added perspective option to corner pin

This commit is contained in:
itsmattkc
2018-11-13 02:39:15 +11:00
parent f9685d5913
commit 6495c5768d
57 changed files with 416 additions and 80 deletions
+9
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@@ -0,0 +1,9 @@
#version 110
uniform sampler2D tex;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(tex, vec2(vTexCoord.x, vTexCoord.y));
gl_FragColor = textureColor;
}
+46
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@@ -0,0 +1,46 @@
#version 110
uniform sampler2D tex;
uniform bool perspective;
varying vec2 q;
varying vec2 b1;
varying vec2 b2;
varying vec2 b3;
varying vec2 vTexCoord;
float Wedge2D(vec2 v, vec2 w) {
return (v.x*w.y) - (v.y*w.x);
}
void main(void) {
if (perspective) {
gl_FragColor = texture2D(tex, vTexCoord);
} else {
float A = Wedge2D(b2, b3);
float B = Wedge2D(b3, q) - Wedge2D(b1, b2);
float C = Wedge2D(b1, q);
vec2 uv;
// solve for v
if (abs(A) < 0.001) {
uv.y = -C/B;
} else {
float discrim = B*B - 4.0*A*C;
uv.y = 0.5 * (-B + sqrt(discrim)) / A;
}
// solve for u
vec2 denom = b1 + uv.y * b3;
if (abs(denom.x) > abs(denom.y)) {
uv.x = (q.x - b2.x * uv.y) / denom.x;
} else {
uv.x = (q.y - b2.y * uv.y) / denom.y;
}
uv.y = 1.0 - uv.y;
gl_FragColor = texture2D(tex, uv);
}
}
+60
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@@ -0,0 +1,60 @@
#version 110
#extension GL_EXT_gpu_shader4 : enable
uniform bool perspective;
uniform vec2 p0;
uniform vec2 p1;
uniform vec2 p2;
uniform vec2 p3;
varying vec2 q;
varying vec2 b1;
varying vec2 b2;
varying vec2 b3;
varying vec2 vTexCoord;
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
if (perspective) {
float m1 = (p3.y - p0.y)/(p3.x - p0.x);
float c1 = p0.y - m1 * p0.x;
float m2 = (p1.y - p2.y)/(p1.x - p2.x);
float c2 = p2.y - m2 * p2.x;
float mid_x = (c2 - c1) / (m1 - m2);
float mid_y = m1 * mid_x + c1;
float d0 = sqrt(pow(mid_x - p0.x, 2.0) + pow(mid_y - p0.y, 2.0));
float d1 = sqrt(pow(p1.x - mid_x, 2.0) + pow(mid_y - p1.y, 2.0));
float d2 = sqrt(pow(p3.x - mid_x, 2.0) + pow(p3.y - mid_y, 2.0));
float d3 = sqrt(pow(mid_x - p2.x, 2.0) + pow(p2.y - mid_y, 2.0));
float q;
switch (gl_VertexID) {
case 0: q = (d1+d3)/d3; break;
case 1: q = (d0+d2)/d2; break;
case 2: q = (d3+d1)/d1; break;
case 3: q = (d2+d0)/d0; break;
}
gl_Position[0] *= q;
gl_Position[1] *= q;
gl_Position[3] = q;
vTexCoord = gl_MultiTexCoord0.xy;
} else {
vec2 pos;
switch (gl_VertexID) {
case 0: pos = p2; break; // top left
case 1: pos = p3; break; // top right
case 2: pos = p1; break; // bottom right
case 3: pos = p0; break; // bottom left
}
q = pos - p0;
b1 = p1 - p0;
b2 = p2 - p0;
b3 = p0 - p1 - p2 + p3;
}
}
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-293
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@@ -1,293 +0,0 @@
#ifndef EFFECT_H
#define EFFECT_H
#include <QObject>
#include <QString>
#include <QVector>
#include <QColor>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QMutex>
#include <QThread>
class QLabel;
class QWidget;
class CollapsibleWidget;
class QGridLayout;
class QPushButton;
struct Clip;
class QXmlStreamReader;
class QXmlStreamWriter;
class Effect;
class EffectRow;
class CheckboxEx;
class KeyframeDelete;
struct EffectMeta {
QString name;
QString category;
QString filename;
int internal;
int type;
};
extern QVector<EffectMeta> video_effects;
extern QVector<EffectMeta> audio_effects;
double log_volume(double linear);
void init_effects();
Effect* create_effect(Clip* c, const EffectMeta *em);
const EffectMeta* get_internal_meta(int internal_id);
extern QMutex effects_loaded;
#define EFFECT_TYPE_INVALID 0
#define EFFECT_TYPE_VIDEO 1
#define EFFECT_TYPE_AUDIO 2
#define EFFECT_TYPE_EFFECT 3
#define EFFECT_TYPE_TRANSITION 4
#define EFFECT_FIELD_DOUBLE 0
#define EFFECT_FIELD_COLOR 1
#define EFFECT_FIELD_STRING 2
