added full blending pipeline

This commit is contained in:
itsmattkc
2019-01-28 02:31:12 +11:00
parent 0522868076
commit d1ff026424
10 changed files with 373 additions and 104 deletions
+206 -3
View File
@@ -28,10 +28,213 @@ const int BLEND_MODE_SUBTRACT = 24;
const int BLEND_MODE_VIVIDLIGHT = 25;
uniform sampler2D background;
uniform sampler2D texture;
uniform sampler2D foreground;
uniform int blendmode;
uniform float opacity;
varying vec2 vTexCoord;
// float blending functions
float blend_color_burn(float base, float blend) {
return (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);
}
float blend_color_dodge(float base, float blend) {
return (blend==1.0)?blend:min(base/(1.0-blend),1.0);
}
float blend_vivid_light(float base, float blend) {
return (blend<0.5)?blend_color_burn(base,(2.0*blend)):blend_color_dodge(base,(2.0*(blend-0.5)));
}
vec3 blend_vivid_light(vec3 base, vec3 blend) {
return vec3(blend_vivid_light(base.r,blend.r),blend_vivid_light(base.g,blend.g),blend_vivid_light(base.b,blend.b));
}
float blend_hard_mix(float base, float blend) {
return (blend_vivid_light(base,blend)<0.5)?0.0:1.0;
}
float blend_lighten(float base, float blend) {
return max(blend,base);
}
float blend_overlay(float base, float blend) {
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
}
vec3 blend_overlay(vec3 base, vec3 blend) {
return vec3(blend_overlay(base.r,blend.r),blend_overlay(base.g,blend.g),blend_overlay(base.b,blend.b));
}
float blend_darken(float base, float blend) {
return min(blend, base);
}
float blend_linear_burn(float base, float blend) {
return max(base+blend-1.0,0.0);
}
vec3 blend_linear_burn(vec3 base, vec3 blend) {
return max(base+blend-vec3(1.0),vec3(0.0));
}
float blend_linear_dodge(float base, float blend) {
return min(base+blend,1.0);
}
vec3 blend_linear_dodge(vec3 base, vec3 blend) {
return min(base+blend,vec3(1.0));
}
float blend_linear_light(float base, float blend) {
return blend<0.5?blend_linear_burn(base,(2.0*blend)):blend_linear_dodge(base,(2.0*(blend-0.5)));
}
float blend_pin_light(float base, float blend) {
return (blend<0.5)?blend_darken(base,(2.0*blend)):blend_lighten(base,(2.0*(blend-0.5)));
}
float blend_reflect(float base, float blend) {
return (blend==1.0)?blend:min(base*base/(1.0-blend),1.0);
}
vec3 blend_reflect(vec3 base, vec3 blend) {
return vec3(blend_reflect(base.r,blend.r),blend_reflect(base.g,blend.g),blend_reflect(base.b,blend.b));
}
float blend_screen(float base, float blend) {
return 1.0-((1.0-base)*(1.0-blend));
}
float blend_substract(float base, float blend) {
return max(base+blend-1.0,0.0);
}
float blend_soft_light(float base, float blend) {
return (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));
}
// adapted from https://github.com/jamieowen/glsl-blend
// RGB blending function, alpha is handled below
vec3 blend(vec3 base, vec3 blend) {
switch (blendmode) {
case BLEND_MODE_AVERAGE:
return (base+blend)/2.0;
case BLEND_MODE_COLORBURN:
return vec3(blend_color_burn(base.r, blend.r), blend_color_burn(base.g, blend.g), blend_color_burn(base.b, blend.b));
case BLEND_MODE_COLORDODGE:
return vec3(blend_color_dodge(base.r, blend.r), blend_color_dodge(base.g, blend.g), blend_color_dodge(base.b, blend.b));
case BLEND_MODE_DARKEN:
return vec3(blend_darken(base.r, blend.r), blend_darken(base.g, blend.g), blend_darken(base.b, blend.b));
case BLEND_MODE_DIFFERENCE:
return abs(base-blend);
case BLEND_MODE_EXCLUSION:
return base+blend-2.0*base*blend;
case BLEND_MODE_GLOW:
return blend_reflect(blend, base);
case BLEND_MODE_HARDLIGHT:
return blend_overlay(blend,base);
case BLEND_MODE_HARDMIX:
