added more effects
This commit is contained in:
@@ -873,6 +873,7 @@ bool Effect::valueHasChanged(double timecode) {
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void Effect::delete_texture() {
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if (texture != NULL) {
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texture->destroy();
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delete texture;
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texture = NULL;
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}
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@@ -0,0 +1,31 @@
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#version 110
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uniform float amount;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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float x = vTexCoord.x;
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float y = vTexCoord.y;
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float r = sqrt(pow(x - 0.5, 2.0) + pow(y - 0.5, 2.0));
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float a = atan(y - 0.5, x - 0.5);
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float rn = pow(r, (amount*0.1))/0.5;
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//float a = atan(x - 0.5, y - 0.5);
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x = rn * cos(a) + 0.5;
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y = rn * sin(a) + 0.5;
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if (y < 0.0 || y > 1.0 || x < 0.0 || x > 1.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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} else {
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vec4 textureColor = texture2D(myTexture, vec2(x, y));
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gl_FragColor = vec4(
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textureColor.r,
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textureColor.g,
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textureColor.b,
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textureColor.a
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);
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}
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}
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@@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Bulge" category="Distort">
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<row name="Amount">
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<field type="double" min="0" default="25" id="amount"/>
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</row>
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<shader vert="common.vert" frag="bulge.frag"/>
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</effect>
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@@ -0,0 +1,74 @@
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#version 110
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uniform float temperature;
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uniform float tint;
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uniform float exposure;
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uniform float contrast;
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uniform float highlights;
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uniform float shadows;
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uniform float whites;
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uniform float blacks;
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uniform float saturation;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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vec4 textureColor = texture2D(myTexture, vTexCoord);
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vec3 rgb = textureColor.rgb;
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// temperature
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float temp = temperature * 0.01;
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float redTemp = (temp <= 66.0) ? 1.0 : min(1.0, max(0.0,
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(1.2929361861 * pow(temp - 60.0, -0.1332047592))
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));
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float greenTemp = min(1.0, max(0.0,
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(temp <= 66.0) ? (0.3900815788 * log(temp) - 0.6318414438) : (1.1298908609 * pow(temp - 60.0, -0.0755148492))
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));
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float blueTemp = (temp >= 66.0) ? 1.0 : min(1.0, max(0.0,
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(0.5432067891 * log(temp - 10.0) - 1.1962540891)
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));
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rgb *= vec3(redTemp, greenTemp, blueTemp);
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// tint
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rgb.g *= ((tint*0.01)+1.0);
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// exposure
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rgb *= pow(2.0, exposure*0.01);
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// contrast
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float contr_val = (contrast*0.01);
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rgb = (rgb*contr_val)-((contr_val-1.0)*0.5);
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// shadows/highlights
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//float luma = 0.33*rgb.r + 0.5*rgb.g + 0.16*rgb.b;
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if (rgb.r < 0.5 && rgb.g < 0.5 && rgb.b < 0.5) {
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float shadow_val = 1.0-(shadows*0.01);
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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);
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} else if (rgb.r > 0.5 && rgb.g > 0.5 && rgb.b > 0.5) {
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float highlight_val = 1.0-(highlights*0.01);
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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);
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}
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// whites
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rgb *= (whites*0.01);
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// blacks
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float black_val = 2.0-(blacks*0.01);
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rgb = (rgb*black_val)-(black_val-1.0);
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// saturation
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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vec3 intensity = vec3(dot(rgb, W));
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rgb = mix(intensity, rgb, saturation*0.01);
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gl_FragColor = vec4(
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rgb.r,
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rgb.g,
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rgb.b,
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textureColor.a
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);
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}
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@@ -0,0 +1,31 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Color Correction" category="Color">
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<row name="Temperature">
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<field type="double" min="2000" default="6600" max="40000" id="temperature"/>
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</row>
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<row name="Tint">
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<field type="double" min="-100" default="0" id="tint"/>
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</row>
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<row name="Exposure">
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<field type="double" default="0" id="exposure"/>
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</row>
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<row name="Contrast">
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<field type="double" min="0" default="100" id="contrast"/>
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</row>
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<row name="Highlights">
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<field type="double" default="0" max="100" id="highlights"/>
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</row>
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<row name="Shadows">
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<field type="double" default="0" max="100" id="shadows"/>
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</row>
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<row name="Whites (Brightness)">
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<field type="double" min="0" default="100" id="whites"/>
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</row>
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<row name="Blacks (Darkness)">
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<field type="double" min="0" default="100" max="200" id="blacks"/>
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</row>
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<row name="Saturation">
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<field type="double" min="0" default="100" id="saturation"/>
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</row>
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<shader vert="common.vert" frag="colorcorrection.frag"/>
