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SGVlcVideoNode.h
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SGVlcVideoNode.h
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/*******************************************************************************
* Copyright © 2014-2015, Sergey Radionov <rsatom_gmail.com>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
* OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*******************************************************************************/
#pragma once
#include <memory>
#include <QSGGeometryNode>
#include <QSGGeometry>
#include <QSGMaterial>
struct QmlVlcI420Frame;//#include "QmlVlcVideoFrame.h"
///////////////////////////////////////////////////////////////////////////////
// QSGVlcVideoFrameMaterialShader
class QSGVlcVideoFrameMaterialShader : public QSGMaterialShader
{
public:
virtual char const* const* attributeNames() const;
virtual const char* vertexShader() const;
virtual const char* fragmentShader() const;
virtual void initialize();
virtual void updateState( const RenderState& state,
QSGMaterial* newMaterial,
QSGMaterial* oldMaterial );
private:
int m_matrixId;
int m_rgbMatrixId;
int m_opacityId;
int m_yPlaneTexId;
int m_uPlaneTexId;
int m_vPlaneTexId;
};
///////////////////////////////////////////////////////////////////////////////
// QSGVlcVideoFrameMaterial
class QSGVlcVideoFrameMaterial : public QSGMaterial
{
public:
QSGVlcVideoFrameMaterial();
~QSGVlcVideoFrameMaterial();
virtual QSGMaterialType* type() const;
virtual QSGMaterialShader* createShader() const;
virtual int compare( const QSGMaterial *other ) const;
void setFrame( const std::shared_ptr<const QmlVlcI420Frame>& frame );
void bindPlanes();
private:
void bindPlane( GLenum texUnit, GLuint texId, const void* plane,
quint16 width, quint16 height );
private:
std::shared_ptr<const QmlVlcI420Frame> m_frame;
GLuint m_planeTexIds[3];
};
///////////////////////////////////////////////////////////////////////////////
// SGVlcVideoNode
class SGVlcVideoNode : public QSGGeometryNode
{
public:
SGVlcVideoNode();
void setRect( const QRectF& rect, const QRectF& sourceRect );
void setFrame( const std::shared_ptr<const QmlVlcI420Frame>& frame );
private:
QSGGeometry m_geometry;
QSGVlcVideoFrameMaterial m_material;
};