return vec3(blend_hard_mix(base.r,blend.r),blend_hard_mix(base.g,blend.g),blend_hard_mix(base.b,blend.b));
case BLEND_MODE_LIGHTEN:
return vec3(blend_lighten(base.r,blend.r),blend_lighten(base.g,blend.g),blend_lighten(base.b,blend.b));
case BLEND_MODE_LINEARBURN:
case BLEND_MODE_SUBTRACT:
return blend_linear_burn(base, blend);
case BLEND_MODE_ADD:
case BLEND_MODE_LINEARDODGE:
return blend_linear_dodge(base, blend);
case BLEND_MODE_LINEARLIGHT:
return vec3(blend_linear_light(base.r,blend.r),blend_linear_light(base.g,blend.g),blend_linear_light(base.b,blend.b));
case BLEND_MODE_MULTIPLY:
return (base * blend);
case BLEND_MODE_NEGATION:
return vec3(1.0)-abs(vec3(1.0)-base-blend);
case BLEND_MODE_OVERLAY:
return blend_overlay(base, blend);
case BLEND_MODE_PHOENIX:
return min(base,blend)-max(base,blend)+vec3(1.0);
case BLEND_MODE_PINLIGHT:
return vec3(blend_pin_light(base.r,blend.r),blend_pin_light(base.g,blend.g),blend_pin_light(base.b,blend.b));
case BLEND_MODE_REFLECT:
return blend_reflect(base, blend);
case BLEND_MODE_SCREEN:
return vec3(blend_screen(base.r,blend.r),blend_screen(base.g,blend.g),blend_screen(base.b,blend.b));
case BLEND_MODE_SUBSTRACT:
return max(base+blend-vec3(1.0),vec3(0.0));
case BLEND_MODE_SOFTLIGHT:
return vec3(blend_soft_light(base.r,blend.r),blend_soft_light(base.g,blend.g),blend_soft_light(base.b,blend.b));
case BLEND_MODE_VIVIDLIGHT:
return vec3(blend_vivid_light(base.r,blend.r),blend_vivid_light(base.g,blend.g),blend_vivid_light(base.b,blend.b));
case BLEND_MODE_NORMAL:
default:
return blend;
}
}
void main(void) {
// gl_FragColor = texture2D(background, vTexCoord);
gl_FragColor = texture2D(texture, vTexCoord);
vec4 bg_color = texture2D(background, vTexCoord);
vec4 fg_color = texture2D(foreground, vTexCoord);
// blend textures together
vec3 composite = blend(bg_color.rgb, fg_color.rgb);
// add foreground and background alpha's together
vec4 full_composite = vec4(composite, bg_color.a + fg_color.a);
// restore background texture based on foreground's alpha
bool restore_bg = true;
// some blend modes don't need this
switch (blendmode) {
case BLEND_MODE_SCREEN:
case BLEND_MODE_LIGHTEN:
case BLEND_MODE_COLORDODGE:
case BLEND_MODE_LINEARDODGE:
case BLEND_MODE_ADD:
// case BLEND_MODE_OVERLAY:
case BLEND_MODE_SOFTLIGHT:
case BLEND_MODE_DIFFERENCE:
case BLEND_MODE_AVERAGE:
case BLEND_MODE_NEGATION:
case BLEND_MODE_PHOENIX:
restore_bg = false;
}
if (restore_bg) {
full_composite += vec4(bg_color.rgb*(1.0-fg_color.a), 0.0);
}
// mix via opacity
full_composite = mix(bg_color, full_composite, opacity);
// output to color
gl_FragColor = full_composite;
}
+3 -3
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@@ -63,7 +63,7 @@ TransformEffect::TransformEffect(Clip* c, const EffectMeta* em) : Effect(c, em)
blend_mode_box->add_combo_item(tr("Lighten"), BLEND_MODE_LIGHTEN);
blend_mode_box->add_combo_item(tr("Screen"), BLEND_MODE_SCREEN);
blend_mode_box->add_combo_item(tr("Color Dodge"), BLEND_MODE_COLORDODGE);
blend_mode_box->add_combo_item(tr("Linear Dodge"), BLEND_MODE_LINEARDODGE);
blend_mode_box->add_combo_item(tr("Linear Dodge (Add)"), BLEND_MODE_LINEARDODGE);
blend_mode_box->add_combo_item(tr("Overlay"), BLEND_MODE_OVERLAY);
blend_mode_box->add_combo_item(tr("Soft Light"), BLEND_MODE_SOFTLIGHT);
blend_mode_box->add_combo_item(tr("Hard Light"), BLEND_MODE_HARDLIGHT);
@@ -74,9 +74,9 @@ TransformEffect::TransformEffect(Clip* c, const EffectMeta* em) : Effect(c, em)
blend_mode_box->add_combo_item(tr("Difference"), BLEND_MODE_DIFFERENCE);
blend_mode_box->add_combo_item(tr("Exclusion"), BLEND_MODE_EXCLUSION);
blend_mode_box->add_combo_item(tr("Reflect"), BLEND_MODE_REFLECT);