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</effect>
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@@ -0,0 +1,14 @@
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#version 110
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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vec4 textureColor = texture2D(myTexture, vec2(vTexCoord.x, vTexCoord.y));
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gl_FragColor = vec4(
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textureColor.r,
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textureColor.g,
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textureColor.b,
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textureColor.a
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);
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}
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@@ -0,0 +1,23 @@
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#version 110
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uniform bool horiz;
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uniform bool vert;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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float x = vTexCoord.x;
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float y = vTexCoord.y;
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if (horiz) x = 1.0 - x;
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if (vert) y = 1.0 - y;
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vec4 textureColor = texture2D(myTexture, vec2(x, y));
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gl_FragColor = vec4(
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textureColor.r,
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textureColor.g,
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textureColor.b,
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textureColor.a
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);
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}
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@@ -0,0 +1,10 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Flip" category="Distort">
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<row name="Horizontal">
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<field type="bool" default="1" id="horiz"/>
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</row>
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<row name="Vertical">
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<field type="bool" default="0" id="vert"/>
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</row>
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<shader vert="common.vert" frag="flip.frag"/>
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</effect>
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@@ -296,7 +296,7 @@ void EffectControls::load_effects() {
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}
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}
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if (selected_clips.size() > 0) {
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ui->verticalScrollBar->setMaximum(qMax(0, ui->effects_area->height() - ui->keyframeView->height() - ui->headers->height()));
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ui->verticalScrollBar->setMaximum(qMax(0, ui->effects_area->sizeHint().height() - ui->headers->height() + ui->scrollArea->horizontalScrollBar()->height()/* - ui->keyframeView->height() - ui->headers->height()*/));
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ui->keyframeView->setEnabled(true);
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ui->headers->setVisible(true);
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ui->keyframeView->update();
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+132
-132
@@ -176,6 +176,8 @@ GLuint ViewerWidget::draw_clip(QOpenGLFramebufferObject* fbo, GLuint texture) {
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fbo->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); // top left
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@@ -301,140 +303,138 @@ GLuint ViewerWidget::compose_sequence(Clip* nest, bool render_audio) {
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textureID = -1;
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}
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if (!texture_failed) {
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if (textureID == 0 && c->media_type != MEDIA_TYPE_SOLID) {
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dout << "[WARNING] Texture hasn't been created yet";
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texture_failed = true;
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} else if (playhead >= c->timeline_in) {
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glPushMatrix();
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if (textureID == 0 && c->media_type != MEDIA_TYPE_SOLID) {
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dout << "[WARNING] Texture hasn't been created yet";
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texture_failed = true;
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} else if (playhead >= c->timeline_in) {
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glPushMatrix();
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// start preparing cache
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if (c->fbo == NULL) {
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c->fbo = new QOpenGLFramebufferObject* [2];
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c->fbo[0] = new QOpenGLFramebufferObject(video_width, video_height);
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c->fbo[1] = new QOpenGLFramebufferObject(video_width, video_height);
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}
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// clear fbos
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c->fbo[0]->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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c->fbo[0]->release();
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c->fbo[1]->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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c->fbo[1]->release();
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bool fbo_switcher = false;
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glViewport(0, 0, video_width, video_height);
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// for nested sequences
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if (c->media_type == MEDIA_TYPE_SEQUENCE) {
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textureID = compose_sequence(c, render_audio);
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fbo_switcher = true;
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}
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GLuint composite_texture;
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if (c->media_type == MEDIA_TYPE_SOLID) {
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composite_texture = c->fbo[fbo_switcher]->texture();
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} else {
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composite_texture = draw_clip(c->fbo[fbo_switcher], textureID);
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}
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fbo_switcher = !fbo_switcher;
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GLTextureCoords coords;
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coords.vertexTopLeftX = coords.vertexBottomLeftX = -video_width/2;
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coords.vertexTopLeftY = coords.vertexTopRightY = -video_height/2;
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coords.vertexTopRightX = coords.vertexBottomRightX = video_width/2;
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coords.vertexBottomLeftY = coords.vertexBottomRightY = video_height/2;
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coords.textureTopLeftY = coords.textureTopRightY = coords.textureTopLeftX = coords.textureBottomLeftX = 0;
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coords.textureBottomLeftY = coords.textureBottomRightY = coords.textureTopRightX = coords.textureBottomRightX = 1.0;
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if (c->autoscale && (video_width != s->width || video_height != s->height)) {
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double width_multiplier = (double) s->width / (double) video_width;
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double height_multiplier = (double) s->height / (double) video_height;
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double scale_multiplier = qMin(width_multiplier, height_multiplier);
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glScalef(scale_multiplier, scale_multiplier, 1);
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}
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// EFFECT CODE START
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for (int j=0;j<c->effects.size();j++) {
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Effect* e = c->effects.at(j);
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if (e->is_enabled()) {
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double timecode = ((double)(playhead-c->timeline_in+c->clip_in)/(double)c->sequence->frame_rate);
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if (e->enable_coords) {
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e->process_coords(timecode, coords);
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}
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if (e->enable_shader || e->enable_superimpose) {
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e->startEffect();
