added more effects

This commit is contained in:
itsmattkc
2018-11-04 11:57:53 +11:00
parent 9c87a4459a
commit d44309c2cd
10 changed files with 324 additions and 133 deletions
+1
View File
@@ -873,6 +873,7 @@ bool Effect::valueHasChanged(double timecode) {
void Effect::delete_texture() {
if (texture != NULL) {
texture->destroy();
delete texture;
texture = NULL;
}
+31
View File
@@ -0,0 +1,31 @@
#version 110
uniform float amount;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
float x = vTexCoord.x;
float y = vTexCoord.y;
float r = sqrt(pow(x - 0.5, 2.0) + pow(y - 0.5, 2.0));
float a = atan(y - 0.5, x - 0.5);
float rn = pow(r, (amount*0.1))/0.5;
//float a = atan(x - 0.5, y - 0.5);
x = rn * cos(a) + 0.5;
y = rn * sin(a) + 0.5;
if (y < 0.0 || y > 1.0 || x < 0.0 || x > 1.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
} else {
vec4 textureColor = texture2D(myTexture, vec2(x, y));
gl_FragColor = vec4(
textureColor.r,
textureColor.g,
textureColor.b,
textureColor.a
);
}
}
+7
View File
@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Bulge" category="Distort">
<row name="Amount">
<field type="double" min="0" default="25" id="amount"/>
</row>
<shader vert="common.vert" frag="bulge.frag"/>
</effect>
+74
View File
@@ -0,0 +1,74 @@
#version 110
uniform float temperature;
uniform float tint;
uniform float exposure;
uniform float contrast;
uniform float highlights;
uniform float shadows;
uniform float whites;
uniform float blacks;
uniform float saturation;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(myTexture, vTexCoord);
vec3 rgb = textureColor.rgb;
// temperature
float temp = temperature * 0.01;
float redTemp = (temp <= 66.0) ? 1.0 : min(1.0, max(0.0,
(1.2929361861 * pow(temp - 60.0, -0.1332047592))
));
float greenTemp = min(1.0, max(0.0,
(temp <= 66.0) ? (0.3900815788 * log(temp) - 0.6318414438) : (1.1298908609 * pow(temp - 60.0, -0.0755148492))
));
float blueTemp = (temp >= 66.0) ? 1.0 : min(1.0, max(0.0,
(0.5432067891 * log(temp - 10.0) - 1.1962540891)
));
rgb *= vec3(redTemp, greenTemp, blueTemp);
// tint
rgb.g *= ((tint*0.01)+1.0);
// exposure
rgb *= pow(2.0, exposure*0.01);
// contrast
float contr_val = (contrast*0.01);
rgb = (rgb*contr_val)-((contr_val-1.0)*0.5);
// shadows/highlights
//float luma = 0.33*rgb.r + 0.5*rgb.g + 0.16*rgb.b;
if (rgb.r < 0.5 && rgb.g < 0.5 && rgb.b < 0.5) {
float shadow_val = 1.0-(shadows*0.01);
rgb = vec3(pow(rgb.r*2.0, shadow_val)*0.5, pow(rgb.g*2.0, shadow_val)*0.5, pow(rgb.b*2.0, shadow_val)*0.5);
} else if (rgb.r > 0.5 && rgb.g > 0.5 && rgb.b > 0.5) {
float highlight_val = 1.0-(highlights*0.01);
rgb = vec3((pow((rgb.r-0.5)*2.0, highlight_val)*0.5)+0.5, (pow((rgb.g-0.5)*2.0, highlight_val)*0.5)+0.5, (pow((rgb.b-0.5)*2.0, highlight_val)*0.5)+0.5);
}
// whites
rgb *= (whites*0.01);
// blacks
float black_val = 2.0-(blacks*0.01);
rgb = (rgb*black_val)-(black_val-1.0);
// saturation
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 intensity = vec3(dot(rgb, W));
rgb = mix(intensity, rgb, saturation*0.01);
gl_FragColor = vec4(
rgb.r,
rgb.g,
rgb.b,
textureColor.a
);
}
+31
View File
@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Color Correction" category="Color">
<row name="Temperature">
<field type="double" min="2000" default="6600" max="40000" id="temperature"/>
</row>
<row name="Tint">
<field type="double" min="-100" default="0" id="tint"/>
</row>
<row name="Exposure">
