better effects support with nested sequences
This commit is contained in:
+26
-4
@@ -12,7 +12,7 @@
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#include "project/sequence.h"
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#include "panels/timeline.h"
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ShakeEffect::ShakeEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_SHAKE_EFFECT) {
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ShakeEffect::ShakeEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_SHAKE_EFFECT), inside(false) {
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ui_layout->addWidget(new QLabel("Intensity:"), 0, 0);
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intensity_val = new LabelSlider();
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intensity_val->set_minimum_value(0);
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@@ -88,6 +88,22 @@ void ShakeEffect::process_gl(int*, int*) {
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prev_y = next_y;
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next_x = (qrand() % (int) (intensity_val->value() * 2)) - intensity_val->value();
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next_y = (qrand() % (int) (intensity_val->value() * 2)) - intensity_val->value();
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// find perpendicular slope that passes through (mid_x, mid_y)
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int mid_x = (prev_x + next_x) / 2;
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int mid_y = (prev_y + next_y) / 2;
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int slope_num = (next_y-prev_y);
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if (slope_num > 0) {
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int slope_den = (next_x-prev_x);
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int add = (next_x-prev_x)/4;
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if (inside) add = -add;
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inside = !inside;
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perp_x = mid_x + add;
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perp_y = (-(slope_den / slope_num)) * perp_x + mid_y;
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} else {
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perp_x = mid_x;
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perp_y = mid_y;
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}
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} else {
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prev_x = 0;
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prev_y = 0;
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@@ -106,10 +122,16 @@ void ShakeEffect::process_gl(int*, int*) {
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}
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shake_progress = 0;
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}
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t = 1 - qPow(((double) shake_progress / (double) shake_limit)-1, 2);
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offset_x = lerp(prev_x, next_x, t);
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offset_y = lerp(prev_y, next_y, t);
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t = (double) shake_progress / (double) shake_limit;
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double oneminust = 1 - t;
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offset_x = (qPow(oneminust, 2)*prev_x) + (2*oneminust*t*perp_x) + (qPow(t, 2) * next_x);
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offset_y = (qPow(oneminust, 2)*prev_y) + (2*oneminust*t*perp_y) + (qPow(t, 2) * next_y);
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offset_rot = lerp(prev_rot, next_rot, t);
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glTranslatef(offset_x, offset_y, 0);
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glRotatef(offset_rot, 0, 0, 1);
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shake_progress++;
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