blend_mode_box->add_combo_item(tr("Subtract"), BLEND_MODE_SUBTRACT);
// blend_mode_box->add_combo_item(tr("Subtract"), BLEND_MODE_SUBTRACT);
blend_mode_box->add_combo_item(tr("Substract"), BLEND_MODE_SUBSTRACT);
blend_mode_box->add_combo_item(tr("Add"), BLEND_MODE_ADD);
// blend_mode_box->add_combo_item(tr("Add"), BLEND_MODE_ADD);
blend_mode_box->add_combo_item(tr("Average"), BLEND_MODE_AVERAGE);
blend_mode_box->add_combo_item(tr("Glow"), BLEND_MODE_GLOW);
blend_mode_box->add_combo_item(tr("Negation"), BLEND_MODE_NEGATION);
+10
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@@ -0,0 +1,10 @@
#version 110
uniform sampler2D tex;
varying vec2 vTexCoord;
void main(void) {
vec4 c = texture2D(tex, vTexCoord);
c.rgb *= c.a;
gl_FragColor = c;
}
+7
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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Test">
<row name="Amount">
<field type="double" min="0" default="100" max="100" id="amount"/>
</row>
<shader vert="common.vert" frag="test.frag"/>
</effect>
+1 -1
View File
@@ -500,7 +500,7 @@ void Effect::load(QXmlStreamReader& stream) {
for (int l=0;l<row->fieldCount();l++) {
if (row->field(l)->id == attr.value()) {
field_number = l;
qInfo() << "Found field by ID";
// qInfo() << "Found field by ID";
break;
}
}
+18 -18
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@@ -56,6 +56,24 @@ void SourcesCommon::show_context_menu(QWidget* parent, const QModelIndexList& it
QMenu* new_menu = menu.addMenu(tr("New"));
mainWindow->make_new_menu(new_menu);
QMenu* view_menu = menu.addMenu(tr("View"));
QAction* tree_view_action = view_menu->addAction(tr("Tree View"));
connect(tree_view_action, SIGNAL(triggered(bool)), project_parent, SLOT(set_tree_view()));
QAction* icon_view_action = view_menu->addAction(tr("Icon View"));
connect(icon_view_action, SIGNAL(triggered(bool)), project_parent, SLOT(set_icon_view()));
QAction* toolbar_action = view_menu->addAction(tr("Show Toolbar"));
toolbar_action->setCheckable(true);
toolbar_action->setChecked(project_parent->toolbar_widget->isVisible());
connect(toolbar_action, SIGNAL(triggered(bool)), project_parent->toolbar_widget, SLOT(setVisible(bool)));
QAction* show_sequences = view_menu->addAction(tr("Show Sequences"));
show_sequences->setCheckable(true);
show_sequences->setChecked(panel_project->sorter->get_show_sequences());
connect(show_sequences, SIGNAL(triggered(bool)), panel_project->sorter, SLOT(set_show_sequences(bool)));
if (items.size() > 0) {
Media* m = project_parent->item_to_media(items.at(0));
@@ -120,24 +138,6 @@ void SourcesCommon::show_context_menu(QWidget* parent, const QModelIndexList& it
}
}
menu.addSeparator();
QAction* tree_view_action = menu.addAction(tr("Tree View"));
connect(tree_view_action, SIGNAL(triggered(bool)), project_parent, SLOT(set_tree_view()));
QAction* icon_view_action = menu.addAction(tr("Icon View"));
connect(icon_view_action, SIGNAL(triggered(bool)), project_parent, SLOT(set_icon_view()));
QAction* toolbar_action = menu.addAction(tr("Show Toolbar"));
toolbar_action->setCheckable(true);
toolbar_action->setChecked(project_parent->toolbar_widget->isVisible());
connect(toolbar_action, SIGNAL(triggered(bool)), project_parent->toolbar_widget, SLOT(setVisible(bool)));
QAction* show_sequences = menu.addAction(tr("Show Sequences"));
show_sequences->setCheckable(true);
show_sequences->setChecked(panel_project->sorter->get_show_sequences());
connect(show_sequences, SIGNAL(triggered(bool)), panel_project->sorter, SLOT(set_show_sequences(bool)));
menu.exec(QCursor::pos());
}
+118 -73
