Corner pin (#1851)

* Start adding a corner pin node

* Start gizmo support

* Correctly setup QVector2d inputs

* Missing breaks were causing incorect data to be set

* Add ability to override vertex coords

* Get perspective pin working

* Cleanup

* Add none perspective corner pin

* Small optimisation

* Improve comments, clean up and fix bug in job optimisation

* [skip ci] cornerpin: Improve description

* Move GL extension from shader to standard preamble.

* Use #version 130 for mobile GPU compatibility

* Cache half resolution

* Use built in NodeInputDragger::GetStartValue

* Pass cnst references to avoid deep copies

Co-authored-by: itsmattkc <itsmattkc@gmail.com>
This commit is contained in:
ThomasWilshaw
2022-03-02 19:38:12 -08:00
committed by GitHub
co-authored by itsmattkc
parent 41a49c4880
commit f5b4729a19
10 changed files with 526 additions and 2 deletions
+1
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@@ -14,6 +14,7 @@
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
add_subdirectory(cornerpin)
add_subdirectory(crop)
add_subdirectory(flip)
add_subdirectory(transform)
+22
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@@ -0,0 +1,22 @@
# Olive - Non-Linear Video Editor
# Copyright (C) 2021 Olive Team
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
set(OLIVE_SOURCES
${OLIVE_SOURCES}
node/distort/cornerpin/cornerpindistortnode.cpp
node/distort/cornerpin/cornerpindistortnode.h
PARENT_SCOPE
)
@@ -0,0 +1,216 @@
/***
Olive - Non-Linear Video Editor
Copyright (C) 2021 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#include "cornerpindistortnode.h"
#include "common/lerp.h"
#include "core.h"
#include "widget/slider/floatslider.h"
namespace olive {
const QString CornerPinDistortNode::kTextureInput = QStringLiteral("tex_in");
const QString CornerPinDistortNode::kTopLeftInput = QStringLiteral("top_left_in");
const QString CornerPinDistortNode::kTopRightInput = QStringLiteral("top_right_in");
const QString CornerPinDistortNode::kBottomRightInput = QStringLiteral("bottom_right_in");
const QString CornerPinDistortNode::kBottomLeftInput = QStringLiteral("bottom_left_in");
const QString CornerPinDistortNode::kPerspectiveInput = QStringLiteral("perspective_in");
CornerPinDistortNode::CornerPinDistortNode()
{
AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
AddInput(kPerspectiveInput, NodeValue::kBoolean, true);
AddInput(kTopLeftInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
AddInput(kTopRightInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
AddInput(kBottomRightInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
AddInput(kBottomLeftInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
}
void CornerPinDistortNode::Retranslate()
{
SetInputName(kTextureInput, tr("Texture"));
SetInputName(kPerspectiveInput, tr("Perspective"));
SetInputName(kTopLeftInput, tr("Top Left"));
SetInputName(kTopRightInput, tr("Top Right"));
SetInputName(kBottomRightInput, tr("Bottom Right"));
SetInputName(kBottomLeftInput, tr("Bottom Left"));
}
void CornerPinDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
{
ShaderJob job;
job.InsertValue(value);
job.SetAlphaChannelRequired(GenerateJob::kAlphaForceOn);
job.InsertValue(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, globals.resolution(), this));
// Convert slider values to their pixel values and then convert to clip space (-1.0 ... 1.0) for overriding the
// vertex coordinates.
