decoupled effectfield UI from backend
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@@ -25,73 +25,73 @@
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#include "debug.h"
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CornerPinEffect::CornerPinEffect(Clip* c, const EffectMeta *em) : Effect(c, em) {
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enable_coords = true;
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enable_shader = true;
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SetFlags(Effect::CoordsFlag & Effect::ShaderFlag);
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EffectRow* top_left = add_row(tr("Top Left"));
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top_left_x = top_left->add_field(EFFECT_FIELD_DOUBLE, "topleftx");
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top_left_y = top_left->add_field(EFFECT_FIELD_DOUBLE, "toplefty");
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EffectRow* top_left = add_row(tr("Top Left"));
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top_left_x = new DoubleField(top_left, "topleftx");
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top_left_y = new DoubleField(top_left, "toplefty");
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EffectRow* top_right = add_row(tr("Top Right"));
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top_right_x = top_right->add_field(EFFECT_FIELD_DOUBLE, "toprightx");
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top_right_y = top_right->add_field(EFFECT_FIELD_DOUBLE, "toprighty");
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EffectRow* top_right = add_row(tr("Top Right"));
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top_right_x = new DoubleField(top_right, "toprightx");
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top_right_y = new DoubleField(top_right, "toprighty");
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EffectRow* bottom_left = add_row(tr("Bottom Left"));
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bottom_left_x = bottom_left->add_field(EFFECT_FIELD_DOUBLE, "bottomleftx");
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bottom_left_y = bottom_left->add_field(EFFECT_FIELD_DOUBLE, "bottomlefty");
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EffectRow* bottom_left = add_row(tr("Bottom Left"));
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bottom_left_x = new DoubleField(bottom_left, "bottomleftx");
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bottom_left_y = new DoubleField(bottom_left, "bottomlefty");
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EffectRow* bottom_right = add_row(tr("Bottom Right"));
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bottom_right_x = bottom_right->add_field(EFFECT_FIELD_DOUBLE, "bottomrightx");
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bottom_right_y = bottom_right->add_field(EFFECT_FIELD_DOUBLE, "bottomrighty");
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EffectRow* bottom_right = add_row(tr("Bottom Right"));
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bottom_right_x = new DoubleField(bottom_right, "bottomrightx");
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bottom_right_y = new DoubleField(bottom_right, "bottomrighty");
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perspective = add_row(tr("Perspective"))->add_field(EFFECT_FIELD_BOOL, "perspective");
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perspective->set_bool_value(true);
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EffectRow* perspective_row = add_row(tr("Perspective"));
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perspective = new BoolField(perspective_row, "perspective");
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perspective->SetValueAt(0, true);
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top_left_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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top_left_gizmo->x_field1 = top_left_x;
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top_left_gizmo->y_field1 = top_left_y;
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top_left_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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top_left_gizmo->x_field1 = top_left_x;
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top_left_gizmo->y_field1 = top_left_y;
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top_right_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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top_right_gizmo->x_field1 = top_right_x;
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top_right_gizmo->y_field1 = top_right_y;
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top_right_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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top_right_gizmo->x_field1 = top_right_x;
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top_right_gizmo->y_field1 = top_right_y;
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bottom_left_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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bottom_left_gizmo->x_field1 = bottom_left_x;
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bottom_left_gizmo->y_field1 = bottom_left_y;
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bottom_left_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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bottom_left_gizmo->x_field1 = bottom_left_x;
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bottom_left_gizmo->y_field1 = bottom_left_y;
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bottom_right_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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bottom_right_gizmo->x_field1 = bottom_right_x;
