Actually init GL renderer
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@@ -37,8 +37,11 @@ void DisplayTransformNode::GenerateProcessor(bool direction)
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if (!project()) {
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return;
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}
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qDebug() << project()->color_manager()->GetReferenceColorSpace() << project()->color_manager()->GetDefaultDisplay();
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ColorTransform transform("sRGB OETF");
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reference_to_display_ = ColorProcessor::Create(project()->color_manager(), project()->color_manager()->GetReferenceColorSpace(),
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project()->color_manager()->GetDefaultDisplay());
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transform);
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// Create shader description
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shader_desc_ = OCIO::GpuShaderDesc::CreateShaderDesc();
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@@ -83,6 +86,14 @@ void DisplayTransformNode::Retranslate()
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GenerateProcessor(true);
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}
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void DisplayTransformNode::InputValueChangedEvent(const QString& input, int element)
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{
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Q_UNUSED(element);
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if (input == kDirectionInput) {
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GenerateProcessor(true);
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}
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}
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ShaderCode DisplayTransformNode::GetShaderCode(const QString &shader_id) const
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{
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Q_UNUSED(shader_id)
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@@ -36,6 +36,7 @@ class DisplayTransformNode : public OCIONodeBase {
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virtual QString Description() const override;
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virtual void Retranslate() override;
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virtual void InputValueChangedEvent(const QString &input, int element) override;
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virtual ShaderCode GetShaderCode(const QString &shader_id) const override;
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virtual void Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const override;
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@@ -29,6 +29,8 @@ OCIONodeBase::OCIONodeBase()
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if (true){//RenderManager::instance()->backend() == RenderManager::kOpenGL) {
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// Create OpenGL renderer
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attached_renderer_ = new OpenGLRenderer(this);
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attached_renderer_->Init();
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attached_renderer_->PostInit();
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}
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}
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@@ -69,8 +69,11 @@ ColorProcessor::ColorProcessor(ColorManager *config, const QString &input, const
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} else {
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OCIO_SET_C_LOCALE_FOR_SCOPE;
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processor_ = config->GetConfig()->getProcessor(input.toUtf8(),
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output.toUtf8());
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try {
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processor_ = config->GetConfig()->getProcessor(input.toUtf8(), output.toUtf8());
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} catch (OCIO::Exception &e) {
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qWarning() << "ColorProcessor exception:" << e.what();
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}
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}
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@@ -1,12 +1,13 @@
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uniform sampler2D tex_in;
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varying vec2 ove_texcoord;
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// Program will replace this with OCIO's auto-generated shader code
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%1
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void main() {
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col = texture2D(tex_in, ove_texcoord);
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vec4 col = texture2D(tex_in, ove_texcoord);
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col = DIsplayTransform(col)
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col = DisplayTransform(col);
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gl_FragColor - col;
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}
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