added more effects
This commit is contained in:
+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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}
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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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}
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} else {
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if (render_audio || (config.enable_audio_scrubbing && audio_scrub)) {
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