#define EFFECT_FIELD_BOOL 3
#define EFFECT_FIELD_COMBO 4
#define EFFECT_FIELD_FONT 5
#define EFFECT_KEYFRAME_LINEAR 0
#define EFFECT_KEYFRAME_HOLD 1
#define EFFECT_KEYFRAME_BEZIER 2
#define EFFECT_INTERNAL_TRANSFORM 0
#define EFFECT_INTERNAL_TEXT 1
#define EFFECT_INTERNAL_SOLID 2
#define EFFECT_INTERNAL_NOISE 3
#define EFFECT_INTERNAL_VOLUME 4
#define EFFECT_INTERNAL_PAN 5
#define EFFECT_INTERNAL_TONE 6
#define EFFECT_INTERNAL_SHAKE 7
#define EFFECT_INTERNAL_CROSSDISSOLVE 8
#define EFFECT_INTERNAL_LINEARFADE 9
#define EFFECT_INTERNAL_EXPONENTIALFADE 10
#define EFFECT_INTERNAL_LOGARITHMICFADE 11
#define EFFECT_INTERNAL_CORNERPIN 12
#define EFFECT_INTERNAL_COUNT 13
#define KEYFRAME_TYPE_LINEAR 0
#define KEYFRAME_TYPE_SMOOTH 1
#define KEYFRAME_TYPE_BEZIER 2
#define TRAN_TYPE_OPEN 1
#define TRAN_TYPE_CLOSE 2
#define TRAN_TYPE_OPENWLINK 3
#define TRAN_TYPE_CLOSEWLINK 4
struct GLTextureCoords {
int grid_size;
int vertexTopLeftX;
int vertexTopLeftY;
int vertexTopRightX;
int vertexTopRightY;
int vertexBottomLeftX;
int vertexBottomLeftY;
int vertexBottomRightX;
int vertexBottomRightY;
double textureTopLeftX;
double textureTopLeftY;
double textureTopRightX;
double textureTopRightY;
double textureBottomRightX;
double textureBottomRightY;
double textureBottomLeftX;
double textureBottomLeftY;
};
qint16 mix_audio_sample(qint16 a, qint16 b);
class EffectField : public QObject {
Q_OBJECT
public:
EffectField(EffectRow* parent, int t);
EffectRow* parent_row;
int type;
QString id;
QVariant get_previous_data();
QVariant get_current_data();
double frameToTimecode(long frame);
long timecodeToFrame(double timecode);
void set_current_data(const QVariant&);
void get_keyframe_data(double timecode, int& before, int& after, double& d);
QVariant validate_keyframe_data(double timecode, bool async = false);
double get_double_value(double timecode, bool async = false);
void set_double_value(double v);
void set_double_default_value(double v);
void set_double_minimum_value(double v);
void set_double_maximum_value(double v);
const QString get_string_value(double timecode, bool async = false);
void set_string_value(const QString &s);
void add_combo_item(const QString& name, const QVariant &data);
int get_combo_index(double timecode, bool async = false);
const QVariant get_combo_data(double timecode);
const QString get_combo_string(double timecode);
void set_combo_index(int index);
void set_combo_string(const QString& s);
bool get_bool_value(double timecode, bool async = false);
void set_bool_value(bool b);
const QString get_font_name(double timecode, bool async = false);
void set_font_name(const QString& s);
QColor get_color_value(double timecode, bool async = false);
void set_color_value(QColor color);
QWidget* get_ui_element();
void set_enabled(bool e);
QVector<QVariant> keyframe_data;
QWidget* ui_element;
private:
bool hasKeyframes();
private slots:
void uiElementChange();
signals:
void changed();
void toggled(bool);
};
class EffectRow : public QObject {
Q_OBJECT
public:
EffectRow(Effect* parent, QGridLayout* uilayout, const QString& n, int row);
~EffectRow();
EffectField* add_field(int type, int colspan = 1);
EffectField* field(int i);
int fieldCount();
void set_keyframe_now(bool undoable);
void delete_keyframe(KeyframeDelete *kd, int index);
void delete_keyframe_at_time(KeyframeDelete* kd, long time);
QLabel* label;
Effect* parent_effect;
bool isKeyframing();
void setKeyframing(bool);
QVector<long> keyframe_times;
QVector<int> keyframe_types;
private slots:
void set_keyframe_enabled(bool);
void keyframe_ui_enabled(bool);
void goto_previous_key();
void toggle_key();
void goto_next_key();
private:
bool keyframing;
QGridLayout* ui;
QString name;
int ui_row;
QVector<EffectField*> fields;
QPushButton* keyframe_enable;
QPushButton* left_key_nav;
QPushButton* key_addremove;
