main.m

/*
 
File: main.m
 
Abstract: A command-line tool that uses the QCRenderer API to render a
Quartz Composer composition offscreen on the video card using an OpenGL
pBuffer, download the pixels data, then save the frames to disk as
separate compressed TIFF files.
 
Version: 1.0
 
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In consideration of your agreement to abide by the following terms, and
subject to these terms, Apple grants you a personal, non-exclusive
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"Apple Software"), to use, reproduce, modify and redistribute the Apple
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Neither the name, trademarks, service marks or logos of Apple Computer,
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as expressly stated in this notice, no other rights or licenses, express
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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
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Copyright © 2005 Apple Computer, Inc., All Rights Reserved
 
*/
 
#import <AppKit/AppKit.h>
#import <Quartz/Quartz.h>
#import <OpenGL/CGLMacro.h>
 
@interface OfflineRenderer : NSObject
{
    NSOpenGLPixelBuffer*        _pixelBuffer;
    NSOpenGLContext*            _openGLContext;
    QCRenderer*                 _renderer;
    void*                       _scratchBufferPtr;
    unsigned                    _scratchBufferRowBytes;
}
- (id) initWithCompositionPath:(NSString*)path pixelsWide:(unsigned)width pixelsHigh:(unsigned)height;
- (NSBitmapImageRep*) bitmapImageForTime:(NSTimeInterval)time;
@end
 
@implementation OfflineRenderer
 
- (id) init
{
    return [self initWithCompositionPath:nil pixelsWide:0 pixelsHigh:0];
}
 
- (id) initWithCompositionPath:(NSString*)path pixelsWide:(unsigned)width pixelsHigh:(unsigned)height
{
    NSOpenGLPixelFormatAttribute    attributes[] = {
                                                        NSOpenGLPFAPixelBuffer,
                                                        NSOpenGLPFANoRecovery,
                                                        NSOpenGLPFAAccelerated,
                                                        NSOpenGLPFADepthSize, 24,
                                                        (NSOpenGLPixelFormatAttribute) 0
                                                    };
    NSOpenGLPixelFormat*            format = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attributes] autorelease];
    
    //Check parameters - Rendering at sizes smaller than 16x16 will likely produce garbage
    if(![path length] || (width < 16) || (height < 16)) {
        [self release];
        return nil;
    }
    
    if(self = [super init]) {
        //Create the OpenGL pixel buffer to render into
        _pixelBuffer = [[NSOpenGLPixelBuffer alloc] initWithTextureTarget:GL_TEXTURE_RECTANGLE_EXT textureInternalFormat:GL_RGBA textureMaxMipMapLevel:0 pixelsWide:width pixelsHigh:height];
        if(_pixelBuffer == nil) {
            NSLog(@"Cannot create OpenGL pixel buffer");
            [self release];
            return nil;
        }
        
        //Create the OpenGL context to render with (with color and depth buffers)
        _openGLContext = [[NSOpenGLContext alloc] initWithFormat:format shareContext:nil];
        if(_openGLContext == nil) {
            NSLog(@"Cannot create OpenGL context");
            [self release];
            return nil;
        }
        [_openGLContext setPixelBuffer:_pixelBuffer cubeMapFace:0 mipMapLevel:0 currentVirtualScreen:[_openGLContext currentVirtualScreen]];
        
        //Create the QuartzComposer Renderer with that OpenGL context and the specified composition file
        _renderer = [[QCRenderer alloc] initWithOpenGLContext:_openGLContext pixelFormat:format file:path];
        if(_renderer == nil) {
            NSLog(@"Cannot create QCRenderer");
            [self release];
            return nil;
        }
        
        //Create a scratch buffer used to downloads the pixels from the OpenGL pixel buffer - For optimal performances the buffer is paged-aligned and the rowbytes is a multiple of 64 bytes
        _scratchBufferRowBytes = (width * 4 + 63) & ~63;
        _scratchBufferPtr = valloc(height * _scratchBufferRowBytes);
        if(_scratchBufferPtr == NULL) {
            [self release];
            return nil;
        }
    }
    
    return self;
}
 
- (NSBitmapImageRep*) bitmapImageForTime:(NSTimeInterval)time
{
    //IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid
    CGLContextObj                   cgl_ctx = [_openGLContext CGLContextObj];
    int                             width = [_pixelBuffer pixelsWide],
                                    height = [_pixelBuffer pixelsHigh],
                                    bitmapRowBytes = 4 * width;
    NSBitmapImageRep*               bitmap;
    GLint                           save;
    int                             i;
    
