32BIT);
	visual_video_set_dimension (sdlvid, screen->w, screen->h);
	visual_video_set_pitch (sdlvid, screen->pitch);
	visual_video_set_buffer (sdlvid, scrbuf);
	
	input = visual_input_new ("alsa");
	visual_input_realize (input);
	
	while (1) {
		visual_input_run (input);
		visual_actor_run (actor, input->audio);
		
		/* place on screen */
		visual_video_blit_overlay (sdlvid, video, 0, 0, FALSE);

		visual_video_set_palette (scalevid, visual_actor_get_palette (actor));	

		visual_video_scale (scalevid, video, VISUAL_VIDEO_SCALE_BILINEAR);

		visual_video_blit_overlay (sdlvid, scalevid, 256, 0, FALSE);

		sdl_draw_buf ();
		
		usleep (5000);
		
		while (SDL_PollEvent (&event)) {
			switch (event.type) {
				case SDL_KEYDOWN:
					switch (event.key.keysym.sym) {
						case SDLK_F11:
							sdl_fullscreen_toggle ();
							break;

						case SDLK_q:
							alpha -= 8;
							if (alpha < 0)
								alpha = 0;

							break;

						case SDLK_a:
							alpha += 8;
							if (alpha > 255)
								alpha = 255;

							break;
						
						case SDLK_ESCAPE:
							goto out;
							break;
					}
					break;

				case SDL_VIDEORESIZE:
					sdl_size_request (event.resize.w, event.resize.h);
					break;

				case SDL_QUIT:
					goto out;
					break;
			}
		}
	}
out:
	SDL_Quit ();
}
Ejemplo n.º 14
0
static GstStateChangeReturn
gst_visual_gl_change_state (GstElement * element, GstStateChange transition)
{
  GstVisualGL *visual = GST_VISUAL_GL (element);
  GstStateChangeReturn ret;

  switch (transition) {
    case GST_STATE_CHANGE_NULL_TO_READY:
      break;
    case GST_STATE_CHANGE_READY_TO_PAUSED:
    {
      GstElement *parent = GST_ELEMENT (gst_element_get_parent (visual));
      GstStructure *structure = NULL;
      GstQuery *query = NULL;
      gboolean isPerformed = FALSE;
      gchar *name;

      if (!parent) {
        GST_ELEMENT_ERROR (visual, CORE, STATE_CHANGE, (NULL),
            ("A parent bin is required"));
        return FALSE;
      }

      name = gst_element_get_name (visual);
      structure = gst_structure_new (name, NULL);
      query = gst_query_new_application (GST_QUERY_CUSTOM, structure);
      g_free (name);

      isPerformed = gst_element_query (parent, query);

      if (isPerformed) {
        const GValue *id_value =
            gst_structure_get_value (structure, "gstgldisplay");
        if (G_VALUE_HOLDS_POINTER (id_value))
          /* at least one gl element is after in our gl chain */
          visual->display =
              gst_object_ref (GST_GL_DISPLAY (g_value_get_pointer (id_value)));
        else {
          /* this gl filter is a sink in terms of the gl chain */
          visual->display = gst_gl_display_new ();
          gst_gl_display_create_context (visual->display, 0);
          //TODO visual->external_gl_context);
        }

        gst_visual_gl_reset (visual);

        visual->actor =
            visual_actor_new (GST_VISUAL_GL_GET_CLASS (visual)->plugin->info->
            plugname);
        visual->video = visual_video_new ();
        visual->audio = visual_audio_new ();

        if (!visual->actor || !visual->video)
          goto actor_setup_failed;

        gst_gl_display_thread_add (visual->display,
            (GstGLDisplayThreadFunc) actor_setup, visual);

        if (visual->actor_setup_result != 0)
          goto actor_setup_failed;
        else
          visual_actor_set_video (visual->actor, visual->video);
      }

      gst_query_unref (query);
      gst_object_unref (GST_OBJECT (parent));

      if (!isPerformed)
        return GST_STATE_CHANGE_FAILURE;
    }
      break;
    case GST_STATE_CHANGE_PAUSED_TO_PLAYING:
      break;
    default:
      break;
  }

  ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition);

  switch (transition) {
    case GST_STATE_CHANGE_PLAYING_TO_PAUSED:
      break;
    case GST_STATE_CHANGE_PAUSED_TO_READY:
    {
      if (visual->fbo) {
        gst_gl_display_del_fbo (visual->display, visual->fbo,
            visual->depthbuffer);
        visual->fbo = 0;
        visual->depthbuffer = 0;
      }
      if (visual->midtexture) {
        gst_gl_display_del_texture (visual->display, visual->midtexture,
            visual->width, visual->height);
        visual->midtexture = 0;
      }
      if (visual->display) {
        gst_object_unref (visual->display);
        visual->display = NULL;
      }

      gst_visual_gl_clear_actors (visual);
    }
      break;
    case GST_STATE_CHANGE_READY_TO_NULL:
      break;
    default:
      break;
  }

  return ret;

