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:
@@ -0,0 +1,38 @@
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uniform float evolution_in;
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uniform float intensity_in;
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uniform float frequency_in;
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uniform vec2 position_in;
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uniform bool stretch_in;
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uniform vec2 resolution_in;
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uniform sampler2D tex_in;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main(void) {
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vec2 center = position_in/resolution_in;
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vec2 adj_texcoord = ove_texcoord;
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adj_texcoord -= 0.5;
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if (!stretch_in) {
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// Adjust by aspect ratio
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float ar = (resolution_in.x/resolution_in.y);
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if (resolution_in.x > resolution_in.y) {
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adj_texcoord.y /= ar;
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center.y /= ar;
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} else {
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adj_texcoord.x *= ar;
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center.x *= ar;
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}
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}
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adj_texcoord += 0.5;
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center += 0.5;
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adj_texcoord -= center;
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float len = length(adj_texcoord);
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vec2 uv = ove_texcoord + (adj_texcoord/len)*cos((frequency_in)*(len*12.0-evolution_in))*(intensity_in*0.0005);
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frag_color = texture(tex_in, uv);
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}
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