moved progress calculations from openglworker to transitionblock
These functions are universal transition functions that have use outside of the OpenGL workers.
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@@ -1,5 +1,7 @@
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#include "transition.h"
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#include "common/clamp.h"
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TransitionBlock::TransitionBlock() :
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connected_out_block_(nullptr),
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connected_in_block_(nullptr)
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@@ -48,6 +50,44 @@ rational TransitionBlock::out_offset() const
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return 0;
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}
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Block *TransitionBlock::connected_out_block() const
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{
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return connected_out_block_;
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}
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Block *TransitionBlock::connected_in_block() const
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{
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return connected_in_block_;
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}
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double TransitionBlock::GetTotalProgress(const rational &time) const
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{
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return GetInternalTransitionTime(time) / length().toDouble();
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}
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double TransitionBlock::GetOutProgress(const rational &time) const
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{
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if (out_offset() == 0) {
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return 0;
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}
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return clamp(1.0 - (GetInternalTransitionTime(time) / out_offset().toDouble()), 0.0, 1.0);
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}
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double TransitionBlock::GetInProgress(const rational &time) const
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{
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if (in_offset() == 0) {
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return 0;
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}
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return clamp((GetInternalTransitionTime(time) - out_offset().toDouble()) / in_offset().toDouble(), 0.0, 1.0);
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}
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double TransitionBlock::GetInternalTransitionTime(const rational &time) const
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{
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return time.toDouble() - in().toDouble();
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}
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void TransitionBlock::BlockConnected(NodeEdgePtr edge)
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{
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if (!edge->output()->parentNode()->IsBlock()) {
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@@ -21,7 +21,13 @@ public:
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Block* connected_out_block() const;
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Block* connected_in_block() const;
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double GetTotalProgress(const rational& time) const;
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double GetOutProgress(const rational& time) const;
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double GetInProgress(const rational& time) const;
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private:
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double GetInternalTransitionTime(const rational& time) const;
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NodeInput* out_block_input_;
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NodeInput* in_block_input_;
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@@ -275,29 +275,14 @@ void OpenGLWorker::RunNodeAccelerated(const Node *node, const TimeRange &range,
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if (block_node->type() == Block::kTransition) {
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const TransitionBlock* transition_node = static_cast<const TransitionBlock*>(node);
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// Provide transition information
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double internal_time = (range.in() - block_node->in()).toDouble();
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GLfloat all_prog = static_cast<GLfloat>(internal_time / block_node->length().toDouble());
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GLfloat out_prog = 0;
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GLfloat in_prog = 0;
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if (transition_node->out_offset() != 0) {
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out_prog = static_cast<GLfloat>(clamp(1.0 - (internal_time / transition_node->out_offset().toDouble()), 0.0, 1.0));
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}
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if (transition_node->in_offset() != 0) {
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in_prog = static_cast<GLfloat>(clamp((internal_time - transition_node->out_offset().toDouble()) / transition_node->in_offset().toDouble(), 0.0, 1.0));
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}
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// Provides total transition progress from 0.0 (start) - 1.0 (end)
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shader->setUniformValue("ove_tprog_all", all_prog);
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shader->setUniformValue("ove_tprog_all", static_cast<GLfloat>(transition_node->GetTotalProgress(range.in())));
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// Provides progress of out section from 1.0 (start) - 0.0 (end)
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shader->setUniformValue("ove_tprog_out", out_prog);
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shader->setUniformValue("ove_tprog_out", static_cast<GLfloat>(transition_node->GetOutProgress(range.in())));
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// Provides progress of in section from 0.0 (start) - 1.0 (end)
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shader->setUniformValue("ove_tprog_in", in_prog);
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shader->setUniformValue("ove_tprog_in", static_cast<GLfloat>(transition_node->GetInProgress(range.in())));
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}
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}
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