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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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<a href="http://developer.apple.com/">ADC Home</a> > <a href="../../referencelibrary/index.html">Reference Library</a> > <a href="../../samplecode/index.html">Sample Code</a> > <a href="../../samplecode/GraphicsImaging/index.html">Graphics & Imaging</a> > <a href="../../samplecode/GraphicsImaging/idxOpenGL-date.html">OpenGL</a> > <A HREF="javascript:location.replace('index.html');">LiveVideoMixer</A> >
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<td><h1><div id="pagehead">LiveVideoMixer</div></h1></td>
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<h2>/VideoMixView.m</h2>
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<p><strong>View Source Code:</strong>
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<option value="listing4.html">/VideoChannel.h</option>
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<p><strong><a href="LiveVideoMixer.zip">Download Sample</a></strong> (“LiveVideoMixer.zip”, 510.9K)<BR>
<strong><a href="LiveVideoMixer.dmg">Download Sample</a></strong> (“LiveVideoMixer.dmg”, 564.7K)</p>
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<pre class="sourcecodebox">/*
File: VideoMixView.m
Abstract: The VideoMixView is a subclass of NSOpenGLView.
Here you find the code for the view interaction as
well as the setup of the OpenGL context with the
setting up of the OpenGL state.
Version: 1.1
© Copyright 2005-2008 Apple Computer, Inc. All rights reserved.
IMPORTANT: This Apple software is supplied to
you by Apple Computer, Inc. ("Apple") in
consideration of your agreement to the following
terms, and your use, installation, modification
or redistribution of this Apple software
constitutes acceptance of these terms. If you do
not agree with these terms, please do not use,
install, modify or redistribute this Apple
software.
In consideration of your agreement to abide by
the following terms, and subject to these terms,
Apple grants you a personal, non-exclusive
license, under Apple's copyrights in this
original Apple software (the "Apple Software"),
to use, reproduce, modify and redistribute the
Apple Software, with or without modifications, in
source and/or binary forms; provided that if you
redistribute the Apple Software in its entirety
and without modifications, you must retain this
notice and the following text and disclaimers in
all such redistributions of the Apple Software.
Neither the name, trademarks, service marks or
logos of Apple Computer, Inc. may be used to
endorse or promote products derived from the
Apple Software without specific prior written
permission from Apple. Except as expressly
stated in this notice, no other rights or
licenses, express or implied, are granted by
Apple herein, including but not limited to any
patent rights that may be infringed by your
derivative works or by other works in which the
Apple Software may be incorporated.
The Apple Software is provided by Apple on an "AS
IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR
IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY
AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING
THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE
OR IN COMBINATION WITH YOUR PRODUCTS.
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY
SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE,
REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF
THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER
UNDER THEORY OF CONTRACT, TORT (INCLUDING
NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN
IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
*/
#import "VideoMixView.h"
#import <OpenGL/gl.h>
#import <OpenGL/glext.h>
#import "LiveVideoMixerController.h"
@implementation VideoMixView
//--------------------------------------------------------------------------------------------------
- (void)awakeFromNib
{
// setup the pthread lock. We will use this lock to make sure the OpenGL surface is only
// getting called from one thread at a time.
pthread_mutexattr_t attr;
pthread_mutexattr_init(&attr);
pthread_mutexattr_settype(&attr, PTHREAD_MUTEX_RECURSIVE); // the recursive thread allows us to aquire the same lock again from the same thread
// but still lock against another thread
pthread_mutex_init(&drawingLock, &attr);
}
//--------------------------------------------------------------------------------------------------
- (void)setupSharedContext
{
// in this example we use a shared context for some of the texture operations. Shared contexts help to get around thread safety issues
sharedContext = [[NSOpenGLContext alloc] initWithFormat:[NSOpenGLView defaultPixelFormat] shareContext:nil];
[self setOpenGLContext:[[[NSOpenGLContext alloc] initWithFormat:[NSOpenGLView defaultPixelFormat] shareContext:sharedContext] autorelease]];
[[self openGLContext] setView:self];
}
//--------------------------------------------------------------------------------------------------
- (NSOpenGLContext*)sharedContext
{
return sharedContext;
}
//--------------------------------------------------------------------------------------------------
- (void)dealloc
{
pthread_mutex_destroy(&drawingLock);
[super dealloc];
}
//--------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------
- (BOOL)isFlipped
{
return YES;
}
//--------------------------------------------------------------------------------------------------
- (void)lock
{
pthread_mutex_lock(&drawingLock);
if(contextIsInitialized)
[[self openGLContext] makeCurrentContext];
}
//--------------------------------------------------------------------------------------------------
- (void)unlock
{
pthread_mutex_unlock(&drawingLock);
}
//--------------------------------------------------------------------------------------------------
- (void)update
{
// The NSOpenGLView issues OpenGL calls in its update method. Therefore it is important to lock
// around this call as it would otherwise run in conflict with our rendering thread
[self lock];
[super update];
// Make sure that our shared OpenGL context is on the same virtual screen as our view's OpenGL context
// to support multi-card systems
[[self sharedContext] setCurrentVirtualScreen:[[self openGLContext] currentVirtualScreen]];
[self unlock];
}
//--------------------------------------------------------------------------------------------------
- (void)reshape // scrolled, moved or resized
{
needsReshape = YES; // reset the viewport etc. on the next draw
// if we are not playing, force an immediate draw otherwise it will update with the next frame
// coming through. This makes the resize performance better as it reduces the number of redraws
// espcially on the main thread
if(![controller isPlaying])
{
[self setDirty:YES];
[self flushOutput];
}
}
//--------------------------------------------------------------------------------------------------
- (void)clear
{
[self lock];
// clear content
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
[self unlock];
}
//--------------------------------------------------------------------------------------------------
// flushOutput is our drawing call. It makes sure that the view coordinate system is setup
// properly and causes the controller object to draw its content if needed.
- (void)flushOutput
{
[self lock];
if(needsReshape)
{
NSRect frame = [self frame];
NSRect bounds = [self bounds];
GLfloat minX, minY, maxX, maxY;
minX = NSMinX(bounds);
minY = NSMinY(bounds);
maxX = NSMaxX(bounds);
maxY = NSMaxY(bounds);
[[self openGLContext] makeCurrentContext];
[self update];
// the first time we need to setup the OpenGL environment in this view
if(!contextIsInitialized)
{
long swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; // synchronize the glFlush with the VBL
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glEnable( GL_BLEND ); // enable blending
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // blend func for non premultiplied images
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
contextIsInitialized = YES;
}
if(NSIsEmptyRect([self visibleRect]))
{
glViewport(0, 0, 1, 1);
} else {
glViewport(0, 0, frame.size.width ,frame.size.height);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(minX, maxX, maxY, minY, -1.0, 1.0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
needsReshape = NO;
}
if([self dirty])
[controller drawContent]; // invoke the controller to draw all the video channels
[self setDirty:NO];
[self unlock];
}
//--------------------------------------------------------------------------------------------------
- (void)setDirty:(BOOL)inDirty
{
dirty = inDirty;
}
//--------------------------------------------------------------------------------------------------
- (BOOL)dirty
{
return dirty;
}
//--------------------------------------------------------------------------------------------------
- (void)mouseDown:(NSEvent *)theEvent
{
// mouse handling is done in the controller as it handles the video channels
[controller mouseDown:(NSEvent *)theEvent];
}
@end
</pre>
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