Right-click now creates a transient ZoomSceneElement at z-index 1 whose pixels are a genuine 2x magnified sample of the backdrop (live capture under art), composited into stream/recording like any layer while the output crop stays the tier. All shapes are centered on the click and clamped to frame; healed on load/scene-create, never persisted, hidden from the layers list + element template (IsZoomLayer). BuildCompositorOptions is now internal = always tier crop (test seam). ZoomFrameBuilder is a pure static sampler (box/2 window centered on the box center, single-slot cache) proven by a banded-backdrop test; LayerReorderPersistenceTests drag resolves rows by item since the collapsed zoom row shifts container indices. Also books TASK 51 (webcam background Remove + Blur) and syncs memory docs (HANDOFF, MyMistakes, indexes). Full suite: 405 passed, 0 warnings.
333 lines
13 KiB
C#
333 lines
13 KiB
C#
using System;
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using System.Linq;
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using System.Windows;
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using ytLive.Models;
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using ytLive.Services;
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using ytLive.Services.Compositor;
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namespace ytLive.ViewModels;
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/// <summary>
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/// The zoom box as a real composited layer (TASK 51): right-clicking the live
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/// preview places a 2x magnifier one z-slot above the background and below every
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/// other layer. The box drives a transient <see cref="ZoomSceneElement"/> whose
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/// pixels are the magnified backdrop inside the box; the frame pump composites it
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/// into the stream/recording like any other layer (output stays the normal tier
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/// crop — the box is NEVER the crop source). All shapes are centered on the click.
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/// </summary>
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public partial class MainViewModel
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{
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public void ActivateZoom(double clickX, double clickY)
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{
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if (!(IsLive || IsRecording)) return;
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var maxW = MasterFrameWidth * 0.7;
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var maxH = MasterFrameHeight * 0.7;
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double w, h;
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switch (_zoomShape)
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{
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case ZoomShape.Circle:
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var size = Math.Min(maxW, maxH);
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w = size; h = size;
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break;
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case ZoomShape.VerticalRectangle:
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h = maxH;
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w = h * 9.0 / 16.0;
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break;
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default:
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w = maxW;
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h = w * 9.0 / 16.0;
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break;
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}
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// Option B anchor: the click point is the CENTER of every shape. Clamped
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// so the whole box stays inside the master 1920x1080 frame.
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var x = Math.Clamp(clickX - w / 2, 0, MasterFrameWidth - w);
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var y = Math.Clamp(clickY - h / 2, 0, MasterFrameHeight - h);
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_zoomState.X = x;
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_zoomState.Y = y;
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_zoomState.Width = w;
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_zoomState.Height = h;
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_zoomState.IsActive = true;
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_zoomState.IsMoving = false;
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var zoomTarget = EnsureZoomLayer(StagedScene);
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zoomTarget.X = x;
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zoomTarget.Y = y;
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zoomTarget.Width = w;
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zoomTarget.Height = h;
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zoomTarget.ClipShape = _zoomShape == ZoomShape.Circle ? ClipShape.Round : ClipShape.Traditional;
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zoomTarget.IsZoomActive = true;
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zoomTarget.IsVisible = true;
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ScheduleSave();
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RefreshZoomUi();
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}
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public void ToggleZoom()
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{
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if (_zoomState.IsActive) DismissZoom();
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}
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public void DismissZoom()
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{
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if (!_zoomState.IsActive) return;
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_zoomState.IsActive = false;
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_zoomState.IsMoving = false;
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var zoomTarget = StagedScene?.Elements.OfType<ZoomSceneElement>().FirstOrDefault();
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if (zoomTarget != null)
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{
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zoomTarget.IsZoomActive = false;
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zoomTarget.IsVisible = false;
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}
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if (StagedScene != null) _sceneGraph.InvalidateBake(StagedScene);
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RefreshZoomUi();
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}
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public void StartZoomMove(double x, double y)
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{
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if (!_zoomState.IsActive) return;
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_zoomState.IsMoving = true;
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_zoomState.GrabOffsetX = x - _zoomState.X;
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_zoomState.GrabOffsetY = y - _zoomState.Y;
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OnPropertyChanged(nameof(ZoomState));
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}
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public void UpdateZoomMove(double x, double y)
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{
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if (!_zoomState.IsActive || !_zoomState.IsMoving) return;
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var nx = x - _zoomState.GrabOffsetX;
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var ny = y - _zoomState.GrabOffsetY;
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_zoomState.X = Math.Clamp(nx, 0, MasterFrameWidth - _zoomState.Width);
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_zoomState.Y = Math.Clamp(ny, 0, MasterFrameHeight - _zoomState.Height);
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var zoomTarget = StagedScene?.Elements.OfType<ZoomSceneElement>().FirstOrDefault(e => e.IsZoomActive);
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if (zoomTarget != null)
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{
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zoomTarget.X = _zoomState.X;
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zoomTarget.Y = _zoomState.Y;
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}
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OnPropertyChanged(nameof(ZoomState));
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RebuildDimRectsForZoom();
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}
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public void EndZoomMove()
