Exemple #1
0
static mlt_frame transition_process( mlt_transition transition, mlt_frame a_frame, mlt_frame b_frame )
{
	mlt_properties properties = MLT_TRANSITION_PROPERTIES( transition );
	mlt_properties b_props = MLT_FRAME_PROPERTIES( b_frame );

	// Only if mix is specified, otherwise a producer may set the mix
	if ( mlt_properties_get( properties, "start" ) )
	{
		// Determine the time position of this frame in the transition duration
		mlt_properties props = mlt_properties_get_data( MLT_FRAME_PROPERTIES( b_frame ), "_producer", NULL );
		mlt_position in = mlt_properties_get_int( props, "in" );
		mlt_position out = mlt_properties_get_int( props, "out" );
		int length = mlt_properties_get_int( properties, "length" );
		mlt_position time = mlt_properties_get_int( props, "_frame" );
		double mix = mlt_transition_get_progress( transition, b_frame );
		if ( mlt_properties_get_int(  properties, "always_active" ) )
			mix = ( double ) ( time - in ) / ( double ) ( out - in + 1 );

		// TODO: Check the logic here - shouldn't we be computing current and next mixing levels in all cases?
		if ( length == 0 )
		{
			// If there is an end mix level adjust mix to the range
			if ( mlt_properties_get( properties, "end" ) )
			{
				double start = mlt_properties_get_double( properties, "start" );
				double end = mlt_properties_get_double( properties, "end" );
				mix = start + ( end - start ) * mix;
			}
			// A negative means total crossfade (uses position)
			else if ( mlt_properties_get_double( properties, "start" ) >= 0 )
			{
				// Otherwise, start/constructor is a constant mix level
		    	mix = mlt_properties_get_double( properties, "start" );
			}
		
			// Finally, set the mix property on the frame
			mlt_properties_set_double( b_props, "audio.mix", mix );
	
			// Initialise transition previous mix value to prevent an inadvertant jump from 0
			mlt_position last_position = mlt_properties_get_position( properties, "_last_position" );
			mlt_position current_position = mlt_frame_get_position( b_frame );
			mlt_properties_set_position( properties, "_last_position", current_position );
			if ( !mlt_properties_get( properties, "_previous_mix" )
			     || current_position != last_position + 1 )
				mlt_properties_set_double( properties, "_previous_mix", mix );
				
			// Tell b frame what the previous mix level was
			mlt_properties_set_double( b_props, "audio.previous_mix", mlt_properties_get_double( properties, "_previous_mix" ) );

			// Save the current mix level for the next iteration
			mlt_properties_set_double( properties, "_previous_mix", mlt_properties_get_double( b_props, "audio.mix" ) );
		
			mlt_properties_set_double( b_props, "audio.reverse", mlt_properties_get_double( properties, "reverse" ) );
		}
		else
		{
			double level = mlt_properties_get_double( properties, "start" );
			double mix_start = level;
			double mix_end = mix_start;
			double mix_increment = 1.0 / length;
			if ( time - in < length )
			{
				mix_start = mix_start * ( ( double )( time - in ) / length );
				mix_end = mix_start + mix_increment;
			}
			else if ( time > out - length )
			{
				mix_end = mix_start * ( ( double )( out - time - in ) / length );
				mix_start = mix_end - mix_increment;
			}

			mix_start = mix_start < 0 ? 0 : mix_start > level ? level : mix_start;
			mix_end = mix_end < 0 ? 0 : mix_end > level ? level : mix_end;
			mlt_properties_set_double( b_props, "audio.previous_mix", mix_start );
			mlt_properties_set_double( b_props, "audio.mix", mix_end );
		}
	}

	// Override the get_audio method
	mlt_frame_push_audio( a_frame, transition );
	mlt_frame_push_audio( a_frame, b_frame );
	mlt_frame_push_audio( a_frame, transition_get_audio );
	
	return a_frame;
}
Exemple #2
0
static int get_image( mlt_frame a_frame, uint8_t **image, mlt_image_format *format, int *width, int *height, int writable )
{
	int error = 0;

	// Get the b frame from the stack
	mlt_frame b_frame = (mlt_frame) mlt_frame_pop_frame( a_frame );

	// Get the transition object
	mlt_transition transition = (mlt_transition) mlt_frame_pop_service( a_frame );

	// Get the properties of the transition
	mlt_properties properties = MLT_TRANSITION_PROPERTIES( transition );

	// Get the properties of the a frame
	mlt_properties a_props = MLT_FRAME_PROPERTIES( a_frame );

