gles transition almost complete
This commit is contained in:
@@ -81,7 +81,7 @@ void FramebufferObject::BindBuffer() const
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if (ctx_ == nullptr) {
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return;
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}
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ctx_->functions()->glBindFramebuffer(GL_TEXTURE_2D, buffer_);
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ctx_->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer_);
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}
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void FramebufferObject::ReleaseBuffer() const
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@@ -89,7 +89,7 @@ void FramebufferObject::ReleaseBuffer() const
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if (ctx_ == nullptr) {
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return;
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}
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ctx_->functions()->glBindFramebuffer(GL_TEXTURE_2D, 0);
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ctx_->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FramebufferObject::BindTexture() const
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+118
-32
@@ -26,6 +26,7 @@ extern "C" {
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#include <QApplication>
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#include <QDesktopWidget>
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#include <QOpenGLExtraFunctions>
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#include <QDebug>
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#ifndef NO_OCIO
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@@ -67,12 +68,23 @@ GLfloat olive::rendering::blit_texcoords[] = {
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1.0, 1.0
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};
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void olive::rendering::Blit(QOpenGLShaderProgram* pipeline) {
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GLfloat olive::rendering::flipped_blit_texcoords[] = {
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0.0, 1.0,
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1.0, 1.0,
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1.0, 0.0,
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0.0, 1.0,
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0.0, 0.0,
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1.0, 0.0
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};
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void olive::rendering::Blit(QOpenGLShaderProgram* pipeline, bool flipped, QMatrix4x4 matrix) {
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QOpenGLFunctions* func = QOpenGLContext::currentContext()->functions();
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pipeline->bind();
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pipeline->setUniformValue("mvp_matrix", QMatrix4x4());
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pipeline->setUniformValue("mvp_matrix", matrix);
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pipeline->setUniformValue("texture", 0);
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GLuint vertex_location = pipeline->attributeLocation("a_position");
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@@ -81,21 +93,90 @@ void olive::rendering::Blit(QOpenGLShaderProgram* pipeline) {
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GLuint tex_location = pipeline->attributeLocation("a_texcoord");
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func->glEnableVertexAttribArray(tex_location);
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func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, blit_texcoords);
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func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, flipped ? flipped_blit_texcoords : blit_texcoords);
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func->glDrawArrays(GL_TRIANGLES, 0, 6);
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pipeline->release();
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}
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QOpenGLShaderProgramPtr olive::rendering::GetPipeline()
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QOpenGLShaderProgramPtr olive::rendering::GetPipeline(const QString& shader_code)
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{
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QOpenGLShaderProgramPtr program = std::make_shared<QOpenGLShaderProgram>();
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program->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/internalshaders/pipeline.vert");
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program->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/internalshaders/pipeline.frag");
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// Generate vertex shader
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QString vert_shader = "#ifdef GL_ES\n"
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"precision mediump int;\n"
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"precision mediump float;\n"
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"#endif\n"
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"\n"
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"uniform mat4 mvp_matrix;\n"
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"\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = mvp_matrix * a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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// Generate fragment shader
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QString frag_shader = "#ifdef GL_ES\n"
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"precision mediump int;\n"
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"precision mediump float;\n"
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"#endif\n"
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"\n"
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"uniform sampler2D texture;\n"
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"uniform float opacity;\n"
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"varying vec2 v_texcoord;\n"
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"\n";
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// Finish the function with the main function
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// Check if additional code was passed to this function, add it here
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if (shader_code.isEmpty()) {
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// If not, just add a pure main() function
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frag_shader.append("\n"
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"void main() {\n"
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" vec4 color = texture2D(texture, v_texcoord)*opacity;\n"
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" gl_FragColor = color;\n"
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"}\n");
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} else {
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// If additional code was passed, add it and reference it in main().
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//
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// The function in the additional code is expected to be `vec4 process(vec4 color)`. The texture coordinate can be
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// acquired through `v_texcoord`.