QPushButton* right_key_nav;
bool just_made_unsafe_keyframe;
};
class Effect : public QObject {
Q_OBJECT
public:
Effect(Clip* c, const EffectMeta* em);
~Effect();
Clip* parent_clip;
const EffectMeta* meta;
int id;
QString name;
CollapsibleWidget* container;
long length; // only used for transitions
Effect* tlink;
EffectRow* add_row(const QString &name);
EffectRow* row(int i);
int row_count();
bool is_enabled();
void set_enabled(bool b);
virtual void refresh();
Effect* copy(Clip* c);
void copy_field_keyframes(Effect *e);
void load(QXmlStreamReader& stream);
void save(QXmlStreamWriter& stream);
// glsl handling
void open();
void close();
virtual void startEffect();
virtual void endEffect();
bool enable_shader;
bool enable_coords;
bool enable_superimpose;
int getIterations();
void setIterations(int i);
const char* ffmpeg_filter;
void process_shader(double timecode);
virtual void process_coords(double timecode, GLTextureCoords& coords);
virtual GLuint process_superimpose(double timecode);
virtual void process_audio(double timecode_start, double timecode_end, quint8* samples, int nb_bytes, int channel_count);
public slots:
void field_changed();
private slots:
void show_context_menu(const QPoint&);
void delete_self();
void move_up();
void move_down();
protected:
// glsl effect
QOpenGLShaderProgram* glslProgram;
QString vertPath;
QString fragPath;
// superimpose effect
QImage img;
QOpenGLTexture* texture;
private:
// superimpose effect
QString script;
bool isOpen;
QVector<EffectRow*> rows;
QGridLayout* ui_layout;
QWidget* ui;
bool bound;
// superimpose functions
virtual void redraw(double timecode);
bool valueHasChanged(double timecode);
QVector<QVariant> cachedValues;
void delete_texture();
int get_index_in_clip();
};
class EffectInit : public QThread {
public:
EffectInit();
protected:
void run();
};
#endif // EFFECT_H
-14
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@@ -1,14 +0,0 @@
#version 110
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
gl_FragColor = vec4(
textureColor.r,
textureColor.g,
textureColor.b,
textureColor.a
);
}
-16
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@@ -1,16 +0,0 @@
#version 110
uniform mediump float amount;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(myTexture, vTexCoord);
float amount_val = amount * 0.01;
gl_FragColor = vec4(
textureColor.r+((1.0-textureColor.r-textureColor.r)*amount_val),
textureColor.g+((1.0-textureColor.g-textureColor.g)*amount_val),
textureColor.b+((1.0-textureColor.b-textureColor.b)*amount_val),
textureColor.a
);
}
+121
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@@ -0,0 +1,121 @@
#version 110
uniform vec2 resolution;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x * 34.0) + 1.0) * x);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
float noise(vec3 P) {
vec3 Pi0 = floor(P),
Pi1 = Pi0 + vec3(1.0);
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P),
Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x),
iy = vec4(Pi0.yy, Pi1.yy),
iz0 = Pi0.zzzz,
iz1 = Pi1.zzzz,
ixy = permute(permute(ix) + iy),
ixy0 = permute(ixy + iz0),
ixy1 = permute(ixy + iz1),
gx0 = ixy0 * (1.0 / 7.0),
gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0),
sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0),
gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1),
sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x, gy0.x, gz0.x),
g100 = vec3(gx0.y, gy0.y, gz0.y),
g010 = vec3(gx0.z, gy0.z, gz0.z),
g110 = vec3(gx0.w, gy0.w, gz0.w),
g001 = vec3(gx1.x, gy1.x, gz1.x),
g101 = vec3(gx1.y, gy1.y, gz1.y),
g011 = vec3(gx1.z, gy1.z, gz1.z),
g111 = vec3(gx1.w, gy1.w, gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0),
n100 = dot(g100, vec3(Pf1.x, Pf0.yz)),
n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)),
n110 = dot(g110, vec3(Pf1.xy, Pf0.z)),
