-#include <algorithm>
-#include <chrono>
-#include <condition_variable>
-#include <mutex>
-#include <thread>
-#include <vector>
-
-#include <stdio.h>
-
-#include <movit/util.h>
+#include "player.h"
#include "clip_list.h"
#include "context.h"
#include "httpd.h"
#include "jpeg_frame_view.h"
#include "mux.h"
-#include "player.h"
#include "timebase.h"
#include "video_stream.h"
+#include <algorithm>
+#include <chrono>
+#include <condition_variable>
+#include <movit/util.h>
+#include <mutex>
+#include <stdio.h>
+#include <thread>
+#include <vector>
+
using namespace std;
using namespace std::chrono;
video_stream.reset(new VideoStream);
video_stream->start();
}
-
+
check_error();
constexpr double output_framerate = 60000.0 / 1001.0; // FIXME: make configurable
// Wait until we're supposed to play something.
{
unique_lock<mutex> lock(queue_state_mu);
- clip_ready = new_clip_changed.wait_for(lock, milliseconds(100), [this]{
+ clip_ready = new_clip_changed.wait_for(lock, milliseconds(100), [this] {
return new_clip_ready && current_clip.pts_in != -1;
});
new_clip_ready = false;
clip = current_clip;
stream_idx = current_stream_idx;
}
-got_clip:
steady_clock::time_point origin = steady_clock::now();
int64_t in_pts_origin = clip.pts_in;
+got_clip:
int64_t out_pts_origin = pts;
// Start playing exactly at a frame.
+ // TODO: Snap secondary (fade-to) clips in the same fashion
+ // so that we don't get jank here).
{
lock_guard<mutex> lock(frame_mu);
// TODO: Lock to a rational multiple of the frame rate if possible.
double speed = 0.5;
+ int64_t in_pts_start_next_clip = -1;
for (int frameno = 0; ; ++frameno) { // Ends when the clip ends.
double out_pts = out_pts_origin + TIMEBASE * frameno / output_framerate;
steady_clock::time_point next_frame_start =
int64_t in_pts = lrint(in_pts_origin + TIMEBASE * frameno * speed / output_framerate);
pts = lrint(out_pts);
+ if (in_pts >= clip.pts_out) {
+ break;
+ }
+
steady_clock::duration time_behind = steady_clock::now() - next_frame_start;
if (time_behind >= milliseconds(200)) {
fprintf(stderr, "WARNING: %ld ms behind, dropping a frame (no matter the type).\n",
double duration_next_clip = (next_clip.pts_out - next_clip.pts_in) / TIMEBASE / speed;
next_clip_fade_time = std::min(time_left_this_clip, duration_next_clip);
+ in_pts_start_next_clip = next_clip.pts_in + lrint(next_clip_fade_time * TIMEBASE * speed);
}
}
int primary_stream_idx = stream_idx;
int secondary_stream_idx = -1;
+ int64_t secondary_pts = -1;
+ int64_t in_pts_secondary = -1;
float fade_alpha = 0.0f;
if (got_next_clip) {
secondary_stream_idx = next_clip.stream_idx;
+ in_pts_secondary = lrint(next_clip.pts_in + (next_clip_fade_time - time_left_this_clip) * TIMEBASE * speed);
fade_alpha = 1.0f - time_left_this_clip / next_clip_fade_time;
// If more than half-way through the fade, interpolate the next clip
// instead of the current one, since it's more visible.
if (fade_alpha >= 0.5f) {
swap(primary_stream_idx, secondary_stream_idx);
+ swap(in_pts, in_pts_secondary);
fade_alpha = 1.0f - fade_alpha;
}
- }
- int64_t secondary_pts = -1;
- if (got_next_clip) {
int64_t in_pts_lower, in_pts_upper;
- bool ok = find_surrounding_frames(in_pts, secondary_stream_idx, &in_pts_lower, &in_pts_upper);
+ bool ok = find_surrounding_frames(in_pts_secondary, secondary_stream_idx, &in_pts_lower, &in_pts_upper);
if (ok) {
secondary_pts = in_pts_lower;
} else {
int64_t in_pts_lower, in_pts_upper;
bool ok = find_surrounding_frames(in_pts, primary_stream_idx, &in_pts_lower, &in_pts_upper);
- if (!ok || in_pts_upper >= clip.pts_out) {
+ if (!ok) {
break;
}
// Snap to input frame: If we can do so with less than 1% jitter
// (ie., move less than 1% of an _output_ frame), do so.
+ // TODO: Snap secondary (fade-to) clips in the same fashion.
bool snapped = false;
for (int64_t snap_pts : { in_pts_lower, in_pts_upper }) {
double snap_pts_as_frameno = (snap_pts - in_pts_origin) * output_framerate / TIMEBASE / speed;
next_clip = next_clip_callback();
if (next_clip.pts_in != -1) {
got_next_clip = true;
+ in_pts_start_next_clip = next_clip.pts_in;
}
}
done_callback();
}
got_next_clip = false;
+
+ // Start the next clip from the point where the fade went out.
+ origin = steady_clock::now();
+ in_pts_origin = in_pts_start_next_clip;
goto got_clip;
}
void Player::override_angle(unsigned stream_idx)
{
- // Corner case: If a new clip is waiting to be played, change its stream and then we're done.
+ // Corner case: If a new clip is waiting to be played, change its stream and then we're done.
{
unique_lock<mutex> lock(queue_state_mu);
if (new_clip_ready) {
}
pts_out = current_clip.pts_out;
}
-
+
lock_guard<mutex> lock(frame_mu);
auto it = upper_bound(frames[stream_idx].begin(), frames[stream_idx].end(), pts_out);
if (it == frames[stream_idx].end()) {