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@@ -28,18 +28,11 @@ extern "C" {
#include <libavformat/avformat.h>
}
GLuint draw_clip(QOpenGLFramebufferObject* fbo, GLuint texture, bool clear) {
void full_blit() {
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1, 0, 1, -1, 1);
fbo->bind();
if (clear) {
glClear(GL_COLOR_BUFFER_BIT);
}
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); // top left
glVertex2f(0, 0); // top left
@@ -50,9 +43,41 @@ GLuint draw_clip(QOpenGLFramebufferObject* fbo, GLuint texture, bool clear) {
glTexCoord2f(0, 1); // bottom left
glVertex2f(0, 1); // bottom left
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glPopMatrix();
}
void draw_clip(QOpenGLContext* ctx, GLuint fbo, GLuint texture, bool clear) {
ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
if (clear) {
glClear(GL_COLOR_BUFFER_BIT);
}
glBindTexture(GL_TEXTURE_2D, texture);
full_blit();
glBindTexture(GL_TEXTURE_2D, 0);
ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
GLuint draw_clip(QOpenGLFramebufferObject* fbo, GLuint texture, bool clear) {
fbo->bind();
if (clear) {
glClear(GL_COLOR_BUFFER_BIT);
}
glBindTexture(GL_TEXTURE_2D, texture);
full_blit();
glBindTexture(GL_TEXTURE_2D, 0);
fbo->release();
return fbo->texture();
}
@@ -78,8 +103,6 @@ void process_effect(Clip* c,
}
if (e->enable_superimpose) {
GLuint superimpose_texture = e->process_superimpose(timecode);
qDebug() << "superimpose texture was:" << superimpose_texture;
qDebug() << "composite texture was:" << composite_texture;
if (superimpose_texture == 0) {
qWarning() << "Superimpose texture was nullptr, retrying...";
@@ -88,7 +111,6 @@ void process_effect(Clip* c,
// if there is no previous texture, just return the superimposes texture
// UNLESS this is a shader-extended superimpose effect in which case,
// we'll need to draw it below
qDebug() << "returning superimpose directly";
composite_texture = superimpose_texture;
} else {
// if the source texture is not already a framebuffer texture,
@@ -361,7 +383,6 @@ GLuint compose_sequence(ComposeSequenceParams &params) {
if (e->container->selected) selected_effect = e;
}
}
qDebug() << "texture ID:" << textureID;
// using gizmo data, set definitive gizmo
if (selected_effect != nullptr) {
@@ -388,87 +409,111 @@ GLuint compose_sequence(ComposeSequenceParams &params) {
// == EFFECT CODE END ==
// == START FINAL DRAW ON SEQUENCE BUFFER ==
if (textureID > 0) {
// bind framebuffer
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, final_fbo);
// set viewport to sequence size
glViewport(0, 0, s->width, s->height);
params.ctx->functions()->glViewport(0, 0, s->width, s->height);
// bind final texture
// == START RENDER CLIP IN CONTEXT OF SEQUENCE ==
// render a backbuffer
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, params.backend_buffer1);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
// bind final clip texture
glBindTexture(GL_TEXTURE_2D, textureID);
// set texture filter to bilinear
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
params.ctx->functions()->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
params.ctx->functions()->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// draw clip on screen according to gl coordinates
glBegin(GL_QUADS);
glTexCoord2f(coords.textureTopLeftX, coords.textureTopLeftY); // top left
glVertex2f(coords.vertexTopLeftX, coords.vertexTopLeftY); // top left
glTexCoord2f(coords.textureTopRightX, coords.textureTopRightY); // top right
glVertex2f(coords.vertexTopRightX, coords.vertexTopRightY); // top right
glTexCoord2f(coords.textureBottomRightX, coords.textureBottomRightY); // bottom right