const QVector2D &resolution = globals.resolution();
QVector2D half_resolution = resolution * 0.5;
QVector2D top_left = QVector2D(ValueToPixel(0, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
QVector2D top_right = QVector2D(ValueToPixel(1, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
QVector2D bottom_right = QVector2D(ValueToPixel(2, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
QVector2D bottom_left = QVector2D(ValueToPixel(3, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
// Override default vertex coordinates.
QVector<float> adjusted_vertices = {top_left.x(), top_left.y(), 0.0f,
top_right.x(), top_right.y(), 0.0f,
bottom_right.x(), bottom_right.y(), 0.0f,
top_left.x(), top_left.y(), 0.0f,
bottom_left.x(), bottom_left.y(), 0.0f,
bottom_right.x(), bottom_right.y(), 0.0f};
job.SetVertexCoordinates(adjusted_vertices);
// If no texture do nothing
if (!job.GetValue(kTextureInput).data().isNull()) {
// In the special case that all sliders are in their default position just
// push the texture.
if (!(job.GetValue(kTopLeftInput).data().value<QVector2D>().isNull()
&& job.GetValue(kTopRightInput).data().value<QVector2D>().isNull() &&
job.GetValue(kBottomRightInput).data().value<QVector2D>().isNull() &&
job.GetValue(kBottomLeftInput).data().value<QVector2D>().isNull())) {
table->Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
} else {
table->Push(NodeValue::kTexture, job.GetValue(kTextureInput).data(), this);
}
}
}
ShaderCode CornerPinDistortNode::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/cornerpin.frag")),
FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/cornerpin.vert")));
}
QPointF CornerPinDistortNode::ValueToPixel(int value, const NodeValueRow& row, const QVector2D &resolution) const
{
Q_ASSERT(value >= 0 && value <= 3);
switch (value) {
case 0: // Top left
return QPointF(row[kTopLeftInput].data().value<QVector2D>().x(),
row[kTopLeftInput].data().value<QVector2D>().y());
break;
case 1: // Top right
return QPointF(resolution.x() + row[kTopRightInput].data().value<QVector2D>().x(),
row[kTopRightInput].data().value<QVector2D>().y());
break;
case 2: // Bottom right
return QPointF(resolution.x() + row[kBottomRightInput].data().value<QVector2D>().x(),
resolution.y() + row[kBottomRightInput].data().value<QVector2D>().y());
break;
case 3: //Bottom left
return QPointF(row[kBottomLeftInput].data().value<QVector2D>().x(),
row[kBottomLeftInput].data().value<QVector2D>().y() + resolution.y());
break;
default: // We should never get here
return QPointF();
}
}
void CornerPinDistortNode::DrawGizmos(const NodeValueRow &row, const NodeGlobals &globals, QPainter *p)
{
const QVector2D &resolution = globals.resolution();
const double handle_radius = GetGizmoHandleRadius(p->transform());
p->setPen(QPen(Qt::white, 0));
QPointF top_left = ValueToPixel(0, row, resolution);
QPointF top_right = ValueToPixel(1, row, resolution);
QPointF bottom_right = ValueToPixel(2, row, resolution);
QPointF bottom_left = ValueToPixel(3, row, resolution);
// Add the correct offset to each slider
SetInputProperty(kTopLeftInput, QStringLiteral("offset"), QVector2D(0.0, 0.0));
SetInputProperty(kTopRightInput, QStringLiteral("offset"), QVector2D(resolution.x() , 0.0));
SetInputProperty(kBottomRightInput, QStringLiteral("offset"), resolution);
SetInputProperty(kBottomLeftInput, QStringLiteral("offset"), QVector2D(0.0, resolution.y()));
// Draw bounding box
p->drawLine(QLineF(top_left, top_right));
