Exemple #1
0
  bool Actor::video_negotiate (VisVideoDepth run_depth, bool noevent, bool forced)
  {
      auto output_width  = m_impl->video->get_width ();
      auto output_height = m_impl->video->get_height ();
      auto output_depth  = m_impl->video->get_depth ();

      // Ask actor for preferred rendering dimensions

      int run_width  = output_width;
      int run_height = output_height;

      m_impl->get_actor_plugin ()->requisition (m_impl->plugin, &run_width, &run_height);

      // Check to make sure requested run depth is supported. If not, pick the highest.

      auto supported_depths = get_supported_depths ();
      m_impl->run_depth = forced ? run_depth : visual_video_depth_get_highest_nogl (supported_depths);

      if (!visual_video_depth_is_supported (supported_depths, m_impl->run_depth)) {
          m_impl->run_depth = visual_video_depth_get_highest_nogl (supported_depths);
      }

      // Configure proxy videos to convert rendering

      m_impl->to_scale.reset ();
      m_impl->to_convert.reset ();

      visual_log (VISUAL_LOG_DEBUG, "Setting up any necessary video conversions..");

      if (output_depth != VISUAL_VIDEO_DEPTH_GL) {
          // Configure any necessary depth conversion
          if (m_impl->run_depth != output_depth) {
              visual_log (VISUAL_LOG_DEBUG, "Setting up depth conversion: %s -> %s",
                          visual_video_depth_name (m_impl->run_depth),
                          visual_video_depth_name (output_depth));

              m_impl->to_convert = Video::create (output_width, output_height, m_impl->run_depth);
          }

          // Configure any necessary scaling
          if (run_width != output_width || run_height != output_height) {
              visual_log (VISUAL_LOG_DEBUG, "Setting up scaling: (%dx%d) -> (%dx%d)",
                          run_width, run_height, output_width, output_height);

              m_impl->to_scale = Video::create (run_width, run_height, output_depth);
          }
      } else {
          visual_log (VISUAL_LOG_DEBUG, "Conversions skipped in OpenGL rendering mode");
      }

      // FIXME: This should be moved into the if block above. It's out
      // here because plugins depend on this to receive information
      // about initial dimensions
      if (!noevent) {
          visual_event_queue_add (visual_plugin_get_event_queue (m_impl->plugin),
                                  visual_event_new_resize (run_width, run_height));
      }

      return true;
  }
Exemple #2
0
int main (int argc, char **argv)
{
    try {
        // print warm welcome
        std::cerr << visual_truncate_path (argv[0], 1) << " - "
                  << PACKAGE_STRING
                  << " (" << LV_REVISION << ") commandline tool - "
                  << PACKAGE_URL << "\n";

        // setup signal handlers
        setup_signal_handlers ();

        // default loglevel
        visual_log_set_verbosity (VISUAL_LOG_ERROR);

        // initialize LV
        Libvisual main {argc, argv};

        // parse commandline arguments
        int parse_result = parse_args (argc, argv);
        if (parse_result < 0) {
            throw std::runtime_error ("Failed to parse arguments");
        }
        if (parse_result > 0) {
            return EXIT_SUCCESS;
        }

        // Set system-wide random seed
        if (have_seed) {
            LV::System::instance()->set_rng_seed (seed);
        }

        // create new VisBin for video output
        LV::Bin bin;
        bin.set_supported_depth(VISUAL_VIDEO_DEPTH_ALL);
        bin.use_morph(false);

        // Let the bin manage plugins. There's a bug otherwise.
        if (!bin.connect(actor_name, input_name)) {
            throw std::runtime_error ("Failed to start pipeline with actor '" + actor_name + "' and input '" + input_name + "'");
        }

        auto actor = bin.get_actor();

        // Select output colour depth

        VisVideoDepth depth;
        int depthflag = actor->get_supported_depths ();

