implemented drop shadow node
This commit is contained in:
@@ -37,6 +37,10 @@
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#include "distort/mask/mask.h"
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#include "distort/transform/transformdistortnode.h"
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#include "effect/opacity/opacityeffect.h"
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#include "filter/blur/blur.h"
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#include "filter/dropshadow/dropshadowfilter.h"
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#include "filter/mosaic/mosaicfilternode.h"
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#include "filter/stroke/stroke.h"
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#include "generator/matrix/matrix.h"
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#include "generator/noise/noise.h"
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#include "generator/polygon/polygon.h"
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@@ -45,17 +49,14 @@
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#include "generator/text/textv1.h"
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#include "generator/text/textv2.h"
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#include "generator/text/textv3.h"
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#include "filter/blur/blur.h"
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#include "filter/mosaic/mosaicfilternode.h"
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#include "filter/stroke/stroke.h"
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#include "input/time/timeinput.h"
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#include "input/value/valuenode.h"
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#include "keying/chromakey/chromakey.h"
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#include "keying/colordifferencekey/colordifferencekey.h"
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#include "keying/despill/despill.h"
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#include "math/math/math.h"
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#include "math/merge/merge.h"
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#include "math/trigonometry/trigonometry.h"
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#include "keying/colordifferencekey/colordifferencekey.h"
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#include "keying/despill/despill.h"
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#include "keying/chromakey/chromakey.h"
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#include "output/track/track.h"
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#include "output/viewer/viewer.h"
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#include "project/folder/folder.h"
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@@ -288,6 +289,8 @@ Node *NodeFactory::CreateFromFactoryIndex(const NodeFactory::InternalID &id)
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return new ChromaKeyNode();
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case kMaskDistort:
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return new MaskDistortNode();
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case kDropShadowFilter:
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return new DropShadowFilter();
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case kInternalNodeCount:
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break;
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@@ -74,6 +74,7 @@ public:
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kOCIOGradingTransformLinear,
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kChromaKey,
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kMaskDistort,
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kDropShadowFilter,
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// Count value
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kInternalNodeCount
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@@ -15,6 +15,7 @@
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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add_subdirectory(blur)
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add_subdirectory(dropshadow)
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add_subdirectory(mosaic)
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add_subdirectory(stroke)
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@@ -119,6 +119,9 @@ ShaderCode BlurFilterNode::GetShaderCode(const ShaderRequest &request) const
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void BlurFilterNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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// If there's no texture, no need to run an operation
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if (value[kTextureInput].toTexture()) {
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ShaderJob job;
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job.Insert(value);
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@@ -126,9 +129,6 @@ void BlurFilterNode::Value(const NodeValueRow &value, const NodeGlobals &globals
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Method method = static_cast<Method>(job.Get(kMethodInput).toInt());
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// If there's no texture, no need to run an operation
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if (job.Get(kTextureInput).toTexture()) {
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bool can_push_job = true;
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// Check if radius is > 0
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@@ -0,0 +1,22 @@
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# Olive - Non-Linear Video Editor
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# Copyright (C) 2022 Olive Team
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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set(OLIVE_SOURCES
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${OLIVE_SOURCES}
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node/filter/dropshadow/dropshadowfilter.h
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node/filter/dropshadow/dropshadowfilter.cpp
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PARENT_SCOPE
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)
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@@ -0,0 +1,98 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "dropshadowfilter.h"
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#include "widget/slider/floatslider.h"
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namespace olive {
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#define super Node
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const QString DropShadowFilter::kTextureInput = QStringLiteral("tex_in");
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const QString DropShadowFilter::kColorInput = QStringLiteral("color_in");
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const QString DropShadowFilter::kDistanceInput = QStringLiteral("distance_in");
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const QString DropShadowFilter::kAngleInput = QStringLiteral("angle_in");
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const QString DropShadowFilter::kSoftnessInput = QStringLiteral("radius_in");
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const QString DropShadowFilter::kOpacityInput = QStringLiteral("opacity_in");
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const QString DropShadowFilter::kFastInput = QStringLiteral("fast_in");
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DropShadowFilter::DropShadowFilter()
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{
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AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
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AddInput(kColorInput, NodeValue::kColor, QVariant::fromValue(Color(0.0, 0.0, 0.0)));