p->drawLine(QLineF(top_right, bottom_right));
p->drawLine(QLineF(bottom_right, bottom_left));
p->drawLine(QLineF(bottom_left, top_left));
// Create handles
gizmo_resize_handle_[0] = CreateGizmoHandleRect(top_left, handle_radius);
gizmo_resize_handle_[1] = CreateGizmoHandleRect(top_right, handle_radius);
gizmo_resize_handle_[2] = CreateGizmoHandleRect(bottom_right, handle_radius);
gizmo_resize_handle_[3] = CreateGizmoHandleRect(bottom_left, handle_radius);
// Draw handles
DrawAndExpandGizmoHandles(p, handle_radius, gizmo_resize_handle_, kGizmoCornerCount);
}
bool CornerPinDistortNode::GizmoPress(const NodeValueRow &row, const NodeGlobals &globals, const QPointF &p)
{
bool gizmo_active[kGizmoCornerCount] = {false};
for (int i = 0; i < kGizmoCornerCount; i++) {
gizmo_active[i] = gizmo_resize_handle_[i].contains(p);
if (gizmo_active[i]) {
gizmo_drag_start_ = p;
gizmo_res_ = globals.resolution();
gizmo_drag_ = i;
return true;
}
}
return false;
}
void CornerPinDistortNode::GizmoMove(const QPointF &p, const rational &time, const Qt::KeyboardModifiers &modifiers)
{
if (gizmo_dragger_.isEmpty()) {
gizmo_dragger_.resize(2);
if (gizmo_drag_ == 0) {
gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kTopLeftInput), 0), time);
gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kTopLeftInput), 1), time);
}
if (gizmo_drag_ == 1) {
gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kTopRightInput), 0), time);
gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kTopRightInput), 1), time);
}
if (gizmo_drag_ == 2) {
gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomRightInput), 0), time);
gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomRightInput), 1), time);
}
if (gizmo_drag_ == 3) {
gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomLeftInput), 0), time);
gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomLeftInput), 1), time);
}
}
QPointF diff = p - gizmo_drag_start_;
gizmo_dragger_[0].Drag(gizmo_dragger_[0].GetStartValue().toDouble() + diff.x());
gizmo_dragger_[1].Drag(gizmo_dragger_[1].GetStartValue().toDouble() + diff.y());
}
void CornerPinDistortNode::GizmoRelease(MultiUndoCommand *command) {
for (NodeInputDragger &i : gizmo_dragger_) {
i.End(command);
}
gizmo_dragger_.clear();
}
}
@@ -0,0 +1,109 @@
/***
Olive - Non-Linear Video Editor
Copyright (C) 2021 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#ifndef CORNERPINDISTORTNODE_H
#define CORNERPINDISTORTNODE_H
#include <QVector2D>
#include "node/inputdragger.h"
#include "node/node.h"
namespace olive {
class CornerPinDistortNode : public Node
{
Q_OBJECT
public:
CornerPinDistortNode();
NODE_DEFAULT_DESTRUCTOR(CornerPinDistortNode)
virtual Node* copy() const override
{
return new CornerPinDistortNode();
}
virtual QString Name() const override
{
return tr("Corner Pin");
}
virtual QString id() const override
{
return QStringLiteral("org.olivevideoeditor.Olive.cornerpin");
}
virtual QVector<CategoryID> Category() const override
{
return {kCategoryDistort};
}
virtual QString Description() const override
{
return tr("Distort the image by dragging the corners.");
}
virtual void Retranslate() override;
virtual void Value(const NodeValueRow& value, const NodeGlobals &globals, NodeValueTable *table) const override;
virtual ShaderCode GetShaderCode(const QString &shader_id) const override;
virtual bool HasGizmos() const override
{
return true;
}
virtual void DrawGizmos(const NodeValueRow& row, const NodeGlobals &globals, QPainter *p) override;
