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C++ GlslManager::get_fbo方法代码示例

本文整理汇总了C++中GlslManager::get_fbo方法的典型用法代码示例。如果您正苦于以下问题:C++ GlslManager::get_fbo方法的具体用法?C++ GlslManager::get_fbo怎么用?C++ GlslManager::get_fbo使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GlslManager的用法示例。


在下文中一共展示了GlslManager::get_fbo方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: convert_image


//.........这里部分代码省略.........
			if ( 709 == mlt_properties_get_int( properties, "colorspace" ) ) {
				image_format.color_space = COLORSPACE_REC_709;
				image_format.gamma_curve = GAMMA_REC_709;
				ycbcr_format.luma_coefficients = YCBCR_REC_709;
			} else if ( 576 == height ) {
				image_format.color_space = COLORSPACE_REC_601_625;
				image_format.gamma_curve = GAMMA_REC_601;
				ycbcr_format.luma_coefficients = YCBCR_REC_601;
			} else {
				image_format.color_space = COLORSPACE_REC_601_525;
				image_format.gamma_curve = GAMMA_REC_601;
				ycbcr_format.luma_coefficients = YCBCR_REC_601;
			}
			ycbcr_format.full_range = mlt_properties_get_int( properties, "force_full_luma" );
			ycbcr_format.chroma_subsampling_x = 2;
			ycbcr_format.chroma_subsampling_y = 1;
			// TODO: make new frame properties set by producers
			ycbcr_format.cb_x_position = ycbcr_format.cr_x_position = 0.0f;
			ycbcr_format.cb_y_position = ycbcr_format.cr_y_position = 0.5f;
			input->useYCbCrInput( chain, image_format, ycbcr_format, width, height );
			
			// convert chunky to planar
			uint8_t* planar = (uint8_t*) mlt_pool_alloc( img_size );
			yuv422_to_yuv422p( *image, planar, width, height );
			input->set_pixel_data( planar );
			mlt_frame_set_image( frame, planar, img_size, mlt_pool_release );
		}
		// Finalize the separate conversion chain if needed.
		if ( finalize_chain )
			chain->finalize();
	}

	if ( output_format != mlt_image_glsl ) {
		glsl_fbo fbo = glsl->get_fbo( width, height );

		if ( output_format == mlt_image_glsl_texture ) {
			glsl_texture texture = glsl->get_texture( width, height, GL_RGBA );

			glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
			check_error();
			glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
			check_error();
			glBindFramebuffer( GL_FRAMEBUFFER, 0 );
			check_error();

			GlslManager::render( service, chain, fbo->fbo, width, height );

			glFinish();
			check_error();
			glBindFramebuffer( GL_FRAMEBUFFER, 0 );
			check_error();

			*image = (uint8_t*) &texture->texture;
			mlt_frame_set_image( frame, *image, 0, NULL );
			mlt_properties_set_data( properties, "movit.convert.texture", texture, 0,
				(mlt_destructor) GlslManager::release_texture, NULL );
			mlt_properties_set_int( properties, "format", output_format );
			*format = output_format;
		}
		else {
			// Use a PBO to hold the data we read back with glReadPixels()
			// (Intel/DRI goes into a slow path if we don't read to PBO)
			GLenum gl_format = ( output_format == mlt_image_rgb24a || output_format == mlt_image_opengl )?
				GL_RGBA : GL_RGB;
			img_size = width * height * ( gl_format == GL_RGB? 3 : 4 );
			glsl_pbo pbo = glsl->get_pbo( img_size );
开发者ID:hrshadhin,项目名称:mlt,代码行数:67,代码来源:filter_movit_convert.cpp

示例2: get_image

static int get_image( mlt_frame a_frame, uint8_t **image, mlt_image_format *format, int *width, int *height, int writable )
{
	int error = 0;

	// Get the b frame from the stack
	mlt_frame b_frame = (mlt_frame) mlt_frame_pop_frame( a_frame );

	// Get the transition object
	mlt_transition transition = (mlt_transition) mlt_frame_pop_service( a_frame );

	// Get the properties of the transition
	mlt_properties properties = MLT_TRANSITION_PROPERTIES( transition );

	// Get the properties of the a frame
	mlt_properties a_props = MLT_FRAME_PROPERTIES( a_frame );

	// Get the movit objects
	mlt_service service = MLT_TRANSITION_SERVICE( transition );
	mlt_service_lock( service );
	EffectChain* chain = GlslManager::get_chain( service );
	MltInput* a_input = GlslManager::get_input( service );
	MltInput* b_input = (MltInput*) mlt_properties_get_data( properties, "movit input B", NULL );
	mlt_image_format output_format = *format;

	if ( !chain || !a_input ) {
		mlt_service_unlock( service );
		return 2;
	}

	// Get the frames' textures
	GLuint* texture_id[2] = {0, 0};
	*format = mlt_image_glsl_texture;
	mlt_frame_get_image( a_frame, (uint8_t**) &texture_id[0], format, width, height, 0 );
	a_input->useFBOInput( chain, *texture_id[0] );
	*format = mlt_image_glsl_texture;
	mlt_frame_get_image( b_frame, (uint8_t**) &texture_id[1], format, width, height, 0 );
	b_input->useFBOInput( chain, *texture_id[1] );

	// Set resolution to that of the a_frame
	*width = mlt_properties_get_int( a_props, "width" );
	*height = mlt_properties_get_int( a_props, "height" );

	// Setup rendering to an FBO
	GlslManager* glsl = GlslManager::get_instance();
	glsl_fbo fbo = glsl->get_fbo( *width, *height );
	if ( output_format == mlt_image_glsl_texture ) {
		glsl_texture texture = glsl->get_texture( *width, *height, GL_RGBA );

		glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
		check_error();
		glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
		check_error();
		glBindFramebuffer( GL_FRAMEBUFFER, 0 );
		check_error();

		GlslManager::render( service, chain, fbo->fbo, *width, *height );

		glFinish();
		check_error();
		glBindFramebuffer( GL_FRAMEBUFFER, 0 );
		check_error();

		*image = (uint8_t*) &texture->texture;
		mlt_frame_set_image( a_frame, *image, 0, NULL );
		mlt_properties_set_data( properties, "movit.convert", texture, 0,
			(mlt_destructor) GlslManager::release_texture, NULL );
		*format = output_format;
	}
	else {
		// Use a PBO to hold the data we read back with glReadPixels()
		// (Intel/DRI goes into a slow path if we don't read to PBO)
		GLenum gl_format = ( output_format == mlt_image_rgb24a || output_format == mlt_image_opengl )?
			GL_RGBA : GL_RGB;
		int img_size = *width * *height * ( gl_format == GL_RGB? 3 : 4 );
		glsl_pbo pbo = glsl->get_pbo( img_size );
		glsl_texture texture = glsl->get_texture( *width, *height, gl_format );

		if ( fbo && pbo && texture ) {
			// Set the FBO
			glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
			check_error();
			glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
			check_error();
			glBindFramebuffer( GL_FRAMEBUFFER, 0 );
			check_error();

			GlslManager::render( service, chain, fbo->fbo, *width, *height );

			// Read FBO into PBO
			glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo );
			check_error();
			glBufferData( GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ );
			check_error();
			glReadPixels( 0, 0, *width, *height, gl_format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0) );
			check_error();

			// Copy from PBO
			uint8_t* buf = (uint8_t*) glMapBuffer( GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY );
			check_error();

//.........这里部分代码省略.........
开发者ID:adiibanez,项目名称:mlt,代码行数:101,代码来源:transition_movit_overlay.cpp


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