build: split the engine into liboakengine.so; worker drops the UI entirely

Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).

- oak-render-worker now links liboakengine instead of the whole
  libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
  objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
  macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
  ../app but backends now live in engine/; a stale pre-split liboakgl
  in the build tree got dlopened instead, re-initialized and later
  destroyed the interposed engine statics (full-suite segfault at
  DialogSequenceParameterTab, found via gdb watchpoint)
This commit is contained in:
2026-07-20 03:23:28 +08:00
parent 026ff94b5e
commit 28c4426236
604 changed files with 243 additions and 172 deletions
+110
View File
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uniform sampler2D tex_in;
uniform vec4 color_in;
uniform float distance_in;
uniform float angle_in;
uniform float radius_in;
uniform float opacity_in;
uniform vec2 resolution_in;
uniform sampler2D previous_iteration_in;
uniform bool fast_in;
uniform int ove_iteration;
in vec2 ove_texcoord;
out vec4 frag_color;
// Gaussian function uses PI
#define M_PI 3.1415926535897932384626433832795
// Single gaussian formula (unused, mainly here for documentation/just in case)
//float gaussian(float x, float sigma) {
// return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
//}
// Double gaussian formula, actually used in the code below
// Should be faster than the single gaussian above since it doesn't need sqrt()
float gaussian2(float x, float y, float sigma) {
return (1.0/((sigma*sigma)*2.0*M_PI))*exp(-0.5*(((x*x) + (y*y))/(sigma*sigma)));
}
void main(void) {
if (ove_iteration == 2 || radius_in == 0.0) {
// Merge step
vec4 composite = texture(tex_in, ove_texcoord);
if (composite.a < 1.0) {
// Convert degrees to radians
float shadow_angle = ((angle_in + 90.0)*M_PI)/180.0;
vec2 shadow_offset = vec2(cos(shadow_angle) * distance_in, sin(shadow_angle) * distance_in);
shadow_offset /= resolution_in;
shadow_offset += ove_texcoord;
vec4 shadow_color = texture(previous_iteration_in, shadow_offset);
shadow_color.rgb = color_in.rgb * shadow_color.a;
shadow_color *= 1.0 - composite.a;
shadow_color *= opacity_in;
composite += shadow_color;
}
frag_color = composite;
} else {
// We only sample on hard pixels, so we don't accept decimal radii
float real_radius = ceil(radius_in);
vec4 composite = vec4(0.0);
float divider, sigma;
if (fast_in) {
// Calculate the weight of each pixel based on the radius
divider = 1.0 / real_radius;
} else {
// Using (radius = 3 * sigma) because 3 standard deviations covers 97% of the blur according to this document:
// http://chemaguerra.com/gaussian-filter-radius/
sigma = real_radius;
real_radius *= 3.0;
// Use gaussian formula to calculate the weight of all pixels
divider = 0.0;
for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
divider += gaussian2(i, 0.0, sigma);
}
}
for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
float weight;
if (fast_in) {
weight = divider;
} else {
weight = gaussian2(i, 0.0, sigma) / divider;
}
vec2 pixel_coord = ove_texcoord;
vec4 tex_col;
if (ove_iteration == 0) {
pixel_coord.x += i / resolution_in.x;
// Pull from main texture
tex_col = texture(tex_in, pixel_coord);
} else if (ove_iteration == 1) {
pixel_coord.y += i / resolution_in.y;
// Pull from previous iteration
tex_col = texture(previous_iteration_in, pixel_coord);
}
composite += tex_col * weight;
}
frag_color = composite;
}
}