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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.h
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/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
#ifndef __OPENGL_COMPOSITE_H__
#define __OPENGL_COMPOSITE_H__
#include <windows.h>
#include <process.h>
#include <tchar.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <objbase.h>
#include <atlbase.h>
#include <comutil.h>
#include "DeckLinkAPI_h.h"
#include "GLExtensions.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include <atomic>
#include <functional>
#include <map>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
#include <deque>
class ControlServer;
class DeckLinkSession;
class OscServer;
class OpenGLDeckLinkBridge;
class OpenGLRenderPass;
class OpenGLShaderPrograms;
class OpenGLComposite
{
public:
OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC);
~OpenGLComposite();
bool InitDeckLink();
bool Start();
bool Stop();
bool ReloadShader();
std::string GetRuntimeStateJson() const;
bool AddLayer(const std::string& shaderId, std::string& error);
bool RemoveLayer(const std::string& layerId, std::string& error);
bool MoveLayer(const std::string& layerId, int direction, std::string& error);
bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
bool UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error);
bool UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error);
bool ResetLayerParameters(const std::string& layerId, std::string& error);
bool SaveStackPreset(const std::string& presetName, std::string& error);
bool LoadStackPreset(const std::string& presetName, std::string& error);
void resizeGL(WORD width, WORD height);
void paintGL();
void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
private:
void resizeWindow(int width, int height);
bool CheckOpenGLExtensions();
void PublishDeckLinkOutputStatus(const std::string& statusMessage);
using LayerProgram = OpenGLRenderer::LayerProgram;
HWND hGLWnd;
HDC hGLDC;
HGLRC hGLRC;
CRITICAL_SECTION pMutex;
std::unique_ptr<DeckLinkSession> mDeckLink;
std::unique_ptr<OpenGLRenderer> mRenderer;
std::unique_ptr<RuntimeHost> mRuntimeHost;
std::unique_ptr<OpenGLDeckLinkBridge> mDeckLinkBridge;
std::unique_ptr<OpenGLRenderPass> mRenderPass;
std::unique_ptr<OpenGLShaderPrograms> mShaderPrograms;
std::unique_ptr<ControlServer> mControlServer;
std::unique_ptr<OscServer> mOscServer;
std::thread mRuntimePollThread;
std::atomic<bool> mRuntimePollRunning;
std::atomic<bool> mRuntimeRegistryChanged;
std::atomic<bool> mRuntimeReloadRequested;
std::atomic<bool> mRuntimePollFailed;
std::mutex mRuntimePollErrorMutex;
std::string mRuntimePollError;
std::vector<RuntimeRenderState> mCachedLayerRenderStates;
bool InitOpenGLState();
void renderEffect();
void StartRuntimePolling();
void StopRuntimePolling();
void RuntimePollLoop();
bool ProcessRuntimePollResults();
void broadcastRuntimeState();
void resetTemporalHistoryState();
};
#endif // __OPENGL_COMPOSITE_H__