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fmviewer3/project/fm_viewer/fav/OpenGLVideo.h
2026-02-21 17:11:31 +09:00

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/******************************************************************************
QtAV: Multimedia framework based on Qt and FFmpeg
Copyright (C) 2012-2016 Wang Bin <wbsecg1@gmail.com>
* This file is part of QtAV (from 2014)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
******************************************************************************/
#ifndef QTAV_OPENGLVIDEO_H
#define QTAV_OPENGLVIDEO_H
#ifndef QT_NO_OPENGL
#include "_fav_constants.h"
#include "VideoFormat.h"
#include <QtCore/QHash>
#include <QtGui/QMatrix4x4>
#include <QtCore/QObject>
#if QT_VERSION >= QT_VERSION_CHECK(5, 0, 0)
#include <QtGui/QOpenGLContext>
#else
#include <QtOpenGL/QGLContext>
#define QOpenGLContext QGLContext
#endif
QT_BEGIN_NAMESPACE
class QColor;
QT_END_NAMESPACE
namespace FAV {
class VideoFrame;
class VideoShader;
class OpenGLVideoPrivate;
/*!
* \brief The OpenGLVideo class
* high level api for renderering a video frame. use VideoShader, VideoMaterial and ShaderManager internally.
* By default, VBO is used. Set environment var QTAV_NO_VBO=1 or 0 to disable/enable VBO.
* VAO will be enabled if supported. Disabling VAO is the same as VBO.
*/
class Q_AV_EXPORT OpenGLVideo : public QObject
{
Q_OBJECT
DPTR_DECLARE_PRIVATE(OpenGLVideo)
public:
enum MeshType {
RectMesh,
SphereMesh
};
#if (RM_MODEL_360)
typedef struct{
bool bVFlip;
bool bHFlip;
double dAngleX;
double dAngleY;
int mode;
int aspectMode;
qreal sourceAspectRatio; // Video Mode 일 경우 바로 적용되지 않아 강제 변경
} RENDER_INFO_360;
#endif // RM_MODEL_360
static bool isSupported(VideoFormat::PixelFormat pixfmt);
OpenGLVideo();
/*!
* \brief setOpenGLContext
* a context must be set before renderering.
* \param ctx
* 0: current context in OpenGL is done. shaders will be released.
* QOpenGLContext is QObject in Qt5, and gl resources here will be released automatically if context is destroyed.
* But you have to call setOpenGLContext(0) for Qt4 explicitly in the old context.
* Viewport is also set here using context surface/paintDevice size and devicePixelRatio.
* devicePixelRatio may be wrong for multi-screen with 5.0<qt<5.5, so you should call setProjectionMatrixToRect later in this case
*/
void setOpenGLContext(QOpenGLContext *ctx);
QOpenGLContext* openGLContext();
void setCurrentFrame(const VideoFrame& frame);
void fill(const QColor& color);
/*!
* \brief render
* all are in Qt's coordinate
* \param target: the rect renderering to. in Qt's coordinate. not normalized here but in shader. // TODO: normalized check?
* invalid value (default) means renderering to the whole viewport
* \param roi: normalized rect of texture to renderer.
* \param transform: additinal transformation.
*/
void render(const QRectF& target = QRectF(), const QRectF& roi = QRectF(), const QMatrix4x4& transform = QMatrix4x4());
/*!
* \brief setProjectionMatrixToRect
* the rect will be viewport
*/
void setProjectionMatrixToRect(const QRectF& v);
void setViewport(const QRectF& r);
void setBrightness(qreal value);
void setContrast(qreal value);
void setHue(qreal value);
void setSaturation(qreal value);
void setUserShader(VideoShader* shader);
VideoShader* userShader() const;
void setMeshType(MeshType value);
MeshType meshType() const;
#if (RM_MODEL_360)
// X,Y 축 이동 0~1
void angle(double* ax, double* ay);
void setAngle(double x, double y);
void resetAngle(); // 초기화
// SWAP 시 저장, 복원
void getRenderInfo(RENDER_INFO_360* info);
void setRenderInfo(RENDER_INFO_360* info);
int zoomLevel; // 0 ~ 20
int zoom() {
return zoomLevel;
}
void setZoom(int level);
// 원본 -> 확대1,2,3,4 -> 원본
// 화면 클릭 (xy 0.0 ~ 1.0) ZOOM (0->5->10->20->0)
void zoomPos(double rx, double ry);
QSize frameSize();
#if (USE_POINT_ZOOM)
int zoomLevel2D;
QPointF centerZoom;
float getZoomScale();
QRectF getROI(QRectF src);
QPointF getZoomCenter(float rx, float ry);
#endif
#if (!USE_POINT_ZOOM || USE_HYBRID_ZOOM)
bool bROI;
QRectF rROI;
void setROI(double x, double y, double w, double h); // OpenGL ROI
#endif
void clearROI();
bool bVRFlip; // 360 FLIP (각도 뒤집힘...)
double sx;
double sy;
void startDrag(); // mouse press
void drag(double rx,double ry); // mouse move (원점에서 이동)
void scroll(double rx,double ry); // 현재 각도에서 이동
//! \brief 3D 모드 변경
//! \param mode : 0:2D, 1:PANORAMA 2CH, 2:3D
#endif // RM_MODEL_360
#if (RM_MODEL_360 || SUPPORT_WIDE_MODE)
void setMode(int mode);
int mode();
void setVFlip(bool flip); // 상하반전
bool isVFlip();
void setHFlip(bool flip); // 좌우반전
bool isHFlip();
#endif // SUPPORT_WIDE_MODE
#if (MODEL_360)
QMatrix4x4& tune360();
void setTune360(QMatrix4x4 m);
void setDualMode(int mode);
void setDualFront(bool front);
#if (TUNE_360)
void setMode(int mode); // 0:WIDE, 1:VR
#endif // TUNE_360
#endif // MODEL_360
#if (MODEL_360)
void setZoom(bool a);
bool zoom();
void setAngle(double a);
double angle();
void setPitch(double a);
double pitch();
#endif
Q_SIGNALS:
void beforeRendering();
/*!
* \brief afterRendering
* Emitted when video frame is rendered.
* With DirectConnection, it can be used to draw GL on top of video, or to do screen scraping of the current frame buffer.
*/
void afterRendering();
protected:
DPTR_DECLARE(OpenGLVideo)
private Q_SLOTS:
/* used by Qt5 whose QOpenGLContext is QObject and we can call this when context is about to destroy.
* shader manager and material will be reset
*/
void resetGL();
};
} //namespace FAV
#endif //QT_NO_OPENGL
#endif // QTAV_OPENGLVIDEO_H