virtual bool GizmoPress(const NodeValueRow& row, const NodeGlobals &globals, const QPointF &p) override;
virtual void GizmoMove(const QPointF &p, const rational &time, const Qt::KeyboardModifiers &modifiers) override;
virtual void GizmoRelease(MultiUndoCommand *command) override;
/**
* @brief Convenience function - converts the 2D slider values from being
* an offset to the actual pixel value.
*/
QPointF ValueToPixel(int value, const NodeValueRow &row, const QVector2D &resolution) const;
static const QString kTextureInput;
static const QString kPerspectiveInput;
static const QString kTopLeftInput;
static const QString kTopRightInput;
static const QString kBottomRightInput;
static const QString kBottomLeftInput;
private:
// Gizmo variables
static const int kGizmoCornerCount = 4;
QRectF gizmo_resize_handle_[kGizmoCornerCount];
QRectF gizmo_whole_rect_;
int gizmo_drag_;
QVector<NodeInputDragger> gizmo_dragger_;
QPointF gizmo_drag_start_;
QVector2D gizmo_res_;
};
}
#endif // CORNERPINDISTORTNODE_H
+3
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@@ -29,6 +29,7 @@
#include "block/subtitle/subtitle.h"
#include "block/transition/crossdissolve/crossdissolvetransition.h"
#include "block/transition/diptocolor/diptocolortransition.h"
#include "distort/cornerpin/cornerpindistortnode.h"
#include "distort/crop/cropdistortnode.h"
#include "distort/flip/flipdistortnode.h"
#include "distort/transform/transformdistortnode.h"
@@ -264,6 +265,8 @@ Node *NodeFactory::CreateFromFactoryIndex(const NodeFactory::InternalID &id)
return new NoiseGeneratorNode();
case kTimeOffsetNode:
return new TimeOffsetNode();
case kCornerPinDistort:
return new CornerPinDistortNode();
case kInternalNodeCount:
break;
+1
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@@ -66,6 +66,7 @@ public:
kFlipDistort,
kNoiseGenerator,
kTimeOffsetNode,
kCornerPinDistort,
// Count value
kInternalNodeCount
+13
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@@ -22,6 +22,7 @@
#define SHADERJOB_H
#include <QMatrix4x4>
#include <QVector>
#include "generatejob.h"
#include "render/texture.h"
@@ -87,6 +88,16 @@ public:
interpolation_.insert(id, interp);
}
void SetVertexCoordinates(const QVector<float> &vertex_coords)
{
vertex_overrides_ = vertex_coords;
}
const QVector<float>& GetVertexCoordinates()
{
return vertex_overrides_;
}
private:
QString shader_id_;
@@ -96,6 +107,8 @@ private:
QHash<QString, Texture::Interpolation> interpolation_;
QVector<float> vertex_overrides_;
};
}
+12 -2
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@@ -569,7 +569,13 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
QOpenGLBuffer vert_vbo_;
vert_vbo_.create();
vert_vbo_.bind();
vert_vbo_.allocate(blit_vertices.constData(), blit_vertices.size() * sizeof(GLfloat));
// If the job has vertex coordinate overrides use them instead of the defaults.
if (!job.GetVertexCoordinates().isEmpty()) {
Q_ASSERT(job.GetVertexCoordinates().size() == 18);
vert_vbo_.allocate(job.GetVertexCoordinates().constData(), job.GetVertexCoordinates().size() * sizeof(float));
} else {
vert_vbo_.allocate(blit_vertices.constData(), blit_vertices.size() * sizeof(GLfloat));
}
vert_vbo_.release();
QOpenGLBuffer frag_vbo_;
@@ -886,7 +892,11 @@ GLuint OpenGLRenderer::CompileShader(GLenum type, const QString &code)
QStringLiteral("#version 120\n\n");
#endif
QString complete_code = shader_preamble;
QString complete_code;
