/* * Copyright (C) 2005-2018 Team Kodi * This file is part of Kodi - https://kodi.tv * * SPDX-License-Identifier: GPL-2.0-or-later * See LICENSES/README.md for more information. */ #include "SlideShowPicture.h" #include "ServiceBroker.h" #include "guilib/Texture.h" #include "settings/AdvancedSettings.h" #include "settings/Settings.h" #include "settings/SettingsComponent.h" #include "windowing/GraphicContext.h" #include "windowing/WinSystem.h" #include #ifndef _USE_MATH_DEFINES #define _USE_MATH_DEFINES #endif #include #if defined(HAS_GL) #include "rendering/gl/RenderSystemGL.h" #include "utils/GLUtils.h" #elif defined(HAS_GLES) #include "rendering/gles/RenderSystemGLES.h" #include "utils/GLUtils.h" #elif defined(TARGET_WINDOWS) #include "guilib/TextureDX.h" #include "rendering/dx/DeviceResources.h" #include "rendering/dx/RenderContext.h" #include using namespace DirectX; using namespace Microsoft::WRL; #endif #include #define IMMEDIATE_TRANSITION_TIME 20 #define PICTURE_MOVE_AMOUNT 0.02f #define PICTURE_MOVE_AMOUNT_ANALOG 0.01f #define PICTURE_VIEW_BOX_COLOR 0xffffff00 // YELLOW #define PICTURE_VIEW_BOX_BACKGROUND 0xff000000 // BLACK #define FPS 25 static float zoomamount[10] = { 1.0f, 1.2f, 1.5f, 2.0f, 2.8f, 4.0f, 6.0f, 9.0f, 13.5f, 20.0f }; CSlideShowPic::CSlideShowPic() : m_pImage(nullptr) { m_bIsLoaded = false; m_bIsFinished = false; m_bDrawNextImage = false; m_bTransitionImmediately = false; m_bCanMoveHorizontally = false; m_bCanMoveVertically = false; } CSlideShowPic::~CSlideShowPic() { Close(); } void CSlideShowPic::Close() { std::unique_lock lock(m_textureAccess); m_pImage.reset(); m_bIsLoaded = false; m_bIsFinished = false; m_bDrawNextImage = false; m_bTransitionImmediately = false; m_bIsDirty = true; m_alpha = 0; #ifdef HAS_DX m_vb = nullptr; #endif } void CSlideShowPic::Reset(DISPLAY_EFFECT dispEffect, TRANSITION_EFFECT transEffect) { std::unique_lock lock(m_textureAccess); if (m_pImage) SetTexture_Internal(m_iSlideNumber, std::move(m_pImage), dispEffect, transEffect); else Close(); } bool CSlideShowPic::DisplayEffectNeedChange(DISPLAY_EFFECT newDispEffect) const { if (m_displayEffect == newDispEffect) return false; if (newDispEffect == EFFECT_RANDOM && m_displayEffect != EFFECT_NONE && m_displayEffect != EFFECT_NO_TIMEOUT) return false; return true; } void CSlideShowPic::SetTexture(int iSlideNumber, std::unique_ptr pTexture, DISPLAY_EFFECT dispEffect, TRANSITION_EFFECT transEffect) { std::unique_lock lock(m_textureAccess); Close(); SetTexture_Internal(iSlideNumber, std::move(pTexture), dispEffect, transEffect); } void CSlideShowPic::SetTexture_Internal(int iSlideNumber, std::unique_ptr pTexture, DISPLAY_EFFECT dispEffect, TRANSITION_EFFECT transEffect) { std::unique_lock lock(m_textureAccess); m_bPause = false; m_bNoEffect = false; m_bTransitionImmediately = false; m_iSlideNumber = iSlideNumber; m_bIsDirty = true; m_pImage = std::move(pTexture); m_fWidth = static_cast(m_pImage->GetWidth()); m_fHeight = static_cast(m_pImage->GetHeight()); if (CServiceBroker::GetSettingsComponent()->GetSettings()->GetBool(CSettings::SETTING_SLIDESHOW_HIGHQUALITYDOWNSCALING)) { // activate mipmapping when high quality downscaling is 'on' m_pImage->SetMipmapping(); } // reset our counter m_iCounter = 0; // initialize our transition effect m_transitionStart.type = transEffect; m_transitionStart.start = 0; // initialize our display effect if (dispEffect == EFFECT_RANDOM) { if (((m_fWidth / m_fHeight) > 1.9f) || ((m_fHeight / m_fWidth) > 1.9f)) m_displayEffect = EFFECT_PANORAMA; else m_displayEffect = (DISPLAY_EFFECT)((rand() % (EFFECT_RANDOM - 1)) + 1); } else m_displayEffect = dispEffect; // the +1's make sure it actually occurs float fadeTime = 0.2f; if (m_displayEffect != EFFECT_NO_TIMEOUT) fadeTime = std::min(0.2f*CServiceBroker::GetSettingsComponent()->GetSettings()->GetInt(CSettings::SETTING_SLIDESHOW_STAYTIME), 3.0f); m_transitionStart.length = (int)(CServiceBroker::GetWinSystem()->GetGfxContext().GetFPS() * fadeTime); // transition time in frames m_transitionEnd.type = transEffect; m_transitionEnd.length = m_transitionStart.length; m_transitionTemp.type = TRANSITION_NONE; m_fTransitionAngle = 0; m_fTransitionZoom = 0; m_fAngle = 0.0f; if (m_pImage->GetOrientation() == 7) { // rotate to 270 degrees m_fAngle = 270.0f; } if (m_pImage->GetOrientation() == 2) { // rotate to 180 degrees m_fAngle = 180.0f; } if (m_pImage->GetOrientation() == 5) { // rotate to 90 degrees m_fAngle = 90.0f; } m_fZoomAmount = 1; m_fZoomLeft = 0; m_fZoomTop = 0; m_fPosX = m_fPosY = 0.0f; m_fPosZ = 1.0f; m_fVelocityX = m_fVelocityY = m_fVelocityZ = 0.0f; int iFrames = std::max((int)(CServiceBroker::GetWinSystem()->GetGfxContext().GetFPS() * CServiceBroker::GetSettingsComponent()->GetSettings()->GetInt(CSettings::SETTING_SLIDESHOW_STAYTIME)), 1); if (m_displayEffect == EFFECT_PANORAMA) { RESOLUTION_INFO res = CServiceBroker::GetWinSystem()->GetGfxContext().GetResInfo(); float fScreenWidth = (float)res.Overscan.right - res.Overscan.left; float fScreenHeight = (float)res.Overscan.bottom - res.Overscan.top; if (m_fWidth > m_fHeight) { iFrames = (int)(iFrames * (m_fWidth - m_fHeight) / m_fHeight); m_iTotalFrames = m_transitionStart.length + m_transitionEnd.length + iFrames; m_fPosX = 0.5f - (fScreenWidth / fScreenHeight) * (m_fHeight / m_fWidth) * 0.5f; if (rand() % 2) m_fPosX = -m_fPosX; m_fVelocityX = -m_fPosX * 2.0f / m_iTotalFrames; } else { iFrames = (int)(iFrames * (m_fHeight - (0.5f * m_fWidth)) / m_fWidth); m_iTotalFrames = m_transitionStart.length + m_transitionEnd.length + iFrames; m_fPosY = 0.5f - (fScreenHeight / fScreenWidth) * (m_fWidth / m_fHeight) * 0.5f; if (rand() % 2) m_fPosY = -m_fPosY; m_fVelocityY = -m_fPosY * 2.0f / m_iTotalFrames; } } else { m_iTotalFrames = m_transitionStart.length + m_transitionEnd.length + iFrames; if (m_displayEffect == EFFECT_FLOAT) { // Calculate start and end positions // choose a random direction float angle = (rand() % 1000) / 1000.0f * 2 * (float)M_PI; m_fPosX = cos(angle) * CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_slideshowPanAmount * m_iTotalFrames * 0.00005f; m_fPosY = sin(angle) * CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_slideshowPanAmount * m_iTotalFrames * 0.00005f; m_fVelocityX = -m_fPosX * 2.0f / m_iTotalFrames; m_fVelocityY = -m_fPosY * 2.0f / m_iTotalFrames; } else if (m_displayEffect == EFFECT_ZOOM) { m_fPosZ = 1.0f; m_fVelocityZ = 0.0001f * CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_slideshowZoomAmount; } } m_transitionEnd.start = m_transitionStart.length + iFrames; m_bIsFinished = false; m_bDrawNextImage = false; m_bIsLoaded = true; } void CSlideShowPic::SetOriginalSize(int iOriginalWidth, int iOriginalHeight, bool bFullSize) { m_iOriginalWidth = iOriginalWidth; m_iOriginalHeight = iOriginalHeight; m_bFullSize = bFullSize; } int CSlideShowPic::GetOriginalWidth() { int iAngle = (int)(m_fAngle / 90.0f + 0.4f); if (iAngle % 2) return m_iOriginalHeight; else return m_iOriginalWidth; } int CSlideShowPic::GetOriginalHeight() { int iAngle = (int)(m_fAngle / 90.0f + 0.4f); if (iAngle % 2) return m_iOriginalWidth; else return m_iOriginalHeight; } void CSlideShowPic::UpdateTexture(std::unique_ptr pTexture) { std::unique_lock lock(m_textureAccess); m_pImage = std::move(pTexture); m_fWidth = static_cast(m_pImage->GetWidth()); m_fHeight = static_cast(m_pImage->GetHeight()); m_bIsDirty = true; } static CRect GetRectangle(const float x[4], const float y[4]) { CRect rect; rect.x1 = *std::min_element(x, x+4); rect.y1 = *std::min_element(y, y+4); rect.x2 = *std::max_element(x, x+4); rect.y2 = *std::max_element(y, y+4); return rect; } void CSlideShowPic::UpdateVertices(float cur_x[4], float cur_y[4], const float new_x[4], const float new_y[4], CDirtyRegionList &dirtyregions) { const size_t count = sizeof(float)*4; if(memcmp(cur_x, new_x, count) || memcmp(cur_y, new_y, count) || m_bIsDirty) { dirtyregions.push_back(CDirtyRegion(GetRectangle(cur_x, cur_y))); dirtyregions.push_back(CDirtyRegion(GetRectangle(new_x, new_y))); memcpy(cur_x, new_x, count); memcpy(cur_y, new_y, count); } } void CSlideShowPic::Process(unsigned int currentTime, CDirtyRegionList &dirtyregions) { if (!m_pImage || !m_bIsLoaded || m_bIsFinished) return ; UTILS::COLOR::Color alpha = m_alpha; if (m_iCounter <= m_transitionStart.length) { // do start transition if (m_transitionStart.type == CROSSFADE) { // fade in at 1x speed alpha = (UTILS::COLOR::Color)((float)m_iCounter / (float)m_transitionStart.length * 255.0f); } else if (m_transitionStart.type == FADEIN_FADEOUT) { // fade in at 2x speed, then keep solid alpha = (UTILS::COLOR::Color)((float)m_iCounter / (float)m_transitionStart.length * 255.0f * 2); if (alpha > 255) alpha = 255; } else // m_transitionEffect == TRANSITION_NONE { alpha = 0xFF; // opaque } } bool bPaused = m_bPause | (m_fZoomAmount != 1.0f); // check if we're doing a temporary effect (such as rotate + zoom) if (m_transitionTemp.type != TRANSITION_NONE) { bPaused = true; if (m_iCounter >= m_transitionTemp.start) { if (m_iCounter >= m_transitionTemp.start + m_transitionTemp.length) { // we're finished this transition if (m_transitionTemp.type == TRANSITION_ZOOM) { // correct for any introduced inaccuracies. int i; for (i = 0; i < 10; i++) { if (fabs(m_fZoomAmount - zoomamount[i]) < 0.01f * zoomamount[i]) { m_fZoomAmount = zoomamount[i]; break; } } m_bNoEffect = (m_fZoomAmount != 1.0f); // turn effect rendering back on. } m_transitionTemp.type = TRANSITION_NONE; } else { if (m_transitionTemp.type == TRANSITION_ROTATE) m_fAngle += m_fTransitionAngle; if (m_transitionTemp.type == TRANSITION_ZOOM) m_fZoomAmount += m_fTransitionZoom; } } } // now just display if (!m_bNoEffect && !bPaused) { if (m_displayEffect == EFFECT_PANORAMA) { m_fPosX += m_fVelocityX; m_fPosY += m_fVelocityY; } else if (m_displayEffect == EFFECT_FLOAT) { m_fPosX += m_fVelocityX; m_fPosY += m_fVelocityY; float fMoveAmount = CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_slideshowPanAmount * m_iTotalFrames * 0.0001f; if (m_fPosX > fMoveAmount) { m_fPosX = fMoveAmount; m_fVelocityX = -m_fVelocityX; } if (m_fPosX < -fMoveAmount) { m_fPosX = -fMoveAmount; m_fVelocityX = -m_fVelocityX; } if (m_fPosY > fMoveAmount) { m_fPosY = fMoveAmount; m_fVelocityY = -m_fVelocityY; } if (m_fPosY < -fMoveAmount) { m_fPosY = -fMoveAmount; m_fVelocityY = -m_fVelocityY; } } else if (m_displayEffect == EFFECT_ZOOM) { m_fPosZ += m_fVelocityZ; /* if (m_fPosZ > 1.0f + 0.01f*CServiceBroker::GetSettingsComponent()->GetSettings()->GetInt("Slideshow.ZoomAmount")) { m_fPosZ = 1.0f + 0.01f * CServiceBroker::GetSettingsComponent()->GetSettings()->GetInt("Slideshow.ZoomAmount"); m_fVelocityZ = -m_fVelocityZ; } if (m_fPosZ < 1.0f) { m_fPosZ = 1.0f; m_fVelocityZ = -m_fVelocityZ; }*/ } } if (m_displayEffect != EFFECT_NO_TIMEOUT && bPaused && !m_bTransitionImmediately) { // paused - increment the last transition start time m_transitionEnd.start++; } if (m_iCounter >= m_transitionEnd.start) { // do end transition // CLog::Log(LOGDEBUG,"Transitioning"); m_bDrawNextImage = true; if (m_transitionEnd.type == CROSSFADE) { // fade out at 1x speed alpha = 255 - (UTILS::COLOR::Color)((float)(m_iCounter - m_transitionEnd.start) / (float)m_transitionEnd.length * 255.0f); } else if (m_transitionEnd.type == FADEIN_FADEOUT) { // keep solid, then fade out at 2x speed alpha = (UTILS::COLOR::Color)( (float)(m_transitionEnd.length - m_iCounter + m_transitionEnd.start) / (float)m_transitionEnd.length * 255.0f * 2); if (alpha > 255) alpha = 255; } else // m_transitionEffect == TRANSITION_NONE { alpha = 0xFF; // opaque } } if (alpha != m_alpha) { m_alpha = alpha; m_bIsDirty = true; } if (m_displayEffect != EFFECT_NO_TIMEOUT || m_iCounter < m_transitionStart.length || m_iCounter >= m_transitionEnd.start || (m_iCounter >= m_transitionTemp.start && m_iCounter < m_transitionTemp.start + m_transitionTemp.length)) { /* this really annoying. there's non-stop logging when viewing a pic outside of the slideshow if (m_displayEffect == EFFECT_NO_TIMEOUT) CLog::Log(LOGDEBUG, "Incrementing counter ({}) while not in slideshow (startlength={},endstart={},endlength={})", m_iCounter, m_transitionStart.length, m_transitionEnd.start, m_transitionEnd.length); */ m_iCounter++; } if (m_iCounter > m_transitionEnd.start + m_transitionEnd.length) m_bIsFinished = true; RESOLUTION_INFO info = CServiceBroker::GetWinSystem()->GetGfxContext().GetResInfo(); // calculate where we should render (and how large it should be) // calculate aspect ratio correction factor float fOffsetX = (float)info.Overscan.left; float fOffsetY = (float)info.Overscan.top; float fScreenWidth = (float)info.Overscan.right - info.Overscan.left; float fScreenHeight = (float)info.Overscan.bottom - info.Overscan.top; float fPixelRatio = info.fPixelRatio; // Rotate the image as needed float x[4]; float y[4]; float si = sin(m_fAngle / 180.0f * static_cast(M_PI)); float co = cos(m_fAngle / 180.0f * static_cast(M_PI)); x[0] = -m_fWidth * co + m_fHeight * si; y[0] = -m_fWidth * si - m_fHeight * co; x[1] = m_fWidth * co + m_fHeight * si; y[1] = m_fWidth * si - m_fHeight * co; x[2] = m_fWidth * co - m_fHeight * si; y[2] = m_fWidth * si + m_fHeight * co; x[3] = -m_fWidth * co - m_fHeight * si; y[3] = -m_fWidth * si + m_fHeight * co; // calculate our scale amounts float fSourceAR = m_fWidth / m_fHeight; float fSourceInvAR = 1 / fSourceAR; float fAR = si * si * (fSourceInvAR - fSourceAR) + fSourceAR; //float fOutputFrameAR = fAR / fPixelRatio; float fScaleNorm = fScreenWidth / m_fWidth; float fScaleInv = fScreenWidth / m_fHeight; bool bFillScreen = false; float fComp = 1.0f + 0.01f * CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_slideshowBlackBarCompensation; float fScreenRatio = fScreenWidth / fScreenHeight * fPixelRatio; // work out if we should be compensating the zoom to minimize blackbars // we should compute this based on the % of black bars on screen perhaps?? //! @todo change m_displayEffect != EFFECT_NO_TIMEOUT to whether we're running the slideshow if (m_displayEffect != EFFECT_NO_TIMEOUT && m_displayEffect != EFFECT_NONE && fScreenRatio < fSourceAR * fComp && fSourceAR < fScreenRatio * fComp) bFillScreen = true; if ((!bFillScreen && fScreenWidth*fPixelRatio > fScreenHeight*fSourceAR) || (bFillScreen && fScreenWidth*fPixelRatio < fScreenHeight*fSourceAR)) fScaleNorm = fScreenHeight / (m_fHeight * fPixelRatio); bFillScreen = false; if (m_displayEffect != EFFECT_NO_TIMEOUT && m_displayEffect != EFFECT_NONE && fScreenRatio < fSourceInvAR * fComp && fSourceInvAR < fScreenRatio * fComp) bFillScreen = true; if ((!bFillScreen && fScreenWidth*fPixelRatio > fScreenHeight*fSourceInvAR) || (bFillScreen && fScreenWidth*fPixelRatio < fScreenHeight*fSourceInvAR)) fScaleInv = fScreenHeight / (m_fWidth * fPixelRatio); float fScale = si * si * (fScaleInv - fScaleNorm) + fScaleNorm; // scale if we need to due to the effect we're using if (m_displayEffect == EFFECT_PANORAMA) { if (m_fWidth > m_fHeight) fScale *= m_fWidth / fScreenWidth * fScreenHeight / m_fHeight; else fScale *= m_fHeight / fScreenHeight * fScreenWidth / m_fWidth; } if (m_displayEffect == EFFECT_FLOAT) fScale *= (1.0f + CServiceBroker::GetSettingsComponent()->GetAdvancedSettings()->m_slideshowPanAmount * m_iTotalFrames * 0.0001f); if (m_displayEffect == EFFECT_ZOOM) fScale *= m_fPosZ; // zoom image fScale *= m_fZoomAmount; // calculate the resultant coordinates for (int i = 0; i < 4; i++) { x[i] *= fScale * 0.5f; // as the offsets x[] and y[] are from center y[i] *= fScale * fPixelRatio * 0.5f; // center it x[i] += 0.5f * fScreenWidth + fOffsetX; y[i] += 0.5f * fScreenHeight + fOffsetY; } // shift if we're zooming if (m_fZoomAmount > 1) { float minx = x[0]; float maxx = x[0]; float miny = y[0]; float maxy = y[0]; for (int i = 1; i < 4; i++) { if (x[i] < minx) minx = x[i]; if (x[i] > maxx) maxx = x[i]; if (y[i] < miny) miny = y[i]; if (y[i] > maxy) maxy = y[i]; } float w = maxx - minx; float h = maxy - miny; m_bCanMoveHorizontally = (w >= fScreenWidth); m_bCanMoveVertically = (h >= fScreenHeight); if (w >= fScreenWidth) { // must have no black bars if (minx + m_fZoomLeft*w > fOffsetX) m_fZoomLeft = (fOffsetX - minx) / w; if (maxx + m_fZoomLeft*w < fOffsetX + fScreenWidth) m_fZoomLeft = (fScreenWidth + fOffsetX - maxx) / w; for (float& i : x) i += w * m_fZoomLeft; } if (h >= fScreenHeight) { // must have no black bars if (miny + m_fZoomTop*h > fOffsetY) m_fZoomTop = (fOffsetY - miny) / h; if (maxy + m_fZoomTop*h < fOffsetY + fScreenHeight) m_fZoomTop = (fScreenHeight + fOffsetY - maxy) / h; for (float& i : y) i += m_fZoomTop * h; } } // add offset from display effects for (int i = 0; i < 4; i++) { x[i] += m_fPosX * m_fWidth * fScale; y[i] += m_fPosY * m_fHeight * fScale; } UpdateVertices(m_ax, m_ay, x, y, dirtyregions); // now render the image in the top right corner if we're zooming if (m_fZoomAmount == 1 || m_bIsComic) { const float empty[4] = {}; UpdateVertices(m_bx, m_by, empty, empty, dirtyregions); UpdateVertices(m_sx, m_sy, empty, empty, dirtyregions); UpdateVertices(m_ox, m_oy, empty, empty, dirtyregions); m_bIsDirty = false; return; } float sx[4], sy[4]; sx[0] = -m_fWidth * co + m_fHeight * si; sy[0] = -m_fWidth * si - m_fHeight * co; sx[1] = m_fWidth * co + m_fHeight * si; sy[1] = m_fWidth * si - m_fHeight * co; sx[2] = m_fWidth * co - m_fHeight * si; sy[2] = m_fWidth * si + m_fHeight * co; sx[3] = -m_fWidth * co - m_fHeight * si; sy[3] = -m_fWidth * si + m_fHeight * co; // convert to the appropriate scale float fSmallArea = fScreenWidth * fScreenHeight / 50; float fSmallWidth = sqrt(fSmallArea * fAR / fPixelRatio); // fAR*height = width, so total area*far = width*width float fSmallHeight = fSmallArea / fSmallWidth; float fSmallX = fOffsetX + fScreenWidth * 0.95f - fSmallWidth * 0.5f; float fSmallY = fOffsetY + fScreenHeight * 0.05f + fSmallHeight * 0.5f; fScaleNorm = fSmallWidth / m_fWidth; fScaleInv = fSmallWidth / m_fHeight; fScale = si * si * (fScaleInv - fScaleNorm) + fScaleNorm; for (int i = 0; i < 4; i++) { sx[i] *= fScale * 0.5f; sy[i] *= fScale * fPixelRatio * 0.5f; } // calculate a black border float bx[4]; float by[4]; for (int i = 0; i < 4; i++) { if (sx[i] > 0) bx[i] = sx[i] + 1; else bx[i] = sx[i] - 1; if (sy[i] > 0) by[i] = sy[i] + 1; else by[i] = sy[i] - 1; sx[i] += fSmallX; sy[i] += fSmallY; bx[i] += fSmallX; by[i] += fSmallY; } fSmallX -= fSmallWidth * 0.5f; fSmallY -= fSmallHeight * 0.5f; UpdateVertices(m_bx, m_by, bx, by, dirtyregions); UpdateVertices(m_sx, m_sy, sx, sy, dirtyregions); // now we must render the wireframe image of the view window // work out the direction of the top of pic vector float scale; if (fabs(x[1] - x[0]) > fabs(x[3] - x[0])) scale = (sx[1] - sx[0]) / (x[1] - x[0]); else scale = (sx[3] - sx[0]) / (x[3] - x[0]); float ox[4]; float oy[4]; ox[0] = (fOffsetX - x[0]) * scale + sx[0]; oy[0] = (fOffsetY - y[0]) * scale + sy[0]; ox[1] = (fOffsetX + fScreenWidth - x[0]) * scale + sx[0]; oy[1] = (fOffsetY - y[0]) * scale + sy[0]; ox[2] = (fOffsetX + fScreenWidth - x[0]) * scale + sx[0]; oy[2] = (fOffsetY + fScreenHeight - y[0]) * scale + sy[0]; ox[3] = (fOffsetX - x[0]) * scale + sx[0]; oy[3] = (fOffsetY + fScreenHeight - y[0]) * scale + sy[0]; // crop to within the range of our piccy for (int i = 0; i < 4; i++) { if (ox[i] < fSmallX) ox[i] = fSmallX; if (ox[i] > fSmallX + fSmallWidth) ox[i] = fSmallX + fSmallWidth; if (oy[i] < fSmallY) oy[i] = fSmallY; if (oy[i] > fSmallY + fSmallHeight) oy[i] = fSmallY + fSmallHeight; } UpdateVertices(m_ox, m_oy, ox, oy, dirtyregions); m_bIsDirty = false; } void CSlideShowPic::Keep() { // this is called if we need to keep the current pic on screen // to wait for the next pic to load if (!m_bDrawNextImage) return ; // don't need to keep pic // hold off the start of the next frame m_transitionEnd.start = m_iCounter; } bool CSlideShowPic::StartTransition() { // this is called if we need to start transitioning immediately to the new picture if (m_bDrawNextImage) return false; // don't need to do anything as we are already transitioning // decrease the number of display frame m_transitionEnd.start = m_iCounter; m_bTransitionImmediately = true; return true; } void CSlideShowPic::Pause(bool bPause) { if (!m_bDrawNextImage) m_bPause = bPause; } void CSlideShowPic::SetInSlideshow(bool slideshow) { if (slideshow && m_displayEffect == EFFECT_NO_TIMEOUT) m_displayEffect = EFFECT_NONE; } int CSlideShowPic::GetTransitionTime(int iType) const { if (iType == 0) // start transition return m_transitionStart.length; else // iType == 1 // end transition return m_transitionEnd.length; } void CSlideShowPic::SetTransitionTime(int iType, int iTime) { if (iType == 0) // start transition m_transitionStart.length = iTime; else // iType == 1 // end transition m_transitionEnd.length = iTime; } void CSlideShowPic::Rotate(float fRotateAngle, bool immediate /* = false */) { if (m_bDrawNextImage) return; if (m_transitionTemp.type == TRANSITION_ZOOM) return; if (immediate) { m_fAngle += fRotateAngle; return; } // if there is a rotation ongoing already // add the new angle to the old destination angle if (m_transitionTemp.type == TRANSITION_ROTATE && m_transitionTemp.start + m_transitionTemp.length > m_iCounter) { int remainder = m_transitionTemp.start + m_transitionTemp.length - m_iCounter; fRotateAngle += m_fTransitionAngle * remainder; } m_transitionTemp.type = TRANSITION_ROTATE; m_transitionTemp.start = m_iCounter; m_transitionTemp.length = IMMEDIATE_TRANSITION_TIME; m_fTransitionAngle = fRotateAngle / (float)m_transitionTemp.length; // reset the timer m_transitionEnd.start = m_iCounter + m_transitionStart.length + (int)(CServiceBroker::GetWinSystem()->GetGfxContext().GetFPS() * CServiceBroker::GetSettingsComponent()->GetSettings()->GetInt(CSettings::SETTING_SLIDESHOW_STAYTIME)); } void CSlideShowPic::Zoom(float fZoom, bool immediate /* = false */) { if (m_bDrawNextImage) return; if (m_transitionTemp.type == TRANSITION_ROTATE) return; if (immediate) { m_fZoomAmount = fZoom; return; } m_transitionTemp.type = TRANSITION_ZOOM; m_transitionTemp.start = m_iCounter; m_transitionTemp.length = IMMEDIATE_TRANSITION_TIME; m_fTransitionZoom = (fZoom - m_fZoomAmount) / (float)m_transitionTemp.length; // reset the timer m_transitionEnd.start = m_iCounter + m_transitionStart.length + (int)(CServiceBroker::GetWinSystem()->GetGfxContext().GetFPS() * CServiceBroker::GetSettingsComponent()->GetSettings()->GetInt(CSettings::SETTING_SLIDESHOW_STAYTIME)); // turn off the render effects until we're back down to normal zoom m_bNoEffect = true; } void CSlideShowPic::Move(float fDeltaX, float fDeltaY) { m_fZoomLeft += fDeltaX; m_fZoomTop += fDeltaY; // reset the timer // m_transitionEnd.start = m_iCounter + m_transitionStart.length + (int)(CServiceBroker::GetWinSystem()->GetGfxContext().GetFPS() * CServiceBroker::GetSettingsComponent()->GetSettings()->GetInt(CSettings::SETTING_SLIDESHOW_STAYTIME)); } void CSlideShowPic::Render() { std::unique_lock lock(m_textureAccess); Render(m_ax, m_ay, m_pImage.get(), (m_alpha << 24) | 0xFFFFFF); // now render the image in the top right corner if we're zooming if (m_fZoomAmount == 1.0f || m_bIsComic) return ; Render(m_bx, m_by, NULL, PICTURE_VIEW_BOX_BACKGROUND); Render(m_sx, m_sy, m_pImage.get(), 0xFFFFFFFF); Render(m_ox, m_oy, NULL, PICTURE_VIEW_BOX_COLOR); } #ifdef HAS_DX bool CSlideShowPic::UpdateVertexBuffer(Vertex* vertices) { if (!m_vb) // create new { CD3D11_BUFFER_DESC desc(sizeof(Vertex) * 5, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); D3D11_SUBRESOURCE_DATA initData = {}; initData.pSysMem = vertices; initData.SysMemPitch = sizeof(Vertex) * 5; if (SUCCEEDED(DX::DeviceResources::Get()->GetD3DDevice()->CreateBuffer(&desc, &initData, m_vb.ReleaseAndGetAddressOf()))) return true; } else // update { ID3D11DeviceContext* pContext = DX::DeviceResources::Get()->GetD3DContext(); D3D11_MAPPED_SUBRESOURCE res; if (SUCCEEDED(pContext->Map(m_vb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res))) { memcpy(res.pData, vertices, sizeof(Vertex) * 5); pContext->Unmap(m_vb.Get(), 0); return true; } } return false; } #endif void CSlideShowPic::Render(float* x, float* y, CTexture* pTexture, UTILS::COLOR::Color color) { #ifdef HAS_DX Vertex vertex[5]; for (int i = 0; i < 4; i++) { vertex[i].pos = XMFLOAT3( x[i], y[i], 0); CD3DHelper::XMStoreColor(&vertex[i].color, color); vertex[i].texCoord = XMFLOAT2(0.0f, 0.0f); vertex[i].texCoord2 = XMFLOAT2(0.0f, 0.0f); } if (pTexture) { vertex[1].texCoord.x = vertex[2].texCoord.x = (float) pTexture->GetWidth() / pTexture->GetTextureWidth(); vertex[2].texCoord.y = vertex[3].texCoord.y = (float) pTexture->GetHeight() / pTexture->GetTextureHeight(); } else { vertex[1].texCoord.x = vertex[2].texCoord.x = 1.0f; vertex[2].texCoord.y = vertex[3].texCoord.y = 1.0f; } vertex[4] = vertex[0]; // Not used when pTexture != NULL CGUIShaderDX* pGUIShader = DX::Windowing()->GetGUIShader(); pGUIShader->Begin(SHADER_METHOD_RENDER_TEXTURE_BLEND); // Set state to render the image if (pTexture) { pTexture->LoadToGPU(); CDXTexture* dxTexture = reinterpret_cast(pTexture); ID3D11ShaderResourceView* shaderRes = dxTexture->GetShaderResource(); pGUIShader->SetShaderViews(1, &shaderRes); pGUIShader->DrawQuad(vertex[0], vertex[1], vertex[2], vertex[3]); } else { if (!UpdateVertexBuffer(vertex)) return; ComPtr pContext = DX::DeviceResources::Get()->GetD3DContext(); unsigned stride = sizeof(Vertex); unsigned offset = 0; pContext->IASetVertexBuffers(0, 1, m_vb.GetAddressOf(), &stride, &offset); pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP); pGUIShader->Draw(5, 0); pGUIShader->RestoreBuffers(); } #elif defined(HAS_GL) CRenderSystemGL *renderSystem = dynamic_cast(CServiceBroker::GetRenderSystem()); if (pTexture) { pTexture->LoadToGPU(); pTexture->BindToUnit(0); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); renderSystem->EnableShader(ShaderMethodGL::SM_TEXTURE); } else { renderSystem->EnableShader(ShaderMethodGL::SM_DEFAULT); } float u1 = 0, u2 = 1, v1 = 0, v2 = 1; if (pTexture) { u2 = (float)pTexture->GetWidth() / pTexture->GetTextureWidth(); v2 = (float)pTexture->GetHeight() / pTexture->GetTextureHeight(); } GLubyte colour[4]; GLubyte idx[4] = {0, 1, 3, 2}; //determines order of the vertices GLuint vertexVBO; GLuint indexVBO; struct PackedVertex { float x, y, z; float u1, v1; } vertex[4]; // Setup vertex position values vertex[0].x = x[0]; vertex[0].y = y[0]; vertex[0].z = 0; vertex[0].u1 = u1; vertex[0].v1 = v1; vertex[1].x = x[1]; vertex[1].y = y[1]; vertex[1].z = 0; vertex[1].u1 = u2; vertex[1].v1 = v1; vertex[2].x = x[2]; vertex[2].y = y[2]; vertex[2].z = 0; vertex[2].u1 = u2; vertex[2].v1 = v2; vertex[3].x = x[3]; vertex[3].y = y[3]; vertex[3].z = 0; vertex[3].u1 = u1; vertex[3].v1 = v2; GLint posLoc = renderSystem->ShaderGetPos(); GLint tex0Loc = renderSystem->ShaderGetCoord0(); GLint uniColLoc= renderSystem->ShaderGetUniCol(); glGenBuffers(1, &vertexVBO); glBindBuffer(GL_ARRAY_BUFFER, vertexVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(PackedVertex)*4, &vertex[0], GL_STATIC_DRAW); glVertexAttribPointer(posLoc, 3, GL_FLOAT, 0, sizeof(PackedVertex), reinterpret_cast(offsetof(PackedVertex, x))); glVertexAttribPointer(tex0Loc, 2, GL_FLOAT, 0, sizeof(PackedVertex), reinterpret_cast(offsetof(PackedVertex, u1))); glEnableVertexAttribArray(posLoc); glEnableVertexAttribArray(tex0Loc); // Setup Colour values colour[0] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::R, color); colour[1] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::G, color); colour[2] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::B, color); colour[3] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::A, color); glUniform4f(uniColLoc,(colour[0] / 255.0f), (colour[1] / 255.0f), (colour[2] / 255.0f), (colour[3] / 255.0f)); glGenBuffers(1, &indexVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte)*4, idx, GL_STATIC_DRAW); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0); glDisableVertexAttribArray(posLoc); glDisableVertexAttribArray(tex0Loc); glBindBuffer(GL_ARRAY_BUFFER, 0); glDeleteBuffers(1, &vertexVBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDeleteBuffers(1, &indexVBO); renderSystem->DisableShader(); #elif defined(HAS_GLES) CRenderSystemGLES *renderSystem = dynamic_cast(CServiceBroker::GetRenderSystem()); if (pTexture) { pTexture->LoadToGPU(); pTexture->BindToUnit(0); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); // Turn Blending On renderSystem->EnableGUIShader(ShaderMethodGLES::SM_TEXTURE); } else { renderSystem->EnableGUIShader(ShaderMethodGLES::SM_DEFAULT); } float u1 = 0, u2 = 1, v1 = 0, v2 = 1; if (pTexture) { u2 = (float)pTexture->GetWidth() / pTexture->GetTextureWidth(); v2 = (float)pTexture->GetHeight() / pTexture->GetTextureHeight(); } GLubyte col[4]; GLfloat ver[4][3]; GLfloat tex[4][2]; GLubyte idx[4] = {0, 1, 3, 2}; //determines order of triangle strip GLint posLoc = renderSystem->GUIShaderGetPos(); GLint tex0Loc = renderSystem->GUIShaderGetCoord0(); GLint uniColLoc= renderSystem->GUIShaderGetUniCol(); glVertexAttribPointer(posLoc, 3, GL_FLOAT, 0, 0, ver); glVertexAttribPointer(tex0Loc, 2, GL_FLOAT, 0, 0, tex); glEnableVertexAttribArray(posLoc); glEnableVertexAttribArray(tex0Loc); // Setup Colour values col[0] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::R, color); col[1] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::G, color); col[2] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::B, color); col[3] = KODI::UTILS::GL::GetChannelFromARGB(KODI::UTILS::GL::ColorChannel::A, color); if (CServiceBroker::GetWinSystem()->UseLimitedColor()) { col[0] = (235 - 16) * col[0] / 255 + 16; col[1] = (235 - 16) * col[1] / 255 + 16; col[2] = (235 - 16) * col[2] / 255 + 16; } for (int i=0; i<4; i++) { // Setup vertex position values ver[i][0] = x[i]; ver[i][1] = y[i]; ver[i][2] = 0.0f; } // Setup texture coordinates tex[0][0] = tex[3][0] = u1; tex[0][1] = tex[1][1] = v1; tex[1][0] = tex[2][0] = u2; tex[2][1] = tex[3][1] = v2; glUniform4f(uniColLoc,(col[0] / 255.0f), (col[1] / 255.0f), (col[2] / 255.0f), (col[3] / 255.0f)); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, idx); glDisableVertexAttribArray(posLoc); glDisableVertexAttribArray(tex0Loc); renderSystem->DisableGUIShader(); #endif }