        // Pick the best display depth directly supported by non GL actor
        if(depthflag != VISUAL_VIDEO_DEPTH_GL)
        {
            if (color_depth == 0)
            {
                depth = visual_video_depth_get_highest_nogl (depthflag);
            }
            // Pick user chosen colordepth
            else
            {
                depth = visual_video_depth_from_bpp (color_depth);
            }
        }
        /* GL actor */
        else
        {
            depth = visual_video_depth_get_highest (depthflag);
        }

        bin.set_depth (depth);

        auto vidoptions = actor->get_video_attribute_options ();

        // initialize display
        Display display (driver_name);

        // create display
        auto video = display.create(depth, vidoptions, width, height, true);
        if(!video) {
            throw std::runtime_error("Failed to setup display for rendering");
        }

        // Set the display title
        display.set_title(_("lv-tool"));

        // put it all together
        bin.set_video(video);
        bin.realize();
        bin.sync(false);
        bin.depth_changed();

        bin.set_morph(morph_name);

        // get a queue to handle events
        LV::EventQueue localqueue;

        // rendering statistics
        uint64_t frames_drawn = 0;

        // frame rate control state
        uint64_t const frame_period_us = frame_rate > 0 ? VISUAL_USECS_PER_SEC / frame_rate : 0;
        LV::Time last_frame_time;
        bool draw_frame = true;

        // main loop
        bool running = true;
        //bool visible = true;

        while (running)
        {
            // Check if process termination was signaled
            if (terminate_process) {
                std::cerr << "Received signal to terminate process, exiting..\n";
                return EXIT_SUCCESS;
            }

            // Control frame rate
            if (frame_rate > 0) {
                if (frames_drawn > 0) {
                    draw_frame = (LV::Time::now () - last_frame_time).to_usecs () >= frame_period_us;
                }
            }

            if (draw_frame) {
                DisplayLock lock {display};

                // Draw audio data and render
                bin.run();

                // Display rendering
                display.update_all ();

                // Record frame time
                last_frame_time = LV::Time::now ();

                // All frames rendered?
                frames_drawn++;
                if (frame_count > 0 && frames_drawn >= frame_count) {
                    break;
                }

                // switch actor?
                if (actor_switch_after_frames > 0 &&
                    frames_drawn >= actor_switch_after_frames + actor_switch_framecount)
                {
                    actor_switch_framecount += actor_switch_after_frames;

                    actor_name = cycle_actor_name (actor_name, CycleDir::NEXT);
                    std::cerr << "Switching to actor '" << actor_name << "'...\n";
                    bin.switch_actor (actor_name);
                }
            }

            LV::Event ev;

            // Handle all events
            display.drain_events(localqueue);

            auto pluginqueue = visual_plugin_get_event_queue (bin.get_actor()->get_plugin ());

            while (localqueue.poll(ev))
            {
                if(ev.type != VISUAL_EVENT_RESIZE)
                    pluginqueue->add (ev);

                switch (ev.type)
                {
                    case VISUAL_EVENT_PARAM:
                    {
                        break;
                    }

                    case VISUAL_EVENT_RESIZE:
                    {
                        DisplayLock lock {display};

                        width = ev.event.resize.width;
                        height = ev.event.resize.height;

                        video = display.create(depth, vidoptions, width, height, true);
                        display.set_title(_("lv-tool"));

                        bin.set_video (video);
                        bin.sync(false);

                        break;
                    }

                    case VISUAL_EVENT_MOUSEMOTION:
                    {
                        break;
                    }

                    case VISUAL_EVENT_MOUSEBUTTONDOWN:
                    {
                        // switch to next actor
                        actor_name = cycle_actor_name (actor_name, CycleDir::NEXT);

                        std::cerr << "Switching to actor '" << actor_name << "'...\n";
                        bin.switch_actor (actor_name);