n001 = dot(g001, vec3(Pf0.xy, Pf1.z)),
n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)),
n011 = dot(g011, vec3(Pf0.x, Pf1.yz)),
n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
return mix(n_yz.x, n_yz.y, fade_xyz.x);
}
void main( void ) {
float time = 2.0;
vec2 noiseFactor = vec2(2.0, 2.0);
float noiseFactorTime = 2.0;
vec2 p = gl_FragCoord.xy / resolution.y;
//p *= vec2(800, 600);
//p += mouse * 1.0;
//float z = 1.0;
//float speed = 1.0;
//p.y += time * 0.1;
vec2 nx = vec2(p.x * noiseFactor.x, p.y * noiseFactor.y);
float v = noise(vec3(nx, time * noiseFactorTime) * 3.0) * 6.28318531;
v = v * 0.15 + 0.5;
gl_FragColor = vec4(vec3(v), 1.0);
}
+7
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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Find Edges" category="Color">
<row name="Bypass">
<field type="bool" default="0" id="amount"/>
</row>
<shader vert="common.vert" frag="findedges.frag"/>
</effect>
+1 -1
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@@ -1,7 +1,7 @@
#ifndef AUDIONOISEEFFECT_H
#define AUDIONOISEEFFECT_H
#include "../effect.h"
#include "project/effect.h"
class AudioNoiseEffect : public Effect {
public:
+21 -1
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@@ -1,7 +1,12 @@
#include "cornerpineffect.h"
#include "io/path.h"
#include "project/clip.h"
#include "debug.h"
CornerPinEffect::CornerPinEffect(Clip *c, const EffectMeta *em) : Effect(c, em) {
enable_coords = true;
enable_shader = true;
EffectRow* top_left = add_row("Top Left:");
top_left_x = top_left->add_field(EFFECT_FIELD_DOUBLE);
@@ -27,6 +32,9 @@ CornerPinEffect::CornerPinEffect(Clip *c, const EffectMeta *em) : Effect(c, em)
bottom_right_y = bottom_right->add_field(EFFECT_FIELD_DOUBLE);
bottom_right_y->id = "bottomrighty";
perspective = add_row("Perspective:")->add_field(EFFECT_FIELD_BOOL);
perspective->set_bool_value(false);
connect(top_left_x, SIGNAL(changed()), this, SLOT(field_changed()));
connect(top_left_y, SIGNAL(changed()), this, SLOT(field_changed()));
connect(top_right_x, SIGNAL(changed()), this, SLOT(field_changed()));
@@ -35,6 +43,10 @@ CornerPinEffect::CornerPinEffect(Clip *c, const EffectMeta *em) : Effect(c, em)
connect(bottom_left_y, SIGNAL(changed()), this, SLOT(field_changed()));
connect(bottom_right_x, SIGNAL(changed()), this, SLOT(field_changed()));
connect(bottom_right_y, SIGNAL(changed()), this, SLOT(field_changed()));
connect(perspective, SIGNAL(changed()), this, SLOT(field_changed()));
vertPath = "cornerpin.vert";
fragPath = "cornerpin.frag";
}
void CornerPinEffect::process_coords(double timecode, GLTextureCoords &coords) {
@@ -48,5 +60,13 @@ void CornerPinEffect::process_coords(double timecode, GLTextureCoords &coords) {
coords.vertexBottomLeftY += bottom_left_y->get_double_value(timecode);
coords.vertexBottomRightX += bottom_right_x->get_double_value(timecode);
coords.vertexBottomRightY += bottom_right_y->get_double_value(timecode);
coords.vertexBottomRightY += bottom_right_y->get_double_value(timecode);
}
void CornerPinEffect::process_shader(double timecode, GLTextureCoords &coords) {
glslProgram->setUniformValue("p0", (GLfloat) coords.vertexBottomLeftX, (GLfloat) coords.vertexBottomLeftY);
glslProgram->setUniformValue("p1", (GLfloat) coords.vertexBottomRightX, (GLfloat) coords.vertexBottomRightY);
glslProgram->setUniformValue("p2", (GLfloat) coords.vertexTopLeftX, (GLfloat) coords.vertexTopLeftY);
glslProgram->setUniformValue("p3", (GLfloat) coords.vertexTopRightX, (GLfloat) coords.vertexTopRightY);
glslProgram->setUniformValue("perspective", perspective->get_bool_value(timecode));
}
+4 -2
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@@ -1,13 +1,14 @@
#ifndef CORNERPINEFFECT_H
#define CORNERPINEFFECT_H
#include "../effect.h"
#include "project/effect.h"
class CornerPinEffect : public Effect {