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AddInput(kDistanceInput, NodeValue::kFloat, 10.0);
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AddInput(kAngleInput, NodeValue::kFloat, 135.0);
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AddInput(kSoftnessInput, NodeValue::kFloat, 10.0);
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SetInputProperty(kSoftnessInput, QStringLiteral("min"), 0.0);
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AddInput(kOpacityInput, NodeValue::kFloat, 1.0);
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SetInputProperty(kOpacityInput, QStringLiteral("min"), 0.0);
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SetInputProperty(kOpacityInput, QStringLiteral("view"), FloatSlider::kPercentage);
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AddInput(kFastInput, NodeValue::kBoolean, false);
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SetEffectInput(kTextureInput);
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SetFlags(kVideoEffect);
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}
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void DropShadowFilter::Retranslate()
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{
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super::Retranslate();
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SetInputName(kTextureInput, tr("Texture"));
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SetInputName(kColorInput, tr("Color"));
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SetInputName(kDistanceInput, tr("Distance"));
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SetInputName(kAngleInput, tr("Angle"));
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SetInputName(kSoftnessInput, tr("Softness"));
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SetInputName(kOpacityInput, tr("Opacity"));
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SetInputName(kFastInput, tr("Faster (Lower Quality)"));
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}
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ShaderCode DropShadowFilter::GetShaderCode(const ShaderRequest &request) const
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{
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Q_UNUSED(request)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/dropshadow.frag"));
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}
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void DropShadowFilter::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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if (value[kTextureInput].toTexture()) {
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ShaderJob job;
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QString iterative = QStringLiteral("previous_iteration_in");
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job.Insert(value);
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job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, globals.resolution(), this));
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job.Insert(iterative, value[kTextureInput]);
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if (!qIsNull(value[kSoftnessInput].toDouble())) {
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job.SetIterations(3, iterative);
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}
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
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}
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}
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}
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@@ -0,0 +1,58 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef DROPSHADOWFILTER_H
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#define DROPSHADOWFILTER_H
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#include "node/node.h"
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namespace olive {
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class DropShadowFilter : public Node
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{
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Q_OBJECT
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public:
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DropShadowFilter();
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NODE_DEFAULT_FUNCTIONS(DropShadowFilter)
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virtual QString Name() const override { return tr("Drop Shadow"); }
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virtual QString id() const override { return QStringLiteral("org.olivevideoeditor.Olive.dropshadow"); }
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virtual QVector<CategoryID> Category() const override { return {kCategoryFilter}; }
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virtual QString Description() const override { return tr("Adds a drop shadow to an image."); }
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virtual void Retranslate() override;
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virtual ShaderCode GetShaderCode(const ShaderRequest &request) const override;
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virtual void Value(const NodeValueRow& value, const NodeGlobals &globals, NodeValueTable *table) const override;
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static const QString kTextureInput;
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static const QString kColorInput;
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static const QString kDistanceInput;
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static const QString kAngleInput;
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static const QString kSoftnessInput;
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static const QString kOpacityInput;
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static const QString kFastInput;
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};
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}
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#endif // DROPSHADOWFILTER_H
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@@ -422,8 +422,7 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
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GL_PREAMBLE;
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// If this node is iterative, we'll pick up which input here
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QString iterative_name;
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GLuint iterative_input = 0;
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QMap<QString, GLuint> texture_index_map;
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QVector<TextureToBind> textures_to_bind;
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GLuint shader = s.value<GLuint>();
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@@ -495,11 +494,7 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
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// Set value to bound texture
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functions_->glUniform1i(variable_location, textures_to_bind.size());
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// If this texture binding is the iterative input, set it here
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if (it.key() == job.GetIterativeInput()) {
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iterative_input = textures_to_bind.size();
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iterative_name = it.key();
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}
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texture_index_map.insert(it.key(), textures_to_bind.size());
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textures_to_bind.append({texture, job.GetInterpolation(it.key())});
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@@ -655,11 +650,12 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
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if (iteration > 0) {
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// If this is not the first iteration, replace the iterative texture with the one we