<field type="double" default="0" id="exposure"/>
</row>
<row name="Contrast">
<field type="double" min="0" default="100" id="contrast"/>
</row>
<row name="Highlights">
<field type="double" default="0" max="100" id="highlights"/>
</row>
<row name="Shadows">
<field type="double" default="0" max="100" id="shadows"/>
</row>
<row name="Whites (Brightness)">
<field type="double" min="0" default="100" id="whites"/>
</row>
<row name="Blacks (Darkness)">
<field type="double" min="0" default="100" max="200" id="blacks"/>
</row>
<row name="Saturation">
<field type="double" min="0" default="100" id="saturation"/>
</row>
<shader vert="common.vert" frag="colorcorrection.frag"/>
</effect>
+14
View File
@@ -0,0 +1,14 @@
#version 110
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
gl_FragColor = vec4(
textureColor.r,
textureColor.g,
textureColor.b,
textureColor.a
);
}
+23
View File
@@ -0,0 +1,23 @@
#version 110
uniform bool horiz;
uniform bool vert;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
float x = vTexCoord.x;
float y = vTexCoord.y;
if (horiz) x = 1.0 - x;
if (vert) y = 1.0 - y;
vec4 textureColor = texture2D(myTexture, vec2(x, y));
gl_FragColor = vec4(
textureColor.r,
textureColor.g,
textureColor.b,
textureColor.a
);
}
+10
View File
@@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Flip" category="Distort">
<row name="Horizontal">
<field type="bool" default="1" id="horiz"/>
</row>
<row name="Vertical">
<field type="bool" default="0" id="vert"/>
</row>
<shader vert="common.vert" frag="flip.frag"/>
</effect>
+1 -1
View File
@@ -296,7 +296,7 @@ void EffectControls::load_effects() {
}
}
if (selected_clips.size() > 0) {
ui->verticalScrollBar->setMaximum(qMax(0, ui->effects_area->height() - ui->keyframeView->height() - ui->headers->height()));
ui->verticalScrollBar->setMaximum(qMax(0, ui->effects_area->sizeHint().height() - ui->headers->height() + ui->scrollArea->horizontalScrollBar()->height()/* - ui->keyframeView->height() - ui->headers->height()*/));
ui->keyframeView->setEnabled(true);
ui->headers->setVisible(true);
ui->keyframeView->update();
+132 -132
View File
@@ -176,6 +176,8 @@ GLuint ViewerWidget::draw_clip(QOpenGLFramebufferObject* fbo, GLuint texture) {
fbo->bind();
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); // top left
@@ -301,140 +303,138 @@ GLuint ViewerWidget::compose_sequence(Clip* nest, bool render_audio) {
textureID = -1;
}
if (!texture_failed) {
if (textureID == 0 && c->media_type != MEDIA_TYPE_SOLID) {
dout << "[WARNING] Texture hasn't been created yet";
texture_failed = true;
} else if (playhead >= c->timeline_in) {
glPushMatrix();
if (textureID == 0 && c->media_type != MEDIA_TYPE_SOLID) {
dout << "[WARNING] Texture hasn't been created yet";
texture_failed = true;
} else if (playhead >= c->timeline_in) {
glPushMatrix();
// start preparing cache
if (c->fbo == NULL) {
c->fbo = new QOpenGLFramebufferObject* [2];
c->fbo[0] = new QOpenGLFramebufferObject(video_width, video_height);
c->fbo[1] = new QOpenGLFramebufferObject(video_width, video_height);
}
// clear fbos
c->fbo[0]->bind();
glClear(GL_COLOR_BUFFER_BIT);
c->fbo[0]->release();
c->fbo[1]->bind();
glClear(GL_COLOR_BUFFER_BIT);
c->fbo[1]->release();
bool fbo_switcher = false;
glViewport(0, 0, video_width, video_height);
// for nested sequences
if (c->media_type == MEDIA_TYPE_SEQUENCE) {
textureID = compose_sequence(c, render_audio);
fbo_switcher = true;
}