Q_OBJECT
public:
CornerPinEffect(Clip* c, const EffectMeta* em);
void process_coords(double timecode, GLTextureCoords& coords);
void process_coords(double timecode, GLTextureCoords& coords);
void process_shader(double timecode, GLTextureCoords& coords);
private:
EffectField* top_left_x;
EffectField* top_left_y;
@@ -17,6 +18,7 @@ private:
EffectField* bottom_left_y;
EffectField* bottom_right_x;
EffectField* bottom_right_y;
EffectField* perspective;
};
#endif // CORNERPINEFFECT_H
+1 -1
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@@ -1,7 +1,7 @@
#ifndef CROSSDISSOLVETRANSITION_H
#define CROSSDISSOLVETRANSITION_H
#include "../effect.h"
#include "project/effect.h"
class CrossDissolveTransition : public Effect {
public:
+1 -1
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@@ -1,7 +1,7 @@
#ifndef EXPONENTIALFADETRANSITION_H
#define EXPONENTIALFADETRANSITION_H
#include "../effect.h"
#include "project/effect.h"
class ExponentialFadeTransition : public Effect {
public:
+1 -1
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@@ -1,7 +1,7 @@
#ifndef LINEARFADETRANSITION_H
#define LINEARFADETRANSITION_H
#include "../effect.h"
#include "project/effect.h"
class LinearFadeTransition : public Effect {
public:
+1 -1
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@@ -1,7 +1,7 @@
#ifndef LOGARITHMICFADETRANSITION_H
#define LOGARITHMICFADETRANSITION_H
#include "../effect.h"
#include "project/effect.h"
class LogarithmicFadeTransition : public Effect {
public:
+1 -1
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@@ -1,7 +1,7 @@
#ifndef PANEFFECT_H
#define PANEFFECT_H
#include "../effect.h"
#include "project/effect.h"
class PanEffect : public Effect {
public:
+1 -1
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@@ -1,7 +1,7 @@
#ifndef SHAKEEFFECT_H
#define SHAKEEFFECT_H
#include "../effect.h"
#include "project/effect.h"
#define RANDOM_VAL_SIZE 30
+1 -1
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@@ -1,7 +1,7 @@
#ifndef SOLIDEFFECT_H
#define SOLIDEFFECT_H
#include "../effect.h"
#include "project/effect.h"
class QOpenGLTexture;
#include <QImage>
+1 -1
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@@ -1,7 +1,7 @@
#ifndef TEXTEFFECT_H
#define TEXTEFFECT_H
#include "../effect.h"
#include "project/effect.h"
#include <QFont>
#include <QImage>
+1 -1
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@@ -1,7 +1,7 @@
#ifndef TONEEFFECT_H
#define TONEEFFECT_H
#include "../effect.h"
#include "project/effect.h"
class ToneEffect : public Effect {
public:
+1 -1
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@@ -1,7 +1,7 @@
#ifndef TRANSFORMEFFECT_H
#define TRANSFORMEFFECT_H
#include "../effect.h"
#include "project/effect.h"
class TransformEffect : public Effect {
Q_OBJECT
+1 -1
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@@ -1,7 +1,7 @@
#ifndef VOLUMEEFFECT_H
#define VOLUMEEFFECT_H
#include "../effect.h"
#include "project/effect.h"
class VolumeEffect : public Effect {
public:
+13
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@@ -0,0 +1,13 @@
#version 110
uniform float amount;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(myTexture, vTexCoord);
float amount_val = amount * 0.01;
vec3 col = textureColor.rgb+((vec3(1.0)-textureColor.rgb-textureColor.rgb)*vec3(amount_val));
gl_FragColor = vec4(col, textureColor.a);
}
+47
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@@ -0,0 +1,47 @@
#version 110
uniform vec2 resolution;
uniform float time;
uniform float amount;
uniform bool color;
uniform bool blend;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
// precision lowp float;
float PHI = 1.61803398874989484820459 * 00000.1; // Golden Ratio
float PI = 3.14159265358979323846264 * 00000.1; // PI
float SQ2 = 1.41421356237309504880169 * 10000.0; // Square Root of Two
float gold_noise(vec2 coordinate, float seed){
