Features: - VOD library with movie grouping and version detection - TV show library with season/episode organization - TMDB integration for trending shows and recently aired episodes - Recent releases section with TMDB release date sorting - Watch history tracking with continue watching - Playlist caching (12-hour TTL) for offline support - M3U playlist parsing with XStream API support - Authentication with credential storage Technical: - SwiftUI for tvOS - Actor-based services for thread safety - Persistent caching for playlists, TMDB data, and watch history - KSPlayer integration for video playback Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
300 lines
12 KiB
Swift
300 lines
12 KiB
Swift
//
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// DisplayModel.swift
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// KSPlayer-iOS
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//
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// Created by kintan on 2020/1/11.
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//
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import Foundation
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import Metal
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import simd
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#if canImport(UIKit)
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import UIKit
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#endif
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extension DisplayEnum {
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private static var planeDisplay = PlaneDisplayModel()
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private static var vrDiaplay = VRDisplayModel()
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private static var vrBoxDiaplay = VRBoxDisplayModel()
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func set(encoder: MTLRenderCommandEncoder) {
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switch self {
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case .plane:
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DisplayEnum.planeDisplay.set(encoder: encoder)
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case .vr:
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DisplayEnum.vrDiaplay.set(encoder: encoder)
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case .vrBox:
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DisplayEnum.vrBoxDiaplay.set(encoder: encoder)
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}
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}
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func pipeline(planeCount: Int, bitDepth: Int32) -> MTLRenderPipelineState {
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switch self {
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case .plane:
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return DisplayEnum.planeDisplay.pipeline(planeCount: planeCount, bitDepth: bitDepth)
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case .vr:
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return DisplayEnum.vrDiaplay.pipeline(planeCount: planeCount, bitDepth: bitDepth)
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case .vrBox:
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return DisplayEnum.vrBoxDiaplay.pipeline(planeCount: planeCount, bitDepth: bitDepth)
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}
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}
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func touchesMoved(touch: UITouch) {
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switch self {
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case .vr:
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DisplayEnum.vrDiaplay.touchesMoved(touch: touch)
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case .vrBox:
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DisplayEnum.vrBoxDiaplay.touchesMoved(touch: touch)
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default:
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break
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}
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}
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}
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private class PlaneDisplayModel {
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private lazy var yuv = MetalRender.makePipelineState(fragmentFunction: "displayYUVTexture")
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private lazy var yuvp010LE = MetalRender.makePipelineState(fragmentFunction: "displayYUVTexture", bitDepth: 10)
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private lazy var nv12 = MetalRender.makePipelineState(fragmentFunction: "displayNV12Texture")
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private lazy var p010LE = MetalRender.makePipelineState(fragmentFunction: "displayNV12Texture", bitDepth: 10)
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private lazy var bgra = MetalRender.makePipelineState(fragmentFunction: "displayTexture")
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let indexCount: Int
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let indexType = MTLIndexType.uint16
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let primitiveType = MTLPrimitiveType.triangleStrip
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let indexBuffer: MTLBuffer
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let posBuffer: MTLBuffer?
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let uvBuffer: MTLBuffer?
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fileprivate init() {
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let (indices, positions, uvs) = PlaneDisplayModel.genSphere()
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let device = MetalRender.device
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indexCount = indices.count
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indexBuffer = device.makeBuffer(bytes: indices, length: MemoryLayout<UInt16>.size * indexCount)!