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bottom_right_gizmo->y_field1 = bottom_right_y;
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bottom_right_gizmo = add_gizmo(GIZMO_TYPE_DOT);
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bottom_right_gizmo->x_field1 = bottom_right_x;
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bottom_right_gizmo->y_field1 = bottom_right_y;
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vertPath = "cornerpin.vert";
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fragPath = "cornerpin.frag";
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vertPath = "cornerpin.vert";
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fragPath = "cornerpin.frag";
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}
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void CornerPinEffect::process_coords(double timecode, GLTextureCoords &coords, int) {
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coords.vertexTopLeftX += top_left_x->get_double_value(timecode);
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coords.vertexTopLeftY += top_left_y->get_double_value(timecode);
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coords.vertexTopLeftX += top_left_x->GetDoubleAt(timecode);
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coords.vertexTopLeftY += top_left_y->GetDoubleAt(timecode);
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coords.vertexTopRightX += top_right_x->get_double_value(timecode);
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coords.vertexTopRightY += top_right_y->get_double_value(timecode);
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coords.vertexTopRightX += top_right_x->GetDoubleAt(timecode);
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coords.vertexTopRightY += top_right_y->GetDoubleAt(timecode);
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coords.vertexBottomLeftX += bottom_left_x->get_double_value(timecode);
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coords.vertexBottomLeftY += bottom_left_y->get_double_value(timecode);
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coords.vertexBottomLeftX += bottom_left_x->GetDoubleAt(timecode);
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coords.vertexBottomLeftY += bottom_left_y->GetDoubleAt(timecode);
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coords.vertexBottomRightX += bottom_right_x->get_double_value(timecode);
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coords.vertexBottomRightY += bottom_right_y->get_double_value(timecode);
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coords.vertexBottomRightX += bottom_right_x->GetDoubleAt(timecode);
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coords.vertexBottomRightY += bottom_right_y->GetDoubleAt(timecode);
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}
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void CornerPinEffect::process_shader(double timecode, GLTextureCoords &coords, int) {
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glslProgram->setUniformValue("p0", GLfloat(coords.vertexBottomLeftX), GLfloat(coords.vertexBottomLeftY));
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glslProgram->setUniformValue("p1", GLfloat(coords.vertexBottomRightX), GLfloat(coords.vertexBottomRightY));
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glslProgram->setUniformValue("p2", GLfloat(coords.vertexTopLeftX), GLfloat(coords.vertexTopLeftY));
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glslProgram->setUniformValue("p3", GLfloat(coords.vertexTopRightX), GLfloat(coords.vertexTopRightY));
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glslProgram->setUniformValue("perspective", perspective->get_bool_value(timecode));
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glslProgram->setUniformValue("p0", GLfloat(coords.vertexBottomLeftX), GLfloat(coords.vertexBottomLeftY));
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glslProgram->setUniformValue("p1", GLfloat(coords.vertexBottomRightX), GLfloat(coords.vertexBottomRightY));
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glslProgram->setUniformValue("p2", GLfloat(coords.vertexTopLeftX), GLfloat(coords.vertexTopLeftY));
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glslProgram->setUniformValue("p3", GLfloat(coords.vertexTopRightX), GLfloat(coords.vertexTopRightY));
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glslProgram->setUniformValue("perspective", perspective->GetBoolAt(timecode));
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}
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void CornerPinEffect::gizmo_draw(double, GLTextureCoords &coords) {
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top_left_gizmo->world_pos[0] = QPoint(coords.vertexTopLeftX, coords.vertexTopLeftY);
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top_right_gizmo->world_pos[0] = QPoint(coords.vertexTopRightX, coords.vertexTopRightY);
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bottom_right_gizmo->world_pos[0] = QPoint(coords.vertexBottomRightX, coords.vertexBottomRightY);
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bottom_left_gizmo->world_pos[0] = QPoint(coords.vertexBottomLeftX, coords.vertexBottomLeftY);
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top_left_gizmo->world_pos[0] = QPoint(coords.vertexTopLeftX, coords.vertexTopLeftY);
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top_right_gizmo->world_pos[0] = QPoint(coords.vertexTopRightX, coords.vertexTopRightY);
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bottom_right_gizmo->world_pos[0] = QPoint(coords.vertexBottomRightX, coords.vertexBottomRightY);
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bottom_left_gizmo->world_pos[0] = QPoint(coords.vertexBottomLeftX, coords.vertexBottomLeftY);
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}
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