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frag_shader.append(shader_code);
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frag_shader.append("\n"
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"void main() {\n"
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" vec4 color = process(texture2D(texture, v_texcoord))*opacity;\n"
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" gl_FragColor = color;\n"
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"}\n");
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}
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// Add shaders to program
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program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_shader);
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program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_shader);
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program->link();
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// Set opacity default to 100%
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program->bind();
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program->setUniformValue("opacity", 1.0f);
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program->release();
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return program;
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}
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@@ -158,10 +239,10 @@ void process_effect(QOpenGLContext* ctx,
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bool can_process_shaders = ((e->Flags() & Effect::ShaderFlag) && olive::CurrentRuntimeConfig.shaders_are_enabled);
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if (can_process_shaders || (e->Flags() & Effect::SuperimposeFlag)) {
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e->startEffect();
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if (can_process_shaders && e->is_glsl_linked()) {
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if (can_process_shaders && e->is_shader_linked()) {
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for (int i=0;i<e->getIterations();i++) {
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e->process_shader(timecode, coords, i);
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composite_texture = draw_clip(ctx, pipeline, c->fbo[fbo_switcher], composite_texture, true);
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composite_texture = draw_clip(ctx, pipeline, c->fbo.at(fbo_switcher), composite_texture, true);
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fbo_switcher = !fbo_switcher;
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}
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}
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@@ -179,11 +260,11 @@ void process_effect(QOpenGLContext* ctx,
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} else {
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// if the source texture is not already a framebuffer texture,
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// we'll need to make it one before drawing a superimpose effect on it
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if (composite_texture != c->fbo[0].texture() && composite_texture != c->fbo[1].texture()) {
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draw_clip(ctx, pipeline, c->fbo[!fbo_switcher], composite_texture, true);
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if (composite_texture != c->fbo.at(0).texture() && composite_texture != c->fbo.at(1).texture()) {
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draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), composite_texture, true);
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}
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composite_texture = draw_clip(ctx, pipeline, c->fbo[!fbo_switcher], superimpose_texture, false);
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composite_texture = draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), superimpose_texture, false);
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}
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}
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e->endEffect();
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@@ -205,9 +286,9 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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}
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if (params.video && !params.nests.last()->fbo.isEmpty()) {
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params.nests.last()->fbo[0].BindBuffer();
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glClear(GL_COLOR_BUFFER_BIT);
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final_fbo = params.nests.last()->fbo[0].buffer();
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params.nests.last()->fbo.at(0).BindBuffer();
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params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT);
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final_fbo = params.nests.last()->fbo.at(0).buffer();
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}
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}
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@@ -308,14 +389,11 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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if (params.video) {
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// set default coordinates based on the sequence, with 0 in the direct center
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//glPushMatrix();
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//glLoadIdentity();
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params.ctx->functions()->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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int half_width = s->width/2;
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int half_height = s->height/2;
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//glOrtho(-half_width, half_width, -half_height, half_height, -1, 10);
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projection.ortho(-half_width, half_width, -half_height, half_height, -1, 1);
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}
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@@ -406,7 +484,7 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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// alpha is not premultiplied, we'll need to multiply it for the rest of the pipeline
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params.ctx->functions()->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ZERO, GL_ONE, GL_ZERO);
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textureID = draw_clip(params.ctx, params.pipeline, c->fbo[fbo_switcher], textureID, true);
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textureID = draw_clip(params.ctx, params.pipeline, c->fbo.at(fbo_switcher), textureID, true);
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params.ctx->functions()->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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@@ -418,15 +496,23 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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// convert to linear colorspace
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if (olive::CurrentConfig.enable_color_management && params.ocio_shader != nullptr)
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{
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params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE2);
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params.ctx->extraFunctions()->glBindTexture(GL_TEXTURE_3D, params.ocio_lut_texture);
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params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE0);
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params.ocio_shader->bind();
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params.ocio_shader->setUniformValue("tex1", 0);
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params.ocio_shader->setUniformValue("tex2", 2);