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posBuffer = device.makeBuffer(bytes: positions, length: MemoryLayout<simd_float4>.size * positions.count)
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uvBuffer = device.makeBuffer(bytes: uvs, length: MemoryLayout<simd_float2>.size * uvs.count)
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}
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private static func genSphere() -> ([UInt16], [simd_float4], [simd_float2]) {
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let indices: [UInt16] = [0, 1, 2, 3]
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let positions: [simd_float4] = [
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[-1.0, -1.0, 0.0, 1.0],
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[-1.0, 1.0, 0.0, 1.0],
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[1.0, -1.0, 0.0, 1.0],
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[1.0, 1.0, 0.0, 1.0],
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]
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let uvs: [simd_float2] = [
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[0.0, 1.0],
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[0.0, 0.0],
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[1.0, 1.0],
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[1.0, 0.0],
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]
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return (indices, positions, uvs)
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}
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func set(encoder: MTLRenderCommandEncoder) {
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encoder.setFrontFacing(.clockwise)
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encoder.setVertexBuffer(posBuffer, offset: 0, index: 0)
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encoder.setVertexBuffer(uvBuffer, offset: 0, index: 1)
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encoder.drawIndexedPrimitives(type: primitiveType, indexCount: indexCount, indexType: indexType, indexBuffer: indexBuffer, indexBufferOffset: 0)
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}
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func pipeline(planeCount: Int, bitDepth: Int32) -> MTLRenderPipelineState {
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switch planeCount {
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case 3:
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if bitDepth == 10 {
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return yuvp010LE
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} else {
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return yuv
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}
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case 2:
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if bitDepth == 10 {
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return p010LE
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} else {
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return nv12
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}
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case 1:
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return bgra
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default:
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return bgra
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}
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}
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}
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@MainActor
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private class SphereDisplayModel {
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private lazy var yuv = MetalRender.makePipelineState(fragmentFunction: "displayYUVTexture", isSphere: true)
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private lazy var yuvp010LE = MetalRender.makePipelineState(fragmentFunction: "displayYUVTexture", isSphere: true, bitDepth: 10)
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private lazy var nv12 = MetalRender.makePipelineState(fragmentFunction: "displayNV12Texture", isSphere: true)
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private lazy var p010LE = MetalRender.makePipelineState(fragmentFunction: "displayNV12Texture", isSphere: true, bitDepth: 10)
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private lazy var bgra = MetalRender.makePipelineState(fragmentFunction: "displayTexture", isSphere: true)
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private var fingerRotationX = Float(0)
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private var fingerRotationY = Float(0)
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fileprivate var modelViewMatrix = matrix_identity_float4x4
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let indexCount: Int
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let indexType = MTLIndexType.uint16
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let primitiveType = MTLPrimitiveType.triangle
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let indexBuffer: MTLBuffer
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let posBuffer: MTLBuffer?
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let uvBuffer: MTLBuffer?
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@MainActor
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fileprivate init() {
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let (indices, positions, uvs) = SphereDisplayModel.genSphere()
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let device = MetalRender.device
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indexCount = indices.count
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indexBuffer = device.makeBuffer(bytes: indices, length: MemoryLayout<UInt16>.size * indexCount)!
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posBuffer = device.makeBuffer(bytes: positions, length: MemoryLayout<simd_float4>.size * positions.count)
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uvBuffer = device.makeBuffer(bytes: uvs, length: MemoryLayout<simd_float2>.size * uvs.count)
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#if canImport(UIKit) && canImport(CoreMotion)
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if KSOptions.enableSensor {
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MotionSensor.shared.start()
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}
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#endif
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}
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func set(encoder: MTLRenderCommandEncoder) {
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encoder.setFrontFacing(.clockwise)
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encoder.setVertexBuffer(posBuffer, offset: 0, index: 0)
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encoder.setVertexBuffer(uvBuffer, offset: 0, index: 1)
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#if canImport(UIKit) && canImport(CoreMotion)
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if KSOptions.enableSensor, let matrix = MotionSensor.shared.matrix() {
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modelViewMatrix = matrix
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}
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#endif
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}
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@MainActor
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func touchesMoved(touch: UITouch) {
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#if canImport(UIKit)
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let view = touch.view
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#else
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let view: UIView? = nil
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#endif
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var distX = Float(touch.location(in: view).x - touch.previousLocation(in: view).x)
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var distY = Float(touch.location(in: view).y - touch.previousLocation(in: view).y)
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distX *= 0.005
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distY *= 0.005
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fingerRotationX -= distY * 60 / 100
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fingerRotationY -= distX * 60 / 100
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modelViewMatrix = matrix_identity_float4x4.rotateX(radians: fingerRotationX).rotateY(radians: fingerRotationY)
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}
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func reset() {
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fingerRotationX = 0
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fingerRotationY = 0
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modelViewMatrix = matrix_identity_float4x4
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}
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private static func genSphere() -> ([UInt16], [simd_float4], [simd_float2]) {
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let slicesCount = UInt16(200)
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let parallelsCount = slicesCount / 2
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let indicesCount = Int(slicesCount) * Int(parallelsCount) * 6