    //Render a frame from the composition at the specified time
    if(![_renderer renderAtTime:time arguments:nil])
    return nil;
    
    //Read pixels back from the OpenGL pixel buffer in ARGB 32 bits format - For extra safety, we save / restore the OpenGL states we change 
    glGetIntegerv(GL_PACK_ROW_LENGTH, &save);
    glPixelStorei(GL_PACK_ROW_LENGTH, _scratchBufferRowBytes / 4);
    glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, _scratchBufferPtr);
    glPixelStorei(GL_PACK_ROW_LENGTH, save);
    if(glGetError())
    return nil;
    
    //User NSBitmapImageRep to allocate a memory buffer of ARGB 32 bits pixels - We use the "NSCalibratedRGBColorSpace" so that no color profile is embedded in the bitmap
    bitmap = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL pixelsWide:width pixelsHigh:height bitsPerSample:8 samplesPerPixel:4 hasAlpha:YES isPlanar:NO colorSpaceName:NSCalibratedRGBColorSpace bitmapFormat:NSAlphaFirstBitmapFormat bytesPerRow:bitmapRowBytes bitsPerPixel:32];
    if(bitmap == nil)
    return nil;
    
    //Copy the pixels line by line from the scratch buffer to the bitmap and flip vertically - OpenGL downloaded images are upside-down
    for(i = 0; i < height; ++i)
    bcopy(_scratchBufferPtr + i * _scratchBufferRowBytes, (char*)[bitmap bitmapData] + (height - i - 1) * bitmapRowBytes, bitmapRowBytes);
    
    return [bitmap autorelease];
}
 
- (void) dealloc 
{
    //Destroy the scratch buffer
    if(_scratchBufferPtr)
    free(_scratchBufferPtr);
    
    //Destroy the renderer
    [_renderer release];
    
    //Destroy the OpenGL context
    [_openGLContext clearDrawable];
    [_openGLContext release];
    
    //Destroy the OpenGL pixel buffer
    [_pixelBuffer release];
    
    [super dealloc];
}
 
@end
 
int main(int argc, const char* argv[])
{
    NSAutoreleasePool*          pool = [NSAutoreleasePool new];
    NSString*                   compositionPath;
    NSString*                   folderPath;
    OfflineRenderer*            renderer;
    NSBitmapImageRep*           bitmapImage;
    NSTimeInterval              time;
    NSData*                     tiffData;
    NSString*                   fileName;
    
    //Make sure we have the correct number of arguments
    if(argc == 3) {
        //Process the arguments
        compositionPath = [[NSString stringWithUTF8String:argv[1]] stringByExpandingTildeInPath];
        folderPath = [[NSString stringWithUTF8String:argv[2]] stringByExpandingTildeInPath];
        
        //Create an offline renderer
        renderer = [[OfflineRenderer alloc] initWithCompositionPath:compositionPath pixelsWide:640 pixelsHigh:480];
        if(renderer) {
            //Render a frame every second for 10 seconds and save the resulting images as LZW compressed TIFF files
            printf("Rendering composition \"%s\"...\n", [[compositionPath lastPathComponent] UTF8String]);
            for(time = 0.0; time <= 10.0; time += 1.0) {
                bitmapImage = [renderer bitmapImageForTime:time];
                if(bitmapImage) {
                    tiffData = [bitmapImage TIFFRepresentationUsingCompression:NSTIFFCompressionLZW factor:1.0];
                    fileName = [NSString stringWithFormat:@"%@-%g.tiff", [[compositionPath lastPathComponent] stringByDeletingPathExtension], time];
                    if([tiffData writeToFile:[folderPath stringByAppendingPathComponent:fileName] atomically:YES])
                    printf("\tRendered image \"%s\" at time %.3f\n", [fileName UTF8String], time);
                    else
                    NSLog(@"Image writing to disk failed (%s)", fileName);
                }
                else
                NSLog(@"Image rendering at time %f failed", time);
            }
            printf("...done!\n");
            [renderer release];
        }
        else
        NSLog(@"Offline renderer creation for composition failed (%@)", compositionPath);
    }
    else
    printf("Usage: %s sourceComposition destinationFolder\n", basename(argv[0]));
    
    [pool release];
    
    return 0;
}