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; }
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; }