enforced field semantics and completed shared transitions

This commit is contained in:
itsmattkc
2018-11-24 20:12:51 +11:00
parent c5dca79d1d
commit 00b31d514e
31 changed files with 635 additions and 531 deletions
+39 -34
View File
@@ -441,9 +441,11 @@ GLuint ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio)
coords.vertexTopLeftX = coords.vertexBottomLeftX = -video_width/2;
coords.vertexTopLeftY = coords.vertexTopRightY = -video_height/2;
coords.vertexTopRightX = coords.vertexBottomRightX = video_width/2;
coords.vertexBottomLeftY = coords.vertexBottomRightY = video_height/2;
coords.textureTopLeftY = coords.textureTopRightY = coords.textureTopLeftX = coords.textureBottomLeftX = 0;
coords.vertexBottomLeftY = coords.vertexBottomRightY = video_height/2;
coords.vertexBottomLeftZ = coords.vertexBottomRightZ = coords.vertexTopLeftZ = coords.vertexTopRightZ = 1;
coords.textureTopLeftY = coords.textureTopRightY = coords.textureTopLeftX = coords.textureBottomLeftX = 0.0;
coords.textureBottomLeftY = coords.textureBottomRightY = coords.textureTopRightX = coords.textureBottomRightX = 1.0;
coords.textureTopLeftQ = coords.textureTopRightQ = coords.textureTopLeftQ = coords.textureBottomLeftQ = 1;
if (c->autoscale && (video_width != s->width && video_height != s->height)) {
float width_multiplier = (float) s->width / (float) video_width;
@@ -496,43 +498,45 @@ GLuint ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio)
glBegin(GL_QUADS);
if (coords.grid_size <= 1) {
glTexCoord2f(coords.textureTopLeftX, coords.textureTopLeftY); // top left
glVertex2f(coords.vertexTopLeftX, coords.vertexTopLeftY); // top left
glTexCoord2f(coords.textureTopRightX, coords.textureTopRightY); // top right
glVertex2f(coords.vertexTopRightX, coords.vertexTopRightY); // top right
glTexCoord2f(coords.textureBottomRightX, coords.textureBottomRightY); // bottom right
glVertex2f(coords.vertexBottomRightX, coords.vertexBottomRightY); // bottom right
glTexCoord2f(coords.textureBottomLeftX, coords.textureBottomLeftY); // bottom left
glVertex2f(coords.vertexBottomLeftX, coords.vertexBottomLeftY); // bottom left
float z = 0.5f;
glTexCoord2f(coords.textureTopLeftX, coords.textureTopLeftY); // top left
glVertex3f(coords.vertexTopLeftX, coords.vertexTopLeftY, z); // top left
glTexCoord2f(coords.textureTopRightX, coords.textureTopRightY); // top right
glVertex3f(coords.vertexTopRightX, coords.vertexTopRightY, z); // top right
glTexCoord2f(coords.textureBottomRightX, coords.textureBottomRightY); // bottom right
glVertex3f(coords.vertexBottomRightX, coords.vertexBottomRightY, z); // bottom right
glTexCoord2f(coords.textureBottomLeftX, coords.textureBottomLeftY); // bottom left
glVertex3f(coords.vertexBottomLeftX, coords.vertexBottomLeftY, z); // bottom left
} else {
double rows = coords.grid_size;
double cols = coords.grid_size;
float rows = coords.grid_size;
float cols = coords.grid_size;
for (double i=0;i<rows;i++) {
double row_prog = i/rows;
double next_row_prog = (i+1)/rows;
for (double j=0;j<cols;j++) {
double col_prog = j/cols;
double next_col_prog = (j+1)/cols;
for (float i=0;i<rows;i++) {
float row_prog = i/rows;
float next_row_prog = (i+1)/rows;
for (float j=0;j<cols;j++) {
float col_prog = j/cols;
float next_col_prog = (j+1)/cols;
double vertexTLX = double_lerp(coords.vertexTopLeftX, coords.vertexBottomLeftX, row_prog);
double vertexTRX = double_lerp(coords.vertexTopRightX, coords.vertexBottomRightX, row_prog);
double vertexBLX = double_lerp(coords.vertexTopLeftX, coords.vertexBottomLeftX, next_row_prog);
double vertexBRX = double_lerp(coords.vertexTopRightX, coords.vertexBottomRightX, next_row_prog);