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textureID = draw_clip(params.ctx, params.pipeline, c->fbo[fbo_switcher], textureID, true);
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textureID = draw_clip(params.ctx, params.ocio_shader, c->fbo.at(fbo_switcher), textureID, true);
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params.ocio_shader->release();
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params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE2);
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params.ctx->extraFunctions()->glBindTexture(GL_TEXTURE_3D, 0);
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params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE0);
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fbo_switcher = !fbo_switcher;
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}
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@@ -459,7 +545,6 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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Effect* e = c->effects.at(j).get();
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process_effect(params.ctx, params.pipeline, c, e, timecode, coords, textureID, fbo_switcher, params.texture_failed, kTransitionNone);
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}
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// if the clip has an opening transition, process that now
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@@ -482,27 +567,29 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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// Check whether the parent clip is auto-scaled
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// TODO redo this
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/*
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if (c->autoscaled()
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&& (video_width != s->width
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&& video_height != s->height)) {
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float width_multiplier = float(s->width) / float(video_width);
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float height_multiplier = float(s->height) / float(video_height);
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float scale_multiplier = qMin(width_multiplier, height_multiplier);
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glScalef(scale_multiplier, scale_multiplier, 1);
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coords.matrix.scale(scale_multiplier, scale_multiplier);
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}
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*/
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// Configure effect gizmos if they exist
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if (params.gizmos != nullptr) {
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params.gizmos->gizmo_draw(timecode, coords); // set correct gizmo coords
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params.gizmos->gizmo_world_to_screen(); // convert gizmo coords to screen coords
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// set correct gizmo coords at this matrix
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params.gizmos->gizmo_draw(timecode, coords);
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// convert gizmo coords to screen coords
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params.gizmos->gizmo_world_to_screen(coords.matrix, projection);
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}
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if (textureID > 0) {
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// set viewport to sequence size
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params.ctx->functions()->glViewport(0, 0, s->width, s->height);
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@@ -542,8 +629,9 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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// draw clip on screen according to gl coordinates
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params.pipeline->bind();
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params.pipeline->setUniformValue("mvp_matrix", projection);
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params.pipeline->setUniformValue("mvp_matrix", projection * coords.matrix);
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params.pipeline->setUniformValue("texture", 0);
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params.pipeline->setUniformValue("opacity", coords.opacity);
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GLfloat vertices[] = {
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coords.vertex_top_left.x(), coords.vertex_top_left.y(), 0.0f,
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@@ -576,6 +664,8 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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params.ctx->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
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params.pipeline->setUniformValue("opacity", 1.0f);
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params.pipeline->release();
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// release final clip texture
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@@ -700,10 +790,6 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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params.viewer->play_wake();
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}
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if (params.video) {
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glPopMatrix();
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}
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if (!params.nests.isEmpty() && !params.nests.last()->fbo.isEmpty()) {
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// returns nested clip's texture
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return params.nests.last()->fbo[0].texture();
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@@ -414,8 +414,9 @@ namespace olive {
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namespace rendering {
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extern GLfloat blit_vertices[];
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extern GLfloat blit_texcoords[];
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void Blit(QOpenGLShaderProgram* pipeline);
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QOpenGLShaderProgramPtr GetPipeline();
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extern GLfloat flipped_blit_texcoords[];
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void Blit(QOpenGLShaderProgram* pipeline, bool flipped = false, QMatrix4x4 matrix = QMatrix4x4());
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QOpenGLShaderProgramPtr GetPipeline(const QString &shader_code = QString());
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}
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}
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+43
-48
@@ -149,47 +149,26 @@ const GLuint &RenderThread::get_texture()
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return front_buffer_switcher ? front_buffer_2.texture() : front_buffer_1.texture();
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}
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const char * g_fragShaderText = ""
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"\n"
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"uniform sampler2D tex1;\n"
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"uniform sampler3D tex2;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n"
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" gl_FragColor = OCIODisplay(col, tex2);\n"
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"}\n";
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#ifndef NO_OCIO
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void RenderThread::set_up_ocio()
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{
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//