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if (e->enable_shader) {
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e->process_shader(timecode);
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}
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composite_texture = draw_clip(c->fbo[fbo_switcher], composite_texture);
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if (e->enable_superimpose) {
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GLuint superimpose_texture = e->process_superimpose(timecode);
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if (superimpose_texture != 0) draw_clip(c->fbo[fbo_switcher], superimpose_texture);
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}
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fbo_switcher = !fbo_switcher;
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}
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}
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}
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if (c->opening_transition != NULL) {
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int transition_progress = playhead - c->timeline_in;
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if (transition_progress < c->opening_transition->length) {
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c->opening_transition->process_transition((double)transition_progress/(double)c->opening_transition->length);
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}
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}
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if (c->closing_transition != NULL) {
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int transition_progress = c->closing_transition->length - (playhead - c->timeline_in - c->getLength() + c->closing_transition->length);
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if (transition_progress < c->closing_transition->length) {
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c->closing_transition->process_transition((double)transition_progress/(double)c->closing_transition->length);
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}
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}
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for (int j=0;j<c->effects.size();j++) {
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if ((c->effects.at(j)->enable_shader || c->effects.at(j)->enable_superimpose) && c->effects.at(j)->is_enabled()) {
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c->effects.at(j)->endEffect();
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}
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}
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// EFFECT CODE END
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if (nest != NULL) {
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nest->fbo[0]->bind();
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glViewport(0, 0, s->width, s->height);
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} else if (rendering) {
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glViewport(0, 0, s->width, s->height);
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} else {
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glViewport(0, 0, width(), height());
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}
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glBindTexture(GL_TEXTURE_2D, composite_texture);
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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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glTexCoord2f(coords.textureTopLeftX, coords.textureTopLeftY); // top left
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glVertex2f(coords.vertexTopLeftX, coords.vertexTopLeftY); // top left
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glTexCoord2f(coords.textureTopRightX, coords.textureTopRightY); // top right
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glVertex2f(coords.vertexTopRightX, coords.vertexTopRightY); // top right
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glTexCoord2f(coords.textureBottomRightX, coords.textureBottomRightY); // bottom right
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glVertex2f(coords.vertexBottomRightX, coords.vertexBottomRightY); // bottom right
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glTexCoord2f(coords.textureBottomLeftX, coords.textureBottomLeftY); // bottom left
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glVertex2f(coords.vertexBottomLeftX, coords.vertexBottomLeftY); // bottom left
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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if (nest != NULL) {
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nest->fbo[0]->release();
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if (default_fbo != NULL) default_fbo->bind();
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}
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glPopMatrix();
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// start preparing cache
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if (c->fbo == NULL) {
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c->fbo = new QOpenGLFramebufferObject* [2];
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c->fbo[0] = new QOpenGLFramebufferObject(video_width, video_height);
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c->fbo[1] = new QOpenGLFramebufferObject(video_width, video_height);
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}
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// clear fbos
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/*c->fbo[0]->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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c->fbo[0]->release();
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c->fbo[1]->bind();
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glClear(GL_COLOR_BUFFER_BIT);
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c->fbo[1]->release();*/
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bool fbo_switcher = false;
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glViewport(0, 0, video_width, video_height);
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// for nested sequences
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if (c->media_type == MEDIA_TYPE_SEQUENCE) {
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textureID = compose_sequence(c, render_audio);
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fbo_switcher = true;
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}
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GLuint composite_texture;
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if (c->media_type == MEDIA_TYPE_SOLID) {
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composite_texture = c->fbo[fbo_switcher]->texture();
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} else {
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composite_texture = draw_clip(c->fbo[fbo_switcher], textureID);
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}
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fbo_switcher = !fbo_switcher;
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GLTextureCoords coords;
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coords.vertexTopLeftX = coords.vertexBottomLeftX = -video_width/2;
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coords.vertexTopLeftY = coords.vertexTopRightY = -video_height/2;
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coords.vertexTopRightX = coords.vertexBottomRightX = video_width/2;
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coords.vertexBottomLeftY = coords.vertexBottomRightY = video_height/2;
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coords.textureTopLeftY = coords.textureTopRightY = coords.textureTopLeftX = coords.textureBottomLeftX = 0;
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coords.textureBottomLeftY = coords.textureBottomRightY = coords.textureTopRightX = coords.textureBottomRightX = 1.0;
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if (c->autoscale && (video_width != s->width || video_height != s->height)) {
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double width_multiplier = (double) s->width / (double) video_width;
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double height_multiplier = (double) s->height / (double) video_height;
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double scale_multiplier = qMin(width_multiplier, height_multiplier);
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glScalef(scale_multiplier, scale_multiplier, 1);
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}
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// EFFECT CODE START
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for (int j=0;j<c->effects.size();j++) {
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Effect* e = c->effects.at(j);
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if (e->is_enabled()) {
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double timecode = ((double)(playhead-c->timeline_in+c->clip_in)/(double)c->sequence->frame_rate);
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if (e->enable_coords) {
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e->process_coords(timecode, coords);
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}
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if (e->enable_shader || e->enable_superimpose) {
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e->startEffect();
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if (e->enable_shader) {
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e->process_shader(timecode);
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}
|
||||
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)) {
|
||||
|
||||
Reference in New Issue
Block a user