check_error();
resource_pool.reset(new ResourcePool);
+ theme.reset(new Theme("theme.lua", resource_pool.get()));
output_channel[OUTPUT_LIVE].parent = this;
output_channel[OUTPUT_PREVIEW].parent = this;
output_channel[OUTPUT_INPUT0].parent = this;
input_ycbcr_format.luma_coefficients = YCBCR_REC_601;
input_ycbcr_format.full_range = false;
- YCbCrFormat output_ycbcr_format;
- output_ycbcr_format.chroma_subsampling_x = 1;
- output_ycbcr_format.chroma_subsampling_y = 1;
- output_ycbcr_format.luma_coefficients = YCBCR_REC_601;
- output_ycbcr_format.full_range = false;
-
- // Main chain.
- chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
- check_error();
- input[0] = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
- chain->add_input(input[0]);
- input[1] = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
- chain->add_input(input[1]);
- resample_effect = chain->add_effect(new ResampleEffect(), input[0]);
- padding_effect = chain->add_effect(new IntegralPaddingEffect());
- float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
- CHECK(padding_effect->set_vec4("border_color", border_color));
-
- resample2_effect = chain->add_effect(new ResampleEffect(), input[1]);
- Effect *saturation_effect = chain->add_effect(new SaturationEffect());
- CHECK(saturation_effect->set_float("saturation", 0.3f));
- Effect *wb_effect = chain->add_effect(new WhiteBalanceEffect());
- CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
- padding2_effect = chain->add_effect(new IntegralPaddingEffect());
-
- chain->add_effect(new OverlayEffect(), padding_effect, padding2_effect);
-
- chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
- chain->add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, output_ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
- chain->set_dither_bits(8);
- chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
- chain->finalize();
-
// Display chain; shows the live output produced by the main chain (its RGBA version).
display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
check_error();
for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
cards[card_index].usb->start_bm_capture();
- input[card_index]->set_pixel_data(0, nullptr, 0);
- input[card_index]->set_pixel_data(1, nullptr, 0);
}
//chain->enable_phase_timing(true);
right1 = right1 * scale0 + tx0;
}
+#if 0
place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
+#endif
CaptureCard card_copy[NUM_CARDS];
if (!card->new_data_ready)
continue;
+ assert(card->new_frame != nullptr);
bmusb_current_rendering_frame[card_index] = card->new_frame;
check_error();
glDeleteSync(card->new_data_ready_fence);
check_error();
const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
- input[card_index]->set_texture_num(0, userdata->tex_y);
- input[card_index]->set_texture_num(1, userdata->tex_cbcr);
-
- if (NUM_CARDS == 1) {
- // Set to the other one, too.
- input[1]->set_texture_num(0, userdata->tex_y);
- input[1]->set_texture_num(1, userdata->tex_cbcr);
- }
+ theme->set_input_textures(card_index, userdata->tex_y, userdata->tex_cbcr);
}
+ // Get the main chain from the theme, and set its state immediately.
+ pair<EffectChain *, function<void()>> theme_main_chain = theme->get_chain(0, frame / 60.0f, WIDTH, HEIGHT);
+ EffectChain *chain = theme_main_chain.first;
+ theme_main_chain.second();
+
GLuint y_tex, cbcr_tex;
bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
assert(got_frame);
// The preview frame shows the first input. Note that the textures
// are owned by the input frame, not the display frame.
- {
+ if (bmusb_current_rendering_frame[0] != nullptr) {
const PBOFrameAllocator::Userdata *input0_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[0]->userdata;
GLuint input0_y_tex = input0_userdata->tex_y;
GLuint input0_cbcr_tex = input0_userdata->tex_cbcr;
// Same for the other preview.
// TODO: Use a for loop. Gah.
- {
+ if (bmusb_current_rendering_frame[1] != nullptr) {
const PBOFrameAllocator::Userdata *input1_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[1]->userdata;
GLuint input1_y_tex = input1_userdata->tex_y;
GLuint input1_cbcr_tex = input1_userdata->tex_cbcr;