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
+118 -73
View File
@@ -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()