GLuint composite_texture;
if (c->media_type == MEDIA_TYPE_SOLID) {
composite_texture = c->fbo[fbo_switcher]->texture();
} else {
composite_texture = draw_clip(c->fbo[fbo_switcher], textureID);
}
fbo_switcher = !fbo_switcher;
GLTextureCoords coords;
coords.vertexTopLeftX = coords.vertexBottomLeftX = -video_width/2;
coords.vertexTopLeftY = coords.vertexTopRightY = -video_height/2;
coords.vertexTopRightX = coords.vertexBottomRightX = video_width/2;
coords.vertexBottomLeftY = coords.vertexBottomRightY = video_height/2;
coords.textureTopLeftY = coords.textureTopRightY = coords.textureTopLeftX = coords.textureBottomLeftX = 0;
coords.textureBottomLeftY = coords.textureBottomRightY = coords.textureTopRightX = coords.textureBottomRightX = 1.0;
if (c->autoscale && (video_width != s->width || video_height != s->height)) {
double width_multiplier = (double) s->width / (double) video_width;
double height_multiplier = (double) s->height / (double) video_height;
double scale_multiplier = qMin(width_multiplier, height_multiplier);
glScalef(scale_multiplier, scale_multiplier, 1);
}
// EFFECT CODE START
for (int j=0;j<c->effects.size();j++) {
Effect* e = c->effects.at(j);
if (e->is_enabled()) {
double timecode = ((double)(playhead-c->timeline_in+c->clip_in)/(double)c->sequence->frame_rate);
if (e->enable_coords) {
e->process_coords(timecode, coords);
}
if (e->enable_shader || e->enable_superimpose) {
e->startEffect();
if (e->enable_shader) {
e->process_shader(timecode);
}
composite_texture = draw_clip(c->fbo[fbo_switcher], composite_texture);
if (e->enable_superimpose) {
GLuint superimpose_texture = e->process_superimpose(timecode);
if (superimpose_texture != 0) draw_clip(c->fbo[fbo_switcher], superimpose_texture);
}
fbo_switcher = !fbo_switcher;
}
}
}
if (c->opening_transition != NULL) {
int transition_progress = playhead - c->timeline_in;
if (transition_progress < c->opening_transition->length) {
c->opening_transition->process_transition((double)transition_progress/(double)c->opening_transition->length);
}
}
if (c->closing_transition != NULL) {
int transition_progress = c->closing_transition->length - (playhead - c->timeline_in - c->getLength() + c->closing_transition->length);
if (transition_progress < c->closing_transition->length) {
c->closing_transition->process_transition((double)transition_progress/(double)c->closing_transition->length);
}
}
for (int j=0;j<c->effects.size();j++) {
if ((c->effects.at(j)->enable_shader || c->effects.at(j)->enable_superimpose) && c->effects.at(j)->is_enabled()) {
c->effects.at(j)->endEffect();
}
}
// EFFECT CODE END
if (nest != NULL) {
nest->fbo[0]->bind();
glViewport(0, 0, s->width, s->height);
} else if (rendering) {
glViewport(0, 0, s->width, s->height);
} else {
glViewport(0, 0, width(), height());
}
glBindTexture(GL_TEXTURE_2D, composite_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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();
glBindTexture(GL_TEXTURE_2D, 0);
if (nest != NULL) {
nest->fbo[0]->release();
if (default_fbo != NULL) default_fbo->bind();
}
glPopMatrix();
// start preparing cache
if (c->fbo == NULL) {
c->fbo = new QOpenGLFramebufferObject* [2];
c->fbo[0] = new QOpenGLFramebufferObject(video_width, video_height);
c->fbo[1] = new QOpenGLFramebufferObject(video_width, video_height);
}
// clear fbos
/*c->fbo[0]->bind();
glClear(GL_COLOR_BUFFER_BIT);
c->fbo[0]->release();
c->fbo[1]->bind();