glVertex2f(coords.vertexBottomRightX, coords.vertexBottomRightY); // bottom right
glTexCoord2f(coords.textureBottomLeftX, coords.textureBottomLeftY); // bottom left
glVertex2f(coords.vertexBottomLeftX, coords.vertexBottomLeftY); // bottom left
glEnd();
// release final clip texture
glBindTexture(GL_TEXTURE_2D, 0);
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// == END RENDER CLIP IN CONTEXT OF SEQUENCE ==
//
//
// PROCESS POST-SHADERS
//
//
// copy front buffer to back buffer
draw_clip(params.ctx, params.backend_buffer2, params.main_attachment, true);
// == START FINAL DRAW ON SEQUENCE BUFFER ==
// bind front buffer as draw buffer
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, final_fbo);
// load background texture into texture unit 0
params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, params.backend_attachment2);
// load foreground texture into texture unit 1
params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, params.backend_attachment1);
// bind and configure blending mode shader
params.blend_mode_program->bind();
params.blend_mode_program->setUniformValue("blend_mode", coords.blendmode);
params.blend_mode_program->setUniformValue("blendmode", coords.blendmode);
params.blend_mode_program->setUniformValue("opacity", coords.opacity);
params.blend_mode_program->setUniformValue("background", 0);
params.blend_mode_program->setUniformValue("foreground", 1);
// draw clip on screen
glBegin(GL_QUADS);
glClear(GL_COLOR_BUFFER_BIT);
if (coords.grid_size <= 1) {
glTexCoord2f(coords.textureTopLeftX, coords.textureTopLeftY); // top left
glVertex2f(coords.vertexTopLeftX, coords.vertexTopLeftY); // top left
glTexCoord2f(coords.textureTopRightX, coords.textureTopRightY); // top right
glVertex2f(coords.vertexTopRightX, coords.vertexTopRightY); // top right
glTexCoord2f(coords.textureBottomRightX, coords.textureBottomRightY); // bottom right
glVertex2f(coords.vertexBottomRightX, coords.vertexBottomRightY); // bottom right
glTexCoord2f(coords.textureBottomLeftX, coords.textureBottomLeftY); // bottom left
glVertex2f(coords.vertexBottomLeftX, coords.vertexBottomLeftY); // bottom left
} else {
float rows = coords.grid_size;
float cols = coords.grid_size;
for (int k=0;k<rows;k++) {
float row_prog = float(k)/rows;
float next_row_prog = float(k+1)/rows;
for (int j=0;j<cols;j++) {
float col_prog = float(j)/cols;
float next_col_prog = float(j+1)/cols;
float vertexTLX = float_lerp(coords.vertexTopLeftX, coords.vertexBottomLeftX, row_prog);
float vertexTRX = float_lerp(coords.vertexTopRightX, coords.vertexBottomRightX, row_prog);
float vertexBLX = float_lerp(coords.vertexTopLeftX, coords.vertexBottomLeftX, next_row_prog);
float vertexBRX = float_lerp(coords.vertexTopRightX, coords.vertexBottomRightX, next_row_prog);
float vertexTLY = float_lerp(coords.vertexTopLeftY, coords.vertexTopRightY, col_prog);
float vertexTRY = float_lerp(coords.vertexTopLeftY, coords.vertexTopRightY, next_col_prog);
float vertexBLY = float_lerp(coords.vertexBottomLeftY, coords.vertexBottomRightY, col_prog);
float vertexBRY = float_lerp(coords.vertexBottomLeftY, coords.vertexBottomRightY, next_col_prog);
glTexCoord2f(float_lerp(coords.textureTopLeftX, coords.textureTopRightX, col_prog), float_lerp(coords.textureTopLeftY, coords.textureBottomLeftY, row_prog)); // top left
glVertex2f(float_lerp(vertexTLX, vertexTRX, col_prog), float_lerp(vertexTLY, vertexBLY, row_prog)); // top left
glTexCoord2f(float_lerp(coords.textureTopLeftX, coords.textureTopRightX, next_col_prog), float_lerp(coords.textureTopRightY, coords.textureBottomRightY, row_prog)); // top right
