OpenCAX/entry/src/main/cpp/include/opencascade/Graphic3d_MediaTextureSet.hxx
2026-02-19 19:05:41 +08:00

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4.5 KiB
C++

// Created by: Kirill GAVRILOV
// Copyright (c) 2019 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_MediaTextureSet_HeaderFile
#define _Graphic3d_MediaTextureSet_HeaderFile
#include "Media_IFrameQueue.hxx"
#include "Graphic3d_MediaTexture.hxx"
#include "Graphic3d_TextureSet.hxx"
class Graphic3d_ShaderProgram;
class Media_PlayerContext;
//! Texture adapter for Media_Frame.
class Graphic3d_MediaTextureSet : public Graphic3d_TextureSet, public Media_IFrameQueue
{
DEFINE_STANDARD_RTTIEXT(Graphic3d_MediaTextureSet, Graphic3d_TextureSet)
public:
//! Callback definition.
typedef void (*CallbackOnUpdate_t)(void* theUserPtr);
public:
//! Empty constructor.
Standard_EXPORT Graphic3d_MediaTextureSet();
//! Setup callback to be called on queue progress (e.g. when new frame should be displayed).
Standard_EXPORT void SetCallback(CallbackOnUpdate_t theCallbackFunction,
void* theCallbackUserPtr);
//! Call callback.
Standard_EXPORT void Notify();
//! Return input media.
const TCollection_AsciiString& Input() const { return myInput; }
//! Open specified file.
//! Passing an empty path would close current input.
Standard_EXPORT void OpenInput(const TCollection_AsciiString& thePath,
Standard_Boolean theToWait);
//! Return player context; it can be NULL until first OpenInput().
const Handle(Media_PlayerContext)& PlayerContext() const { return myPlayerCtx; }
//! Swap front/back frames.
Standard_EXPORT Standard_Boolean SwapFrames();
//! Return front frame dimensions.
Graphic3d_Vec2i FrameSize() const { return myFrameSize; }
//! Return shader program for displaying texture set.
Handle(Graphic3d_ShaderProgram) ShaderProgram() const
{
if (myIsPlanarYUV)
{
return myIsFullRangeYUV ? myShaderYUVJ : myShaderYUV;
}
return Handle(Graphic3d_ShaderProgram)();
}
//! Return TRUE if texture set defined 3 YUV planes.
Standard_Boolean IsPlanarYUV() const { return myIsPlanarYUV; }
//! Return TRUE if YUV range is full.
Standard_Boolean IsFullRangeYUV() const { return myIsFullRangeYUV; }
//! Return duration in seconds.
double Duration() const { return myDuration; }
//! Return playback progress in seconds.
double Progress() const { return myProgress; }
//! @name Media_IFrameQueue interface
private:
//! Lock the frame for decoding into.
Standard_EXPORT virtual Handle(Media_Frame) LockFrame() Standard_OVERRIDE;
//! Release the frame to present decoding results.
Standard_EXPORT virtual void ReleaseFrame(const Handle(Media_Frame)& theFrame) Standard_OVERRIDE;
protected:
Handle(Media_PlayerContext) myPlayerCtx; //!< player context
Handle(Media_Frame) myFramePair[2]; //!< front/back frames pair
Handle(Graphic3d_ShaderProgram) myShaderYUV; //!< shader program for YUV texture set
Handle(Graphic3d_ShaderProgram) myShaderYUVJ; //!< shader program for YUVJ texture set
Handle(Standard_HMutex) myMutex; //!< mutex for accessing frames
TCollection_AsciiString myInput; //!< input media
CallbackOnUpdate_t myCallbackFunction; //!< callback function
void* myCallbackUserPtr; //!< callback data
Graphic3d_Vec2i myFrameSize; //!< front frame size
Standard_Real myProgress; //!< playback progress in seconds
Standard_Real myDuration; //!< stream duration
Standard_Integer myFront; //!< index of front texture
Standard_Boolean myToPresentFrame; //!< flag
// clang-format off
Standard_Boolean myIsPlanarYUV; //!< front frame contains planar YUV data or native texture format
Standard_Boolean myIsFullRangeYUV; //!< front frame defines full-range or reduced-range YUV
// clang-format on
};
#endif // _Graphic3d_MediaTextureSet_HeaderFile