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{
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if (_zoomState.IsMoving)
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{
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_zoomState.IsMoving = false;
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OnPropertyChanged(nameof(ZoomState));
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}
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}
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private void RefreshZoomUi()
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{
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OnPropertyChanged(nameof(ZoomState));
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OnPropertyChanged(nameof(IsZoomActive));
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OnPropertyChanged(nameof(ShowZoomOverlay));
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RebuildDimRectsForZoom();
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}
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private void RebuildDimRectsForZoom()
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{
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if (_zoomState.IsActive)
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{
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var zx = _zoomState.X;
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var zy = _zoomState.Y;
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var zw = _zoomState.Width;
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var zh = _zoomState.Height;
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DimRects.Clear();
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if (zx > 0) DimRects.Add(new Rect(0, 0, zx, MasterFrameHeight));
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var rx = zx + zw;
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if (rx < MasterFrameWidth) DimRects.Add(new Rect(rx, 0, MasterFrameWidth - rx, MasterFrameHeight));
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if (zy > 0) DimRects.Add(new Rect(0, 0, MasterFrameWidth, zy));
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var ry = zy + zh;
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if (ry < MasterFrameHeight) DimRects.Add(new Rect(0, ry, MasterFrameWidth, MasterFrameHeight - ry));
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return;
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}
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RebuildQualityDimRects();
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}
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/// <summary>Heals a missing zoom placeholder on every scene after a layout
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/// load: the invisible 0x0 row parked at z-index 1 (above the background,
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/// below every other layer), mirroring how backgrounds heal. The zoom box
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/// itself is transient — the placeholder survives so the layer has a seat.</summary>
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private void HealZoomLayers()
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{
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foreach (var scene in Scenes)
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EnsureZoomLayer(scene);
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}
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/// <summary>Gets or inserts the scene's zoom placeholder at z-index 1.</summary>
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private ZoomSceneElement EnsureZoomLayer(Scene? scene)
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{
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var existing = scene?.Elements.OfType<ZoomSceneElement>().FirstOrDefault();
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if (existing != null) return existing;
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var zoom = new ZoomSceneElement();
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_sceneGraph.InsertElement(scene!, Math.Min(1, scene!.Elements.Count), zoom);
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return zoom;
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}
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// Single-slot zoom frame cache: the frame-pump resolver runs every tick, so
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// rebuilding the ~4 MB box raster per tick would churn the LOH even when the
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// backdrop and box did not change. One active zoom → one cached frame; the
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// key is the backdrop frames' identity+Epoch and the box rect's ints.
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private VideoFrame? _zoomFrame;
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private (byte[]?, long?, byte[]?, long?, int, int, int, int) _zoomFrameKey;
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private VideoFrame? BuildZoomFrame(ZoomSceneElement zoom)
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{
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var scene = StagedScene;
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if (scene == null) return null;
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// Mirror the compositor's backdrop ordering: live capture first, static
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// background art over it (SceneCompositor.Render, same conditions — live
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// only when visible, art whenever present).
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var live = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
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var liveFrame = live is { IsVisible: true } ? ResolveOutputFrameCore(live) : null;
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var art = scene.Elements.OfType<Source>().FirstOrDefault(s => s.Type == SourceType.Background);
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var artFrame = art != null ? ResolveOutputFrameCore(art) : null;
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if (liveFrame == null && artFrame == null) return null;
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var zx = (int)Math.Round(zoom.X);
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var zy = (int)Math.Round(zoom.Y);
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var zw = (int)Math.Ceiling(zoom.Width);
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var zh = (int)Math.Ceiling(zoom.Height);
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var key = (liveFrame?.BgraPixels, liveFrame?.Epoch, artFrame?.BgraPixels, artFrame?.Epoch, zx, zy, zw, zh);
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if (key != _zoomFrameKey)
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{
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_zoomFrame = ZoomFrameBuilder.Build(
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liveFrame, artFrame, zx, zy, zw, zh, MasterFrameWidth, MasterFrameHeight);
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_zoomFrameKey = key;
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}
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return _zoomFrame;
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}
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}
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/// <summary>Pure pixel builder for the zoom layer: samples the box/2 interior
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/// centred on the box centre from the sequenced backdrop (live capture then art)
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/// and upscales it 2x — the same region and magnification the preview's
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/// VisualBrush shows. Static, so the magnification proof is a plain unit test.</summary>
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internal static class ZoomFrameBuilder
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{
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internal static VideoFrame? Build(
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VideoFrame? liveFrame, VideoFrame? artFrame,
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int zx, int zy, int zw, int zh,
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double masterW, double masterH)
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{
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if (zw <= 0 || zh <= 0) return null;
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if (liveFrame == null && artFrame == null) return null;
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var buffer = new byte[zw * zh * 4];
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for (var oy = 0; oy < zh; oy++)
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{
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// Source window = the box/2 interior CENTERED on the box center (the
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// same region as the preview's VisualBrush Viewbox), sampled at 2x.