  /* ERRORS */
actor_setup_failed:
  {
    GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL),
        ("could not set up actor"));
    gst_visual_gl_clear_actors (visual);
    return GST_STATE_CHANGE_FAILURE;
  }
}
Ejemplo n.º 15
0
/** VisVideo.videoNew() */
JNIEXPORT jint JNICALL Java_org_libvisual_android_VisVideo_videoNew(JNIEnv * env, jobject  obj)
{
    LOGI("VisVideo.videoNew()");

    return (jint) visual_video_new();
}
Ejemplo n.º 16
0
/* Main stuff */
int main (int argc, char *argv[])
{
	int width = 1000, height = 600;
	int i, j;
	int freeze = 0;
	int depthflag = 0;
	int alpha = 190;
	int xoff = 0, yoff = -90;
	int sxsize = 1000;
	int sysize = 700;
	int interpol = VISUAL_VIDEO_SCALE_NEAREST;
        int frames = 0;
	VisTime start, end;
		
	bpp = 4;
	sdl_init (width, height);

	scrbuf = malloc (screen->pitch * screen->h);
	memset (scrbuf, 0, screen->pitch * screen->h);

	SDL_Event event;

	visual_init (&argc, &argv);
	
	if (argc > 1)
		actor = visual_actor_new (argv[1]);
	else
		actor = visual_actor_new ("corona");

	visual_actor_realize (actor);

	video = visual_video_new ();

	if (argc > 2)
		video = visual_bitmap_load_new_video (argv[2]);
	else
		video = visual_bitmap_load_new_video ("bg.bmp");

	actvid = visual_video_new ();
	visual_actor_set_video (actor, actvid);
	visual_video_set_depth (actvid, visual_video_depth_get_highest (visual_actor_get_supported_depth (actor)));
	visual_video_set_dimension (actvid, width, height);
	visual_video_allocate_buffer (actvid);

	visual_actor_video_negotiate (actor, 0, FALSE, FALSE);

	video32 = visual_video_new ();
	visual_video_set_depth (video32, VISUAL_VIDEO_DEPTH_32BIT);
	visual_video_set_dimension (video32, video->width, video->height);
	visual_video_allocate_buffer (video32);
	
	scalevid = visual_video_new ();
	visual_video_set_depth (scalevid, VISUAL_VIDEO_DEPTH_32BIT);
	visual_video_set_dimension (scalevid, sxsize, sysize);
	visual_video_allocate_buffer (scalevid);

	sdlvid = visual_video_new ();
	visual_video_set_depth (sdlvid, VISUAL_VIDEO_DEPTH_32BIT);
	visual_video_set_dimension (sdlvid, screen->w, screen->h);
	visual_video_set_pitch (sdlvid, screen->pitch);
	visual_video_set_buffer (sdlvid, scrbuf);
	
	input = visual_input_new ("xmms2");
	visual_input_realize (input);

	SDL_EnableKeyRepeat (SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
        
	visual_time_get (&start);
	
	while (1) {
		visual_input_run (input);
		visual_actor_run (actor, input->audio);
	
		/* place on screen */
//		visual_video_blit_overlay (sdlvid, video, 0, 0, FALSE);
	
		if (sxsize < 0)
			sxsize = 0;

		if (sysize < 0)
			sysize = 0;
		
		if (sxsize != scalevid->width || sysize != scalevid->height) {
			visual_video_set_dimension (scalevid, sxsize, sysize);
			visual_video_allocate_buffer (scalevid);
		}

		visual_video_depth_transform (video32, video);


//		visual_video_alpha_fill (sdlvid, 0);
		
//		visual_video_alpha_fill (video32, alpha);
//		visual_video_alpha_color (video32, 0, 0, 0, 255);
	

		do_alpha (video32, alpha);
		visual_video_scale (scalevid, video32, interpol);

		
		visual_video_blit_overlay (sdlvid, actvid, 0, 0, FALSE);
		visual_video_blit_overlay (sdlvid, scalevid, xoff, yoff, TRUE);

		sdl_draw_buf ();
		frames++;
		
		while (SDL_PollEvent (&event)) {
			switch (event.type) {
				case SDL_KEYDOWN:
					switch (event.key.keysym.sym) {
						case SDLK_F11:
							SDL_WM_ToggleFullScreen (screen);
							break;

						case SDLK_UP:
							yoff -= 10;

							break;

						case SDLK_DOWN:
							yoff += 10;

							break;
						
						case SDLK_LEFT:
							xoff -= 10;

							break;