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// SETUP LUT TEXTURE
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//
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// Create LUT texture
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ctx->functions()->glGenTextures(1, &ocio_lut_texture);
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ctx->extraFunctions()->glGenTextures(1, &ocio_lut_texture);
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// Bind texture to GL_TEXTURE_3D and GL_TEXTURE2
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ctx->functions()->glActiveTexture(GL_TEXTURE2);
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ctx->functions()->glBindTexture(GL_TEXTURE_3D, ocio_lut_texture);
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// Bind LUT
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ctx->extraFunctions()->glBindTexture(GL_TEXTURE_3D, ocio_lut_texture);
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// Set texture parameters
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ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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ctx->functions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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ctx->extraFunctions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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ctx->extraFunctions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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ctx->extraFunctions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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ctx->extraFunctions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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ctx->extraFunctions()->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// Allocate storage for texture
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ctx->extraFunctions()->glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
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OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
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0, GL_RGB,GL_FLOAT, ocio_lut_data);
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//
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// SET UP OCIO DISPLAY
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//
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0, GL_RGB,GL_FLOAT, nullptr);
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OCIO::ConstConfigRcPtr config;
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@@ -208,30 +187,32 @@ void RenderThread::set_up_ocio()
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const char* display = config->getDefaultDisplay();
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OCIO::DisplayTransformRcPtr transform = OCIO::DisplayTransform::Create();
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transform->setInputColorSpaceName(OCIO::ROLE_SCENE_LINEAR);
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transform->setDisplay(display);
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transform->setView(config->getDefaultView(display));
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//
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// GET OCIO PROCESSOR
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//
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OCIO::ConstProcessorRcPtr processor;
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OCIO::GpuShaderDesc shaderDesc;
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// Get processor for this configuration
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try {
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processor = OCIO::GetCurrentConfig()->getProcessor(transform);
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processor = config->getProcessor(transform);
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} catch(OCIO::Exception & e) {
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qCritical() << e.what();
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ctx->functions()->glActiveTexture(GL_TEXTURE0);
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return;
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}
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//
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// SET UP GLSL SHADER
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//
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OCIO::GpuShaderDesc shaderDesc;
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shaderDesc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_0);
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shaderDesc.setFunctionName("OCIODisplay");
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shaderDesc.setLut3DEdgeLen(OCIO_LUT3D_EDGE_SIZE);
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@@ -242,22 +223,31 @@ void RenderThread::set_up_ocio()
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processor->getGpuLut3D(ocio_lut_data, shaderDesc);
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ctx->extraFunctions()->glBindTexture(GL_TEXTURE_3D, ocio_lut_texture);
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// Upload LUT data to texture
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ctx->extraFunctions()->glTexSubImage3D(GL_TEXTURE_3D, 0,
|
||||
0, 0, 0,
|
||||
OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
|
||||
GL_RGB,GL_FLOAT, ocio_lut_data);
|
||||
GL_RGB, GL_FLOAT, ocio_lut_data);
|
||||
|
||||
QString shader_text = processor->getGpuShaderText(shaderDesc);
|
||||
shader_text.append("\n");
|
||||
shader_text.append(g_fragShaderText);
|
||||
|
||||
ocio_shader = std::make_shared<QOpenGLShaderProgram>();
|
||||
ocio_shader->addShaderFromSourceCode(QOpenGLShader::Fragment, shader_text);
|
||||
ocio_shader->link();
|
||||
// Create OCIO shader code
|
||||
QString shader_text(processor->getGpuShaderText(shaderDesc));
|
||||
shader_text.append("\n"
|
||||
"uniform sampler3D tex2;\n"
|
||||
"\n"
|
||||
"vec4 process(vec4 col) {\n"
|
||||
" return OCIODisplay(col, tex2);\n"
|
||||
"}\n");
|
||||
|
||||
|
||||
// Get pipeline-based shader to inject OCIO shader into
|
||||
ocio_shader = olive::rendering::GetPipeline(shader_text);
|
||||
|
||||
|
||||
// Release LUT
|
||||
ctx->extraFunctions()->glBindTexture(GL_TEXTURE_3D, 0);
|
||||
|
||||
// Reset active texture to 0 for the rest of the pipeline
|
||||
ctx->functions()->glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
void RenderThread::destroy_ocio()
|
||||
@@ -284,6 +274,7 @@ void RenderThread::paint() {
|
||||
params.pipeline = pipeline_program.get();
|
||||
#ifndef NO_OCIO
|
||||
params.ocio_shader = ocio_shader.get();
|
||||
params.ocio_lut_texture = ocio_lut_texture;
|
||||
#endif
|
||||
params.backend_buffer1 = back_buffer_1.buffer();
|
||||
params.backend_buffer2 = back_buffer_2.buffer();
|
||||
@@ -299,6 +290,8 @@ void RenderThread::paint() {
|
||||
QMutex& active_mutex = front_buffer_switcher ? front_mutex1 : front_mutex2;
|
||||
active_mutex.lock();
|
||||
|
||||
ctx->functions()->glEnable(GL_BLEND);
|
||||
|
||||
// bind framebuffer for drawing
|
||||
ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, params.main_buffer);
|
||||
|
||||
@@ -310,6 +303,8 @@ void RenderThread::paint() {
|
||||
// flush changes
|
||||
ctx->functions()->glFinish();
|
||||
|
||||
ctx->functions()->glDisable(GL_BLEND);
|
||||
|
||||
texture_failed = params.texture_failed;
|
||||
|
||||
active_mutex.unlock();
|
||||
@@ -321,7 +316,7 @@ void RenderThread::paint() {
|
||||
} else {
|
||||
ctx->functions()->glBindFramebuffer(GL_READ_FRAMEBUFFER, params.main_buffer);
|
||||
QImage img(tex_width, tex_height, QImage::Format_RGBA8888);
|
||||
glReadPixels(0, 0, tex_width, tex_height, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
|
||||
ctx->functions()->glReadPixels(0, 0, tex_width, tex_height, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
|
||||
img.save(save_fn);
|
||||
ctx->functions()->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
save_fn = "";
|
||||
|
||||
Reference in New Issue
Block a user