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
+21 -1
View File
@@ -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));
}