                        break;
                    }

                    case VISUAL_EVENT_MOUSEBUTTONUP:
                    {
                        break;
                    }

                    case VISUAL_EVENT_KEYDOWN:
                    {
                        switch(ev.event.keyboard.keysym.sym)
                        {
                            case VKEY_ESCAPE:
                            {
                                running = false;
                                break;
                            }

                            case VKEY_TAB:
                            {
                                break;
                            }

                            default:
                                break;
                        }

                        break;
                    }

                    case VISUAL_EVENT_KEYUP:
                    {
                        break;
                    }

                    case VISUAL_EVENT_QUIT:
                    {
                        running = false;
                        break;
                    }

                    case VISUAL_EVENT_VISIBILITY:
                    {
                        //visible = ev.event.visibility.is_visible;
                        break;
                    }

                    default:
                    {
                        break;
                    }
                }
            }

            if (bin.depth_changed())
            {
                DisplayLock lock {display};

                int depthflag = bin.get_depth();
                VisVideoDepth depth = visual_video_depth_get_highest(depthflag);

                display.create(depth, vidoptions, width, height, true);

                video = display.get_video();
                bin.set_video(video);

                bin.sync(true);
            }
        }

        return EXIT_SUCCESS;
    }
    catch (std::exception& error) {
        std::cerr << error.what () << std::endl;

        return EXIT_FAILURE;
    }
}
Exemple #3
0
  void Actor::run (Audio const& audio)
  {
      visual_return_if_fail (m_impl->video);

      auto actor_plugin = m_impl->get_actor_plugin ();
      if (!actor_plugin) {
          visual_log (VISUAL_LOG_ERROR, "The given actor does not reference any actor plugin");
          return;
      }

      auto plugin = get_plugin ();

      /* Songinfo handling */
      if (!visual_songinfo_compare (&m_impl->songcompare, actor_plugin->songinfo) ||
          m_impl->songcompare.get_elapsed () != actor_plugin->songinfo->get_elapsed ()) {

          actor_plugin->songinfo->mark ();

          visual_event_queue_add (visual_plugin_get_event_queue (plugin),
                                  visual_event_new_newsong (actor_plugin->songinfo));

          visual_songinfo_copy (&m_impl->songcompare, actor_plugin->songinfo);
      }

      // Get plugin to process all events
      visual_plugin_events_pump (m_impl->plugin);

      auto const& video      = m_impl->video;
      auto const& to_convert = m_impl->to_convert;
      auto const& to_scale   = m_impl->to_scale;

      if (video->get_depth () != VISUAL_VIDEO_DEPTH_GL) {
          auto palette = get_palette ();

          if (to_convert) {
              // Have depth conversion

              // Setup any palette
              if (palette) {
                  to_convert->set_palette (*palette);
              }

              // Render first
              actor_plugin->render (m_impl->plugin, to_convert.get (), const_cast<Audio*> (&audio));

              if (to_scale) {
                  // Convert depth, then scale
                  to_scale->convert_depth (to_convert);
                  video->scale (to_scale, VISUAL_VIDEO_SCALE_NEAREST);
              }
              else {
                  // Convert depth only
                  video->convert_depth (to_convert);
              }
          } else {
              // No depth conversion

              if (to_scale) {
                  // Setup any palette
                  if (palette) {
                      to_scale->set_palette (*palette);
                  }

                  // Render, then scale
                  actor_plugin->render (m_impl->plugin, to_scale.get (), const_cast<Audio*> (&audio));
                  video->scale (to_scale, VISUAL_VIDEO_SCALE_NEAREST);
              } else {
                  // Setup any palette
                  if (palette) {
                      video->set_palette (*palette);
                  }

                  // Render directly to video target
                  actor_plugin->render (m_impl->plugin, video.get (), const_cast<Audio*> (&audio));
              }
          }
      } else {
          // Render directly to video target (OpenGL)
          actor_plugin->render (m_impl->plugin, video.get (), const_cast<Audio*> (&audio));
      }
  }