if (!code.startsWith(QStringLiteral("#version"))) {
complete_code = shader_preamble;
}
if (code.isEmpty()) {
// Use default code
+48
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@@ -0,0 +1,48 @@
// Input texture
uniform sampler2D ove_maintex;
uniform sampler2D tex_in;
uniform bool perspective_in;
// Input texture coordinate
varying vec2 ove_texcoord;
varying vec2 q;
varying vec2 b1;
varying vec2 b2;
varying vec2 b3;
float Wedge2D(vec2 v, vec2 w) {
return (v.x*w.y) - (v.y*w.x);
}
void main() {
if(perspective_in){
gl_FragColor = texture2D(tex_in, ove_texcoord);
} else {
float A = Wedge2D(b2, b3);
float B = Wedge2D(b3, q) - Wedge2D(b1, b2);
float C = Wedge2D(b1, q);
vec2 uv;
// solve for v
if (abs(A) < 0.001) {
uv.y = -C/B;
} else {
float discrim = B*B - 4.0*A*C;
uv.y = 0.5 * (-B + sqrt(discrim)) / A;
}
// solve for u
vec2 denom = b1 + uv.y * b3;
if (abs(denom.x) > abs(denom.y)) {
uv.x = (q.x - b2.x * uv.y) / denom.x;
} else {
uv.x = (q.y - b2.y * uv.y) / denom.y;
}
uv.y = 1.0 - uv.y;
gl_FragColor = texture2D(tex_in, uv);
}
}
+101
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@@ -0,0 +1,101 @@
#version 130
uniform bool perspective_in;
uniform vec2 top_left_in;
uniform vec2 top_right_in;
uniform vec2 bottom_left_in;
uniform vec2 bottom_right_in;
uniform vec2 resolution_in;
uniform mat4 ove_mvpmat;
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 ove_texcoord;
varying vec2 q;
varying vec2 b1;
varying vec2 b2;
varying vec2 b3;
void main() {
// The slider inputs only contain the amount they have changed rather than
// their pixel locations so we adjust them here.
vec2 t_l = top_left_in;
vec2 t_r = top_right_in + vec2(resolution_in.x, 0.0);
vec2 b_r = bottom_right_in + resolution_in;
vec2 b_l = bottom_left_in + vec2(0.0, resolution_in.y);
gl_Position = ove_mvpmat * a_position;
if (perspective_in){
// Find the center of the quadrilateral by finding where the two diagonals intersect.
// https://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/
// Here we calculate the gradient and constant (y = mx + c) for each diagonal.
float m1 = (t_r.y - b_l.y)/(t_r.x - b_l.x);
float c1 = b_l.y - m1 * b_l.x;
float m2 = (b_r.y - t_l.y)/(b_r.x - t_l.x);
float c2 = t_l.y - m2 * t_l.x;
// Find the intersection by setting the two line equations equal and rearrange.
float mid_x = (c2 - c1) / (m1 - m2);
float mid_y = m1 * mid_x + c1;
// Find the distance from each corner to our center point
float d0 = length(vec2(mid_x - b_l.x, mid_y - b_l.y));
float d1 = length(vec2(b_r.x - mid_x, mid_y - b_r.y));
float d2 = length(vec2(t_r.x - mid_x, t_r.y - mid_y));
float d3 = length(vec2(mid_x - t_l.x, t_l.y - mid_y));
float q = 1.0;
/*
Vertex IDs (aspect ratio irrelevant):
0_____1
3|\ |
| \ |
| \ |
| \ |
|____\|2
4 5
*/
if (gl_VertexID == 0 || gl_VertexID == 3) {
q = (d1+d3)/d3;
} else if (gl_VertexID == 1) {
q = (d0+d2)/d2;
} else if (gl_VertexID == 2 || gl_VertexID == 5) {
q = (d3+d1)/d1;
} else {
q = (d2+d0)/d0;
}
gl_Position[0] *= q;
gl_Position[1] *= q;
gl_Position[3] = q;
} else{
// https://www.reedbeta.com/blog/quadrilateral-interpolation-part-2/
vec2 pos;
if (gl_VertexID == 0 || gl_VertexID == 3) { // top left
pos = t_l;
} else if (gl_VertexID == 1) { // top right
pos = t_r;
} else if (gl_VertexID == 2 || gl_VertexID == 5) { // bottom right
pos = b_r;
} else if (gl_VertexID == 4) { // bottom left
pos = b_l;
}
q = pos - b_l;
b1 = b_r - b_l;
b2 = t_l - b_l;
b3 = b_l - b_r - t_l + t_r;
}
ove_texcoord = a_texcoord;
}