even more improved corner pin and more consistent audio

This commit is contained in:
itsmattkc
2018-11-12 20:49:15 +11:00
parent 18c112d83e
commit 4f3c807c6a
5 changed files with 45 additions and 31 deletions
+27 -9
View File
@@ -376,7 +376,7 @@ GLuint ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio)
fbo_switcher = !fbo_switcher;
GLTextureCoords coords;
GLTextureCoords coords;
coords.grid_size = 1;
coords.vertexTopLeftX = coords.vertexBottomLeftX = -video_width/2;
coords.vertexTopLeftY = coords.vertexTopRightY = -video_height/2;
@@ -437,16 +437,34 @@ 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
// calculate the Q coordinate
double m1 = ((double)coords.vertexTopRightY - (double)coords.vertexBottomLeftY)/((double)coords.vertexTopRightX - (double)coords.vertexBottomLeftX);
double c1 = (double)coords.vertexBottomLeftY - m1 * (double)coords.vertexBottomLeftX;
double m2 = ((double)coords.vertexBottomRightY - (double)coords.vertexTopLeftY)/((double)coords.vertexBottomRightX - (double)coords.vertexTopLeftX);
double c2 = (double)coords.vertexTopLeftY - m2 * (double)coords.vertexTopLeftX;
double mid_x = (c2 - c1) / (m1 - m2);
double mid_y = m1 * mid_x + c1;
double d0 = qSqrt(qPow(mid_x - (double)coords.vertexBottomLeftX, 2) + qPow(mid_y - (double)coords.vertexBottomLeftY, 2));
double d1 = qSqrt(qPow((double)coords.vertexBottomRightX - mid_x, 2) + qPow(mid_y - (double)coords.vertexBottomRightY, 2));
double d2 = qSqrt(qPow((double)coords.vertexTopRightX - mid_x, 2) + qPow((double)coords.vertexTopRightY - mid_y, 2));
double d3 = qSqrt(qPow(mid_x - (double)coords.vertexTopLeftX, 2) + qPow((double)coords.vertexTopLeftY - mid_y, 2));
double q0 = (d0 + d2)/d2;
double q1 = (d1 + d3)/d3;
double q2 = (d2 + d0)/d0;
double q3 = (d3 + d1)/d1;
//if (coords.grid_size <= 1) {
glTexCoord4f(coords.textureTopLeftX*q3, coords.textureTopLeftY*q3, 0, q3); // top left
glVertex2f(coords.vertexTopLeftX, coords.vertexTopLeftY); // top left
glTexCoord2f(coords.textureTopRightX, coords.textureTopRightY); // top right
glTexCoord4f(coords.textureTopRightX*q2, coords.textureTopRightY*q2, 0, q2); // top right
glVertex2f(coords.vertexTopRightX, coords.vertexTopRightY); // top right
glTexCoord2f(coords.textureBottomRightX, coords.textureBottomRightY); // bottom right
glTexCoord4f(coords.textureBottomRightX*q1, coords.textureBottomRightY*q1, 0, q1); // bottom right
glVertex2f(coords.vertexBottomRightX, coords.vertexBottomRightY); // bottom right
glTexCoord2f(coords.textureBottomLeftX, coords.textureBottomLeftY); // bottom left
glTexCoord4f(coords.textureBottomLeftX*q0, coords.textureBottomLeftY*q0, 0, q0); // bottom left
glVertex2f(coords.vertexBottomLeftX, coords.vertexBottomLeftY); // bottom left
} else {
/*} else {
double rows = coords.grid_size;
double cols = coords.grid_size;
@@ -477,11 +495,11 @@ GLuint ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio)
glVertex2f(double_lerp(vertexBLX, vertexBRX, col_prog), double_lerp(vertexTLY, vertexBLY, next_row_prog)); // bottom left
}
}
}
}*/
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, 0); // unbind texture
if (!nests.isEmpty()) {
nests.last()->fbo[0]->release();