						case SDLK_RIGHT:
							xoff += 10;

							break;
						
						case SDLK_q:
							sysize -= 10;

							break;

						case SDLK_a:
							sysize += 10;

							break;
						
						case SDLK_z:
							sxsize -= 10;

							break;

						case SDLK_x:
							sxsize += 10;

							break;

						case SDLK_i:
							if (interpol == VISUAL_VIDEO_SCALE_NEAREST)
								interpol = VISUAL_VIDEO_SCALE_BILINEAR;
							else
								interpol = VISUAL_VIDEO_SCALE_NEAREST;
							
							break;

						case SDLK_o:
							alpha -= 8;
							if (alpha < 0)
								alpha = 0;

							break;

						case SDLK_p:
							alpha += 8;
							if (alpha > 255)
								alpha = 255;

							break;
							
						case SDLK_ESCAPE:
							goto out;
							break;
					}
					break;

				case SDL_VIDEORESIZE:
					sdl_size_request (event.resize.w, event.resize.h);
					break;

				case SDL_QUIT:
					goto out;
					break;
			}
		}
	}
out:
	visual_time_get (&end);
	
	VisTime diff;

	visual_time_difference (&diff, &start, &end);


	printf ("Ran: %d:%d, drawn %d frames\n",
			diff.tv_sec, diff.tv_usec, frames);

	SDL_Quit ();
}
Ejemplo n.º 17
0
int bg_lv_load(bg_plugin_handle_t * ret,
               const char * name, int plugin_flags, const char * window_id)
  {
  lv_priv_t * priv;
  int i;
  bg_visualization_plugin_t * p;
  VisVideoAttributeOptions *vidoptions;
  
  check_init();
  
  /* Set up callbacks */
  p = calloc(1, sizeof(*p));
  ret->plugin_nc = (bg_plugin_common_t*)p;
  ret->plugin = ret->plugin_nc;
  
  if(plugin_flags & BG_PLUGIN_VISUALIZE_GL)
    {
    p->open_win = open_gl_lv;
    p->draw_frame = draw_frame_gl_lv;
    p->show_frame = show_frame_lv;
    }
  else
    {
    p->open_ov = open_ov_lv;
    p->draw_frame = draw_frame_ov_lv;
    }
  p->update = update_lv;
  p->close  = close_lv;
  p->set_callbacks = set_callbacks_lv;
  p->common.get_parameters = get_parameters_lv;
  p->common.set_parameter  = set_parameter_lv;
    
  /* Set up private data */
  priv = calloc(1, sizeof(*priv));
  ret->priv = priv;
  priv->audio = visual_audio_new();
#if 0
  priv->ov_callbacks.data = priv;
  priv->ov_callbacks.key_callback = key_callback;
  priv->ov_callbacks.key_release_callback = key_release_callback;
  priv->ov_callbacks.button_callback = button_callback;
  priv->ov_callbacks.button_release_callback = button_release_callback;
  priv->ov_callbacks.motion_callback = motion_callback;
#endif
  /* Remove gmerlin added prefix from the plugin name */
  priv->actor = visual_actor_new(name + 7);

  if(plugin_flags & BG_PLUGIN_VISUALIZE_GL)
    {
    priv->win = bg_x11_window_create(window_id);
    
    priv->window_callbacks.data = priv;
    priv->window_callbacks.size_changed = size_changed;
    priv->window_callbacks.key_callback = key_callback;
    priv->window_callbacks.key_release_callback = key_release_callback;
    priv->window_callbacks.button_callback = button_callback;
    priv->window_callbacks.button_release_callback = button_release_callback;
    priv->window_callbacks.motion_callback = motion_callback;
    
    /* Create an OpenGL context. For this, we need the OpenGL attributes */
    vidoptions = visual_actor_get_video_attribute_options(priv->actor);
    
    for(i = 0; i < VISUAL_GL_ATTRIBUTE_LAST; i++)
      {
      if((vidoptions->gl_attributes[i].mutated) && (bg_attributes[i] >= 0))
        {
        bg_x11_window_set_gl_attribute(priv->win, bg_attributes[i],
                                       vidoptions->gl_attributes[i].value);
        }
      }
    
    /* Set bogus dimensions, will be corrected by the size_callback */
    bg_x11_window_set_size(priv->win, 640, 480);
    
    bg_x11_window_realize(priv->win);
    bg_x11_window_start_gl(priv->win);
    bg_x11_window_set_gl(priv->win);
    }
  visual_actor_realize(priv->actor);

  if(plugin_flags & BG_PLUGIN_VISUALIZE_GL)
    bg_x11_window_unset_gl(priv->win);
  
  priv->parameters = create_parameters(priv->actor, &priv->widgets, &priv->params);
  
  priv->video = visual_video_new();
  
  return 1;
  }