return fract(tan(distance(coordinate*(seed+PHI), vec2(PHI, PI)))*SQ2)*(amount*0.01);
}
void main(void) {
vec3 noise;
if (color) {
noise = vec3(gold_noise(vTexCoord, time + 42069.0), gold_noise(vTexCoord, time + 69220.0), gold_noise(vTexCoord, time + 1337.0));
} else {
noise = vec3(gold_noise(vTexCoord, time + 69420.0));
}
if (blend) {
noise = (noise - vec3(amount*0.005))*vec3(2.0);
vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
gl_FragColor = vec4(textureColor.rgb+noise, textureColor.a);
} else {
gl_FragColor = vec4(noise, 1.0);
}
}
/*void main(void) {
vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
textureColor.r += gold_noise(resolution);
textureColor.g += gold_noise(resolution);
textureColor.b += gold_noise(resolution);
gl_FragColor = textureColor;
}*/
+13
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@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Noise" category="Color">
<row name="Amount">
<field type="double" min="0" default="20" max="100" id="amount"/>
</row>
<row name="Color Noise">
<field type="bool" default="0" id="color"/>
</row>
<row name="Blend">
<field type="bool" default="1" id="blend"/>
</row>
<shader vert="common.vert" frag="noise.frag"/>
</effect>
-43
View File
@@ -1,43 +0,0 @@
#include "qpainterwrapper.h"
#include <QPainter>
#include "debug.h"
// exposes several QPainter functions to QJSEngine
QPainterWrapper painter_wrapper;
QPainterWrapper::QPainterWrapper() {}
QColor get_color_from_string(const QString& s) {
dout << s;
// workaround for alpha
if (s.at(0) == '#' && s.length() == 9) {
QColor color(s.left(7));
color.setAlpha(s.mid(7).toInt(NULL, 16));
return color;
} else {
return QColor(s);
}
}
void QPainterWrapper::fill(const QString& c) {
img->fill(get_color_from_string(c));
}
void QPainterWrapper::fillRect(int x, int y, int width, int height, const QString& brush) {
painter->fillRect(x, y, width, height, get_color_from_string(brush));
}
void QPainterWrapper::drawRect(int x, int y, int width, int height) {
painter->drawRect(x, y, width, height);
}
void QPainterWrapper::setPen(const QString& pen) {
painter->setPen(get_color_from_string(pen));
}
void QPainterWrapper::setBrush(const QString& brush) {
painter->setBrush(get_color_from_string(brush));
}
-24
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@@ -1,24 +0,0 @@
#ifndef QPAINTERWRAPPER_H
#define QPAINTERWRAPPER_H
#include <QObject>
class QPainter;
class QPainterWrapper : public QObject {
Q_OBJECT
public:
QPainterWrapper();
QImage* img;
QPainter* painter;
public slots:
void fill(const QString& color);
void fillRect(int x, int y, int width, int height, const QString& brush);
void drawRect(int x, int y, int width, int height);
void setPen(const QString& pen);
void setBrush(const QString& brush);
};
extern QPainterWrapper painter_wrapper;
#endif // QPAINTERWRAPPER_H
-1
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@@ -1 +0,0 @@
<RCC/>
@@ -11,7 +11,7 @@ uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec2 center = vec2(center_x, center_y);
vec2 center = vec2((resolution.x*0.5)+center_x, (resolution.y*0.5)+center_y);
vec2 uv = vTexCoord.st;
@@ -28,6 +28,4 @@ void main(void) {
tc += center;
vec3 color = texture2D(myTexture, tc / resolution).rgb;
gl_FragColor = vec4(color, 1.0);
}
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Swirl" category="Distort">
<row name="Radius">
<field type="double" min="0" default="10" id="radius"/>
<field type="double" min="0" default="200" id="radius"/>
</row>
<row name="Angle">
<field type="double" default="10" id="angle"/>
@@ -1,12 +1,10 @@
#version 110
// uniform float evolution;
uniform float frequency;
uniform float intensity;
uniform float evolution;
uniform bool vertical;
uniform mediump float amount_val;
uniform sampler2D myTexture;
varying vec2 vTexCoord;