glVertex2f(float_lerp(vertexTLX, vertexTRX, next_col_prog), float_lerp(vertexTRY, vertexBRY, row_prog)); // top right
glTexCoord2f(float_lerp(coords.textureBottomLeftX, coords.textureBottomRightX, next_col_prog), float_lerp(coords.textureTopRightY, coords.textureBottomRightY, next_row_prog)); // bottom right
glVertex2f(float_lerp(vertexBLX, vertexBRX, next_col_prog), float_lerp(vertexTRY, vertexBRY, next_row_prog)); // bottom right
glTexCoord2f(float_lerp(coords.textureBottomLeftX, coords.textureBottomRightX, col_prog), float_lerp(coords.textureTopLeftY, coords.textureBottomLeftY, next_row_prog)); // bottom left
glVertex2f(float_lerp(vertexBLX, vertexBRX, col_prog), float_lerp(vertexTLY, vertexBLY, next_row_prog)); // bottom left
}
}
}
glEnd();
full_blit();
// release blend mode shader
params.blend_mode_program->release();
// unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
// unbind texture from texture unit 1
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
// unbind texture from texture unit 0
params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
// unbind framebuffer
params.ctx->functions()->glBindFramebuffer(GL_TEXTURE_2D, 0);
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// == END FINAL DRAW ON SEQUENCE BUFFER ==
}
// == END FINAL DRAW ON SEQUENCE BUFFER ==
// prepare gizmos
if ((*params.gizmos) != nullptr
&& params.nests.isEmpty()
+1
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@@ -24,6 +24,7 @@ struct ComposeSequenceParams {
QOpenGLShaderProgram* blend_mode_program;
QOpenGLShaderProgram* premultiply_program;
GLuint main_buffer;
GLuint main_attachment;
GLuint backend_buffer1;
GLuint backend_attachment1;
GLuint backend_buffer2;
+5 -4
View File
@@ -70,11 +70,11 @@ void RenderThread::run() {
// create texture
glGenTextures(1, &front_texture);
glGenTextures(1, &back_buffer_1);
glGenTextures(1, &back_buffer_2);
glGenTextures(1, &back_texture_1);
glGenTextures(1, &back_texture_2);
GLuint fbos[3] = {front_buffer, back_buffer_1, back_buffer_2};
GLuint textures[3] = {front_buffer, back_buffer_1, back_buffer_2};
GLuint textures[3] = {front_texture, back_texture_1, back_texture_2};
for (int i=0;i<3;i++) {
// bind framebuffer for attaching
@@ -85,7 +85,7 @@ void RenderThread::run() {
// allocate storage for texture
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGB, seq->width, seq->height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr
GL_TEXTURE_2D, 0, GL_RGBA, seq->width, seq->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr
);
// set texture filtering to bilinear
@@ -174,6 +174,7 @@ void RenderThread::paint() {
params.backend_attachment1 = back_texture_1;
params.backend_attachment2 = back_texture_2;
params.main_buffer = front_buffer;
params.main_attachment = front_texture;
compose_sequence(params);
texture_failed = params.texture_failed;
+4 -2
View File
@@ -869,7 +869,6 @@ void TimelineWidget::mouseReleaseEvent(QMouseEvent *event) {
// default audio effects (after custom effects)
c->effects.append(create_effect(c, get_internal_meta(EFFECT_INTERNAL_VOLUME, EFFECT_TYPE_EFFECT)));
c->effects.append(create_effect(c, get_internal_meta(EFFECT_INTERNAL_PAN, EFFECT_TYPE_EFFECT)));
//c->media_type = MEDIA_TYPE_TONE;
}
push_undo = true;
@@ -884,7 +883,10 @@ void TimelineWidget::mouseReleaseEvent(QMouseEvent *event) {
for (int i=0;i<panel_timeline->ghosts.size();i++) {
const Ghost& g = panel_timeline->ghosts.at(i);
if (g.in != g.old_in || g.out != g.old_out || g.clip_in != g.old_clip_in) {
if (g.in != g.old_in
|| g.out != g.old_out
|| g.clip_in != g.old_clip_in
|| g.track != g.old_track) {
process_moving = true;
break;
}