	// Get the movit objects
	mlt_service service = MLT_TRANSITION_SERVICE( transition );
	mlt_service_lock( service );
	EffectChain* chain = GlslManager::get_chain( service );
	Effect* effect = (Effect*) mlt_properties_get_data( properties, "movit effect", NULL );
	MltInput* a_input = GlslManager::get_input( service );
	MltInput* b_input = (MltInput*) mlt_properties_get_data( properties, "movit input B", NULL );
	mlt_image_format output_format = *format;

	if ( !chain || !a_input ) {
		mlt_service_unlock( service );
		return 2;
	}

	// Get the transition parameters
	int reverse = mlt_properties_get_int( properties, "reverse" );
	double mix = mlt_properties_get( properties, "mix" ) ?
		mlt_properties_get_double( properties, "mix" ) :
		mlt_transition_get_progress( transition, a_frame );
	double inverse = 1.0 - mix;

	// Set the movit parameters
	bool ok = effect->set_float( "strength_first",  reverse ? mix : inverse );
	ok     |= effect->set_float( "strength_second", reverse ? inverse : mix );
	assert( ok );

	// Get the frames' textures
	GLuint* texture_id[2] = {0, 0};
	*format = mlt_image_glsl_texture;
	mlt_frame_get_image( a_frame, (uint8_t**) &texture_id[0], format, width, height, 0 );
	a_input->useFBOInput( chain, *texture_id[0] );
	*format = mlt_image_glsl_texture;
	mlt_frame_get_image( b_frame, (uint8_t**) &texture_id[1], format, width, height, 0 );
	b_input->useFBOInput( chain, *texture_id[1] );

	// Set resolution to that of the a_frame
	*width = mlt_properties_get_int( a_props, "width" );
	*height = mlt_properties_get_int( a_props, "height" );

	// Setup rendering to an FBO
	GlslManager* glsl = GlslManager::get_instance();
	glsl_fbo fbo = glsl->get_fbo( *width, *height );
	if ( output_format == mlt_image_glsl_texture ) {
		glsl_texture texture = glsl->get_texture( *width, *height, GL_RGBA );

		glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
		check_error();
		glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
		check_error();
		glBindFramebuffer( GL_FRAMEBUFFER, 0 );
		check_error();

		GlslManager::render( service, chain, fbo->fbo, *width, *height );

		glFinish();
		check_error();
		glBindFramebuffer( GL_FRAMEBUFFER, 0 );
		check_error();

		*image = (uint8_t*) &texture->texture;
		mlt_frame_set_image( a_frame, *image, 0, NULL );
		mlt_properties_set_data( properties, "movit.convert", texture, 0,
			(mlt_destructor) GlslManager::release_texture, NULL );
		*format = output_format;
	}
	else {
		// Use a PBO to hold the data we read back with glReadPixels()
		// (Intel/DRI goes into a slow path if we don't read to PBO)
		GLenum gl_format = ( output_format == mlt_image_rgb24a || output_format == mlt_image_opengl )?
			GL_RGBA : GL_RGB;
		int img_size = *width * *height * ( gl_format == GL_RGB? 3 : 4 );
		glsl_pbo pbo = glsl->get_pbo( img_size );
		glsl_texture texture = glsl->get_texture( *width, *height, gl_format );

		if ( fbo && pbo && texture ) {
			// Set the FBO
			glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
			check_error();
			glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
			check_error();
			glBindFramebuffer( GL_FRAMEBUFFER, 0 );
			check_error();

			GlslManager::render( service, chain, fbo->fbo, *width, *height );

			// Read FBO into PBO
			glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo );
			check_error();
			glBufferData( GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ );
			check_error();
			glReadPixels( 0, 0, *width, *height, gl_format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0) );
			check_error();

			// Copy from PBO
			uint8_t* buf = (uint8_t*) glMapBuffer( GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY );
			check_error();

			*format = gl_format == GL_RGBA ? mlt_image_rgb24a : mlt_image_rgb24;
			*image = (uint8_t*) mlt_pool_alloc( img_size );
			mlt_frame_set_image( a_frame, *image, img_size, mlt_pool_release );
			memcpy( *image, buf, img_size );

			// Release PBO and FBO
			glUnmapBuffer( GL_PIXEL_PACK_BUFFER_ARB );
			check_error();
			glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, 0 );
			check_error();
			glBindFramebuffer( GL_FRAMEBUFFER, 0 );
			check_error();
			glBindTexture( GL_TEXTURE_2D, 0 );
			check_error();
			GlslManager::release_texture( texture );
		}
		else {
			error = 1;
		}
	}
	if ( fbo ) GlslManager::release_fbo( fbo );
	mlt_service_unlock( service );

	return error;
}