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// last drew
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functions_->glActiveTexture(GL_TEXTURE0 + iterative_input);
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const QString &iterative_input = job.GetIterativeInput();
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functions_->glActiveTexture(GL_TEXTURE0 + texture_index_map.value(iterative_input));
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functions_->glBindTexture(GL_TEXTURE_2D, input_tex->id().value<GLuint>());
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// At this time, we only support iterating 2D textures
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PrepareInputTexture(GL_TEXTURE_2D, job.GetInterpolation(iterative_name));
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PrepareInputTexture(GL_TEXTURE_2D, job.GetInterpolation(iterative_input));
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}
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// Swap so that the next iteration, the texture we draw now will be the input texture next
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@@ -0,0 +1,110 @@
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uniform sampler2D tex_in;
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uniform vec4 color_in;
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uniform float distance_in;
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uniform float angle_in;
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uniform float radius_in;
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uniform float opacity_in;
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uniform vec2 resolution_in;
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uniform sampler2D previous_iteration_in;
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uniform bool fast_in;
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uniform int ove_iteration;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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// Gaussian function uses PI
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#define M_PI 3.1415926535897932384626433832795
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// Single gaussian formula (unused, mainly here for documentation/just in case)
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//float gaussian(float x, float sigma) {
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// return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
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//}
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// Double gaussian formula, actually used in the code below
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// Should be faster than the single gaussian above since it doesn't need sqrt()
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float gaussian2(float x, float y, float sigma) {
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return (1.0/((sigma*sigma)*2.0*M_PI))*exp(-0.5*(((x*x) + (y*y))/(sigma*sigma)));
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}
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void main(void) {
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if (ove_iteration == 2 || radius_in == 0.0) {
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// Merge step
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vec4 composite = texture(tex_in, ove_texcoord);
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if (composite.a < 1.0) {
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// Convert degrees to radians
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float shadow_angle = ((angle_in + 90.0)*M_PI)/180.0;
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vec2 shadow_offset = vec2(cos(shadow_angle) * distance_in, sin(shadow_angle) * distance_in);
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shadow_offset /= resolution_in;
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shadow_offset += ove_texcoord;
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vec4 shadow_color = texture(previous_iteration_in, shadow_offset);
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shadow_color.rgb = color_in.rgb * shadow_color.a;
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shadow_color *= 1.0 - composite.a;
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shadow_color *= opacity_in;
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composite += shadow_color;
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}
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frag_color = composite;
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} else {
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// We only sample on hard pixels, so we don't accept decimal radii
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float real_radius = ceil(radius_in);
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vec4 composite = vec4(0.0);
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float divider, sigma;
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if (fast_in) {
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// Calculate the weight of each pixel based on the radius
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divider = 1.0 / real_radius;
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} else {
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// Using (radius = 3 * sigma) because 3 standard deviations covers 97% of the blur according to this document:
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// http://chemaguerra.com/gaussian-filter-radius/
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sigma = real_radius;
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real_radius *= 3.0;
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// Use gaussian formula to calculate the weight of all pixels
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divider = 0.0;
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for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
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divider += gaussian2(i, 0.0, sigma);
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}
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}
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for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
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float weight;
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if (fast_in) {
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weight = divider;
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} else {
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weight = gaussian2(i, 0.0, sigma) / divider;
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}
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vec2 pixel_coord = ove_texcoord;
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vec4 tex_col;
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if (ove_iteration == 0) {
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pixel_coord.x += i / resolution_in.x;
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// Pull from main texture
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tex_col = texture(tex_in, pixel_coord);
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} else if (ove_iteration == 1) {
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pixel_coord.y += i / resolution_in.y;
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// Pull from previous iteration
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tex_col = texture(previous_iteration_in, pixel_coord);
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}
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composite += tex_col * weight;
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}
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frag_color = composite;
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}
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}
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Reference in New Issue
Block a user