float vertexTLX = float_lerp(coords.vertexTopLeftX, coords.vertexBottomLeftX, row_prog);
float vertexTRX = float_lerp(coords.vertexTopRightX, coords.vertexBottomRightX, row_prog);
float vertexBLX = float_lerp(coords.vertexTopLeftX, coords.vertexBottomLeftX, next_row_prog);
float vertexBRX = float_lerp(coords.vertexTopRightX, coords.vertexBottomRightX, next_row_prog);
double vertexTLY = double_lerp(coords.vertexTopLeftY, coords.vertexTopRightY, col_prog);
double vertexTRY = double_lerp(coords.vertexTopLeftY, coords.vertexTopRightY, next_col_prog);
double vertexBLY = double_lerp(coords.vertexBottomLeftY, coords.vertexBottomRightY, col_prog);
double vertexBRY = double_lerp(coords.vertexBottomLeftY, coords.vertexBottomRightY, next_col_prog);
float vertexTLY = float_lerp(coords.vertexTopLeftY, coords.vertexTopRightY, col_prog);
float vertexTRY = float_lerp(coords.vertexTopLeftY, coords.vertexTopRightY, next_col_prog);
float vertexBLY = float_lerp(coords.vertexBottomLeftY, coords.vertexBottomRightY, col_prog);
float vertexBRY = float_lerp(coords.vertexBottomLeftY, coords.vertexBottomRightY, next_col_prog);
glTexCoord2f(double_lerp(coords.textureTopLeftX, coords.textureTopRightX, col_prog), double_lerp(coords.textureTopLeftY, coords.textureBottomLeftY, row_prog)); // top left
glVertex2f(double_lerp(vertexTLX, vertexTRX, col_prog), double_lerp(vertexTLY, vertexBLY, row_prog)); // top left
glTexCoord2f(double_lerp(coords.textureTopLeftX, coords.textureTopRightX, next_col_prog), double_lerp(coords.textureTopRightY, coords.textureBottomRightY, row_prog)); // top right
glVertex2f(double_lerp(vertexTLX, vertexTRX, next_col_prog), double_lerp(vertexTRY, vertexBRY, row_prog)); // top right
glTexCoord2f(double_lerp(coords.textureBottomLeftX, coords.textureBottomRightX, next_col_prog), double_lerp(coords.textureTopRightY, coords.textureBottomRightY, next_row_prog)); // bottom right
glVertex2f(double_lerp(vertexBLX, vertexBRX, next_col_prog), double_lerp(vertexTRY, vertexBRY, next_row_prog)); // bottom right
glTexCoord2f(double_lerp(coords.textureBottomLeftX, coords.textureBottomRightX, col_prog), double_lerp(coords.textureTopLeftY, coords.textureBottomLeftY, next_row_prog)); // bottom left
glVertex2f(double_lerp(vertexBLX, vertexBRX, col_prog), double_lerp(vertexTLY, vertexBLY, next_row_prog)); // bottom left
glTexCoord2f(float_lerp(coords.textureTopLeftX, coords.textureTopRightX, col_prog), float_lerp(coords.textureTopLeftY, coords.textureBottomLeftY, row_prog)); // top left
glVertex2f(float_lerp(vertexTLX, vertexTRX, col_prog), float_lerp(vertexTLY, vertexBLY, row_prog)); // top left
glTexCoord2f(float_lerp(coords.textureTopLeftX, coords.textureTopRightX, next_col_prog), float_lerp(coords.textureTopRightY, coords.textureBottomRightY, row_prog)); // top right
glVertex2f(float_lerp(vertexTLX, vertexTRX, next_col_prog), float_lerp(vertexTRY, vertexBRY, row_prog)); // top right
glTexCoord2f(float_lerp(coords.textureBottomLeftX, coords.textureBottomRightX, next_col_prog), float_lerp(coords.textureTopRightY, coords.textureBottomRightY, next_row_prog)); // bottom right
glVertex2f(float_lerp(vertexBLX, vertexBRX, next_col_prog), float_lerp(vertexTRY, vertexBRY, next_row_prog)); // bottom right
glTexCoord2f(float_lerp(coords.textureBottomLeftX, coords.textureBottomRightX, col_prog), float_lerp(coords.textureTopLeftY, coords.textureBottomLeftY, next_row_prog)); // bottom left
glVertex2f(float_lerp(vertexBLX, vertexBRX, col_prog), float_lerp(vertexTLY, vertexBLY, next_row_prog)); // bottom left
}
}
}
@@ -617,6 +621,7 @@ void ViewerWidget::paintGL() {
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_DEPTH);
texture_failed = false;