much faster box blur
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+12
-19
@@ -256,6 +256,9 @@ void ViewerWidget::process_effect(Clip* c, Effect* e, double timecode, GLTexture
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}
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}
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int motion_blur_prog = 0;
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int motion_blur_lim = 4;
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GLuint ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio) {
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Sequence* s = viewer->seq;
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long playhead = s->playhead;
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@@ -473,25 +476,7 @@ GLuint ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBegin(GL_QUADS);
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// calculate the Q coordinate
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/*double m1 = ((double)coords.vertexTopRightY - (double)coords.vertexBottomLeftY)/((double)coords.vertexTopRightX - (double)coords.vertexBottomLeftX);
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double c1 = (double)coords.vertexBottomLeftY - m1 * (double)coords.vertexBottomLeftX;
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double m2 = ((double)coords.vertexBottomRightY - (double)coords.vertexTopLeftY)/((double)coords.vertexBottomRightX - (double)coords.vertexTopLeftX);
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double c2 = (double)coords.vertexTopLeftY - m2 * (double)coords.vertexTopLeftX;
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double mid_x = (c2 - c1) / (m1 - m2);
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double mid_y = m1 * mid_x + c1;
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double d0 = qSqrt(qPow(mid_x - (double)coords.vertexBottomLeftX, 2) + qPow(mid_y - (double)coords.vertexBottomLeftY, 2));
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double d1 = qSqrt(qPow((double)coords.vertexBottomRightX - mid_x, 2) + qPow(mid_y - (double)coords.vertexBottomRightY, 2));
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double d2 = qSqrt(qPow((double)coords.vertexTopRightX - mid_x, 2) + qPow((double)coords.vertexTopRightY - mid_y, 2));
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double d3 = qSqrt(qPow(mid_x - (double)coords.vertexTopLeftX, 2) + qPow((double)coords.vertexTopLeftY - mid_y, 2));
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double q0 = (d0 + d2)/d2;
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double q1 = (d1 + d3)/d3;
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double q2 = (d2 + d0)/d0;
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double q3 = (d3 + d1)/d1;*/
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glBegin(GL_QUADS);
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if (coords.grid_size <= 1) {
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glTexCoord2f(coords.textureTopLeftX, coords.textureTopLeftY); // top left
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@@ -545,6 +530,14 @@ GLuint ViewerWidget::compose_sequence(QVector<Clip*>& nests, bool render_audio)
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}
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glPopMatrix();
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/*GLfloat motion_blur_frac = (GLfloat) motion_blur_prog / (GLfloat) motion_blur_lim;
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if (motion_blur_prog == 0) {
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glAccum(GL_LOAD, motion_blur_frac);
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} else {
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glAccum(GL_ACCUM, motion_blur_frac);
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}
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motion_blur_prog++;*/
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}
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} else {
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if (render_audio || (config.enable_audio_scrubbing && audio_scrub)) {
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