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var indices = [UInt16](repeating: 0, count: indicesCount)
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var positions = [simd_float4]()
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var uvs = [simd_float2]()
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var runCount = 0
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let radius = Float(1.0)
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let step = (2.0 * Float.pi) / Float(slicesCount)
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var i = UInt16(0)
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while i <= parallelsCount {
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var j = UInt16(0)
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while j <= slicesCount {
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let vertex0 = radius * sinf(step * Float(i)) * cosf(step * Float(j))
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let vertex1 = radius * cosf(step * Float(i))
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let vertex2 = radius * sinf(step * Float(i)) * sinf(step * Float(j))
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let vertex3 = Float(1.0)
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let vertex4 = Float(j) / Float(slicesCount)
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let vertex5 = Float(i) / Float(parallelsCount)
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positions.append([vertex0, vertex1, vertex2, vertex3])
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uvs.append([vertex4, vertex5])
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if i < parallelsCount, j < slicesCount {
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indices[runCount] = i * (slicesCount + 1) + j
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runCount += 1
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indices[runCount] = UInt16((i + 1) * (slicesCount + 1) + j)
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runCount += 1
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indices[runCount] = UInt16((i + 1) * (slicesCount + 1) + (j + 1))
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runCount += 1
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indices[runCount] = UInt16(i * (slicesCount + 1) + j)
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runCount += 1
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indices[runCount] = UInt16((i + 1) * (slicesCount + 1) + (j + 1))
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runCount += 1
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indices[runCount] = UInt16(i * (slicesCount + 1) + (j + 1))
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runCount += 1
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}
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j += 1
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}
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i += 1
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}
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return (indices, positions, uvs)
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}
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func pipeline(planeCount: Int, bitDepth: Int32) -> MTLRenderPipelineState {
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switch planeCount {
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case 3:
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if bitDepth == 10 {
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return yuvp010LE
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} else {
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return yuv
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}
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case 2:
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if bitDepth == 10 {
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return p010LE
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} else {
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return nv12
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}
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case 1:
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return bgra
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default:
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return bgra
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}
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}
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}
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private class VRDisplayModel: SphereDisplayModel {
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private let modelViewProjectionMatrix: simd_float4x4
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override required init() {
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let size = KSOptions.sceneSize
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let aspect = Float(size.width / size.height)
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let projectionMatrix = simd_float4x4(perspective: Float.pi / 3, aspect: aspect, nearZ: 0.1, farZ: 400.0)
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let viewMatrix = simd_float4x4(lookAt: SIMD3<Float>.zero, center: [0, 0, -1000], up: [0, 1, 0])
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modelViewProjectionMatrix = projectionMatrix * viewMatrix
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super.init()
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}
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override func set(encoder: MTLRenderCommandEncoder) {
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super.set(encoder: encoder)
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var matrix = modelViewProjectionMatrix * modelViewMatrix
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let matrixBuffer = MetalRender.device.makeBuffer(bytes: &matrix, length: MemoryLayout<simd_float4x4>.size)
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encoder.setVertexBuffer(matrixBuffer, offset: 0, index: 2)
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encoder.drawIndexedPrimitives(type: primitiveType, indexCount: indexCount, indexType: indexType, indexBuffer: indexBuffer, indexBufferOffset: 0)
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}
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}
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private class VRBoxDisplayModel: SphereDisplayModel {
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private let modelViewProjectionMatrixLeft: simd_float4x4
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private let modelViewProjectionMatrixRight: simd_float4x4
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override required init() {
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let size = KSOptions.sceneSize
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let aspect = Float(size.width / size.height) / 2
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let viewMatrixLeft = simd_float4x4(lookAt: [-0.012, 0, 0], center: [0, 0, -1000], up: [0, 1, 0])
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let viewMatrixRight = simd_float4x4(lookAt: [0.012, 0, 0], center: [0, 0, -1000], up: [0, 1, 0])
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let projectionMatrix = simd_float4x4(perspective: Float.pi / 3, aspect: aspect, nearZ: 0.1, farZ: 400.0)
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modelViewProjectionMatrixLeft = projectionMatrix * viewMatrixLeft
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modelViewProjectionMatrixRight = projectionMatrix * viewMatrixRight
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super.init()
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}
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override func set(encoder: MTLRenderCommandEncoder) {
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super.set(encoder: encoder)
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let layerSize = KSOptions.sceneSize
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let width = Double(layerSize.width / 2)
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[(modelViewProjectionMatrixLeft, MTLViewport(originX: 0, originY: 0, width: width, height: Double(layerSize.height), znear: 0, zfar: 0)),
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(modelViewProjectionMatrixRight, MTLViewport(originX: width, originY: 0, width: width, height: Double(layerSize.height), znear: 0, zfar: 0))].forEach { modelViewProjectionMatrix, viewport in
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encoder.setViewport(viewport)
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var matrix = modelViewProjectionMatrix * modelViewMatrix
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let matrixBuffer = MetalRender.device.makeBuffer(bytes: &matrix, length: MemoryLayout<simd_float4x4>.size)
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encoder.setVertexBuffer(matrixBuffer, offset: 0, index: 2)
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encoder.drawIndexedPrimitives(type: primitiveType, indexCount: indexCount, indexType: indexType, indexBuffer: indexBuffer, indexBufferOffset: 0)
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}
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}
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}
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