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var my = zy + zh / 4.0 + (oy + 0.5) * 0.5;
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var di = oy * zw * 4;
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for (var ox = 0; ox < zw; ox++, di += 4)
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{
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var mx = zx + zw / 4.0 + (ox + 0.5) * 0.5;
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var b = 0;
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var g = 0;
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var r = 0;
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var a = 0;
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if (liveFrame != null)
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Sample(liveFrame, mx, my, masterW, masterH, ref b, ref g, ref r, ref a);
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if (artFrame != null)
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{
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var ab = 0;
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var ag = 0;
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var ar = 0;
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var aa = 0;
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Sample(artFrame, mx, my, masterW, masterH, ref ab, ref ag, ref ar, ref aa);
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if (aa >= 255)
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{
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b = ab; g = ag; r = ar;
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}
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else if (aa > 0)
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{
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var inv = 255 - aa;
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b = (b * inv + ab * aa + 127) / 255;
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g = (g * inv + ag * aa + 127) / 255;
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r = (r * inv + ar * aa + 127) / 255;
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}
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a = 255;
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}
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else if (liveFrame != null)
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{
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a = 255;
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}
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buffer[di] = (byte)b;
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buffer[di + 1] = (byte)g;
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buffer[di + 2] = (byte)r;
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buffer[di + 3] = (byte)a;
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}
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}
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return new VideoFrame(zw, zh, buffer);
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}
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/// <summary>Inverse of the compositor's full-frame backdrop blit: maps a master
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/// pixel back through <see cref="StretchMath.UniformToFill"/> (or the frame's
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/// CropBounds) into the source canvas and bilinear-samples it. Fixed-point
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/// bilinear, same precision as SceneCompositor.Bilinear.</summary>
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private static void Sample(
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VideoFrame src, double mx, double my, double masterW, double masterH,
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ref int b, ref int g, ref int r, ref int a)
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{
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var cbX = 0;
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var cbY = 0;
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var cbW = src.Width;
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var cbH = src.Height;
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float scale, ox, oy, drawnW, drawnH;
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if (src.CropBounds is { } cb && cb.W > 0 && cb.H > 0)
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{
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cbX = cb.X;
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cbY = cb.Y;
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cbW = cb.W;
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cbH = cb.H;
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scale = Math.Max((float)masterW / cbW, (float)masterH / cbH);
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drawnW = cbW * scale;
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drawnH = cbH * scale;
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ox = (float)((masterW - drawnW) / 2);
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oy = (float)((masterH - drawnH) / 2);
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}
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else
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{
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var (uScale, uOx, uOy) = StretchMath.UniformToFill((float)masterW, (float)masterH, src.Width, src.Height);
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scale = uScale;
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drawnW = src.Width * uScale;
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drawnH = src.Height * uScale;
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ox = uOx;
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oy = uOy;
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}
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var sxFloat = cbX + (mx - ox) / drawnW * cbW;
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var syFloat = cbY + (my - oy) / drawnH * cbH;
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if (sxFloat < 0f) sxFloat = 0f;
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if (sxFloat > src.Width - 1f) sxFloat = src.Width - 1f;
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if (syFloat < 0f) syFloat = 0f;
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if (syFloat > src.Height - 1f) syFloat = src.Height - 1f;
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var sxi = (int)sxFloat;
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var syi = (int)syFloat;
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var sxInv = Math.Min(sxi + 1, src.Width - 1);
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var syInv = Math.Min(syi + 1, src.Height - 1);
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var fx8 = (int)((sxFloat - sxi) * 256);
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var fxInv = 256 - fx8;
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var fy8 = (int)((syFloat - syi) * 256);
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var fyInv = 256 - fy8;
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var stride = src.Width;
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var p00 = (syi * stride + sxi) * 4;
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var p10 = (syi * stride + sxInv) * 4;
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var p01 = (syInv * stride + sxi) * 4;
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var p11 = (syInv * stride + sxInv) * 4;
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var px = src.BgraPixels;
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b = Bilinear(px[p00], px[p10], px[p01], px[p11], fx8, fxInv, fy8, fyInv);
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g = Bilinear(px[p00 + 1], px[p10 + 1], px[p01 + 1], px[p11 + 1], fx8, fxInv, fy8, fyInv);
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r = Bilinear(px[p00 + 2], px[p10 + 2], px[p01 + 2], px[p11 + 2], fx8, fxInv, fy8, fyInv);
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a = Bilinear(px[p00 + 3], px[p10 + 3], px[p01 + 3], px[p11 + 3], fx8, fxInv, fy8, fyInv);
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}
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private static int Bilinear(int tl, int tr, int bl, int br, int fx8, int fxInv, int fy8, int fyInv)
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{
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var top = tl * fxInv + tr * fx8;
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var bot = bl * fxInv + br * fx8;
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return (top * fyInv + bot * fy8 + 32768) >> 16;
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}
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} |