glClear(GL_COLOR_BUFFER_BIT);
c->fbo[1]->release();*/
bool fbo_switcher = false;
glViewport(0, 0, video_width, video_height);
// for nested sequences
if (c->media_type == MEDIA_TYPE_SEQUENCE) {
textureID = compose_sequence(c, render_audio);
fbo_switcher = true;
}
GLuint composite_texture;
if (c->media_type == MEDIA_TYPE_SOLID) {
composite_texture = c->fbo[fbo_switcher]->texture();
} else {
composite_texture = draw_clip(c->fbo[fbo_switcher], textureID);
}
fbo_switcher = !fbo_switcher;
GLTextureCoords coords;
coords.vertexTopLeftX = coords.vertexBottomLeftX = -video_width/2;
coords.vertexTopLeftY = coords.vertexTopRightY = -video_height/2;
coords.vertexTopRightX = coords.vertexBottomRightX = video_width/2;
coords.vertexBottomLeftY = coords.vertexBottomRightY = video_height/2;
coords.textureTopLeftY = coords.textureTopRightY = coords.textureTopLeftX = coords.textureBottomLeftX = 0;
coords.textureBottomLeftY = coords.textureBottomRightY = coords.textureTopRightX = coords.textureBottomRightX = 1.0;
if (c->autoscale && (video_width != s->width || video_height != s->height)) {
double width_multiplier = (double) s->width / (double) video_width;
double height_multiplier = (double) s->height / (double) video_height;
double scale_multiplier = qMin(width_multiplier, height_multiplier);
glScalef(scale_multiplier, scale_multiplier, 1);
}
// EFFECT CODE START
for (int j=0;j<c->effects.size();j++) {
Effect* e = c->effects.at(j);
if (e->is_enabled()) {
double timecode = ((double)(playhead-c->timeline_in+c->clip_in)/(double)c->sequence->frame_rate);
if (e->enable_coords) {
e->process_coords(timecode, coords);
}
if (e->enable_shader || e->enable_superimpose) {
e->startEffect();
if (e->enable_shader) {
e->process_shader(timecode);
}
composite_texture = draw_clip(c->fbo[fbo_switcher], composite_texture);
if (e->enable_superimpose) {
GLuint superimpose_texture = e->process_superimpose(timecode);
if (superimpose_texture != 0) draw_clip(c->fbo[fbo_switcher], superimpose_texture);
}
fbo_switcher = !fbo_switcher;
}
}
}
if (c->opening_transition != NULL) {
int transition_progress = playhead - c->timeline_in;
if (transition_progress < c->opening_transition->length) {
c->opening_transition->process_transition((double)transition_progress/(double)c->opening_transition->length);
}
}
if (c->closing_transition != NULL) {
int transition_progress = c->closing_transition->length - (playhead - c->timeline_in - c->getLength() + c->closing_transition->length);
if (transition_progress < c->closing_transition->length) {
c->closing_transition->process_transition((double)transition_progress/(double)c->closing_transition->length);
}
}
for (int j=0;j<c->effects.size();j++) {
if ((c->effects.at(j)->enable_shader || c->effects.at(j)->enable_superimpose) && c->effects.at(j)->is_enabled()) {
c->effects.at(j)->endEffect();
}
}
// EFFECT CODE END
if (nest != NULL) {
nest->fbo[0]->bind();
glViewport(0, 0, s->width, s->height);
} else if (rendering) {
glViewport(0, 0, s->width, s->height);
} else {
glViewport(0, 0, width(), height());
}
glBindTexture(GL_TEXTURE_2D, composite_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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();
glBindTexture(GL_TEXTURE_2D, 0);
if (nest != NULL) {
nest->fbo[0]->release();
if (default_fbo != NULL) default_fbo->bind();
}
glPopMatrix();
}
} else {
if (render_audio || (config.enable_audio_scrubbing && audio_scrub)) {