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:
co-authored by
itsmattkc
parent
41a49c4880
commit
f5b4729a19
@@ -14,6 +14,7 @@
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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add_subdirectory(cornerpin)
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add_subdirectory(crop)
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add_subdirectory(flip)
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add_subdirectory(transform)
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@@ -0,0 +1,22 @@
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# Olive - Non-Linear Video Editor
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# Copyright (C) 2021 Olive Team
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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set(OLIVE_SOURCES
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${OLIVE_SOURCES}
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node/distort/cornerpin/cornerpindistortnode.cpp
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node/distort/cornerpin/cornerpindistortnode.h
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PARENT_SCOPE
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)
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@@ -0,0 +1,216 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2021 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "cornerpindistortnode.h"
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#include "common/lerp.h"
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#include "core.h"
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#include "widget/slider/floatslider.h"
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namespace olive {
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const QString CornerPinDistortNode::kTextureInput = QStringLiteral("tex_in");
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const QString CornerPinDistortNode::kTopLeftInput = QStringLiteral("top_left_in");
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const QString CornerPinDistortNode::kTopRightInput = QStringLiteral("top_right_in");
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const QString CornerPinDistortNode::kBottomRightInput = QStringLiteral("bottom_right_in");
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const QString CornerPinDistortNode::kBottomLeftInput = QStringLiteral("bottom_left_in");
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const QString CornerPinDistortNode::kPerspectiveInput = QStringLiteral("perspective_in");
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CornerPinDistortNode::CornerPinDistortNode()
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{
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AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
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AddInput(kPerspectiveInput, NodeValue::kBoolean, true);
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AddInput(kTopLeftInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
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AddInput(kTopRightInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
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AddInput(kBottomRightInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
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AddInput(kBottomLeftInput, NodeValue::kVec2, QVector2D(0.0, 0.0));
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}
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void CornerPinDistortNode::Retranslate()
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{
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SetInputName(kTextureInput, tr("Texture"));
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SetInputName(kPerspectiveInput, tr("Perspective"));
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SetInputName(kTopLeftInput, tr("Top Left"));
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SetInputName(kTopRightInput, tr("Top Right"));
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SetInputName(kBottomRightInput, tr("Bottom Right"));
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SetInputName(kBottomLeftInput, tr("Bottom Left"));
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}
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void CornerPinDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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ShaderJob job;
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job.InsertValue(value);
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job.SetAlphaChannelRequired(GenerateJob::kAlphaForceOn);
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job.InsertValue(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, globals.resolution(), this));
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// Convert slider values to their pixel values and then convert to clip space (-1.0 ... 1.0) for overriding the
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// vertex coordinates.
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const QVector2D &resolution = globals.resolution();
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QVector2D half_resolution = resolution * 0.5;
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QVector2D top_left = QVector2D(ValueToPixel(0, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
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QVector2D top_right = QVector2D(ValueToPixel(1, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
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QVector2D bottom_right = QVector2D(ValueToPixel(2, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
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QVector2D bottom_left = QVector2D(ValueToPixel(3, value, resolution)) / half_resolution - QVector2D(1.0, 1.0);
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// Override default vertex coordinates.
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QVector<float> adjusted_vertices = {top_left.x(), top_left.y(), 0.0f,
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top_right.x(), top_right.y(), 0.0f,
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bottom_right.x(), bottom_right.y(), 0.0f,
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top_left.x(), top_left.y(), 0.0f,
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bottom_left.x(), bottom_left.y(), 0.0f,
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bottom_right.x(), bottom_right.y(), 0.0f};
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job.SetVertexCoordinates(adjusted_vertices);
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// If no texture do nothing
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if (!job.GetValue(kTextureInput).data().isNull()) {
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// In the special case that all sliders are in their default position just
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// push the texture.
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if (!(job.GetValue(kTopLeftInput).data().value<QVector2D>().isNull()
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&& job.GetValue(kTopRightInput).data().value<QVector2D>().isNull() &&
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job.GetValue(kBottomRightInput).data().value<QVector2D>().isNull() &&
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job.GetValue(kBottomLeftInput).data().value<QVector2D>().isNull())) {
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table->Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
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} else {
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table->Push(NodeValue::kTexture, job.GetValue(kTextureInput).data(), this);
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}
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}
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}
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ShaderCode CornerPinDistortNode::GetShaderCode(const QString &shader_id) const
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{
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Q_UNUSED(shader_id)
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return ShaderCode(FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/cornerpin.frag")),
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FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/cornerpin.vert")));
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}
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QPointF CornerPinDistortNode::ValueToPixel(int value, const NodeValueRow& row, const QVector2D &resolution) const
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{
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Q_ASSERT(value >= 0 && value <= 3);
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switch (value) {
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case 0: // Top left
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return QPointF(row[kTopLeftInput].data().value<QVector2D>().x(),
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row[kTopLeftInput].data().value<QVector2D>().y());
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break;
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case 1: // Top right
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return QPointF(resolution.x() + row[kTopRightInput].data().value<QVector2D>().x(),
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row[kTopRightInput].data().value<QVector2D>().y());
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break;
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case 2: // Bottom right
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return QPointF(resolution.x() + row[kBottomRightInput].data().value<QVector2D>().x(),
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resolution.y() + row[kBottomRightInput].data().value<QVector2D>().y());
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break;
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case 3: //Bottom left
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return QPointF(row[kBottomLeftInput].data().value<QVector2D>().x(),
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row[kBottomLeftInput].data().value<QVector2D>().y() + resolution.y());
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break;
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default: // We should never get here
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return QPointF();
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}
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}
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void CornerPinDistortNode::DrawGizmos(const NodeValueRow &row, const NodeGlobals &globals, QPainter *p)
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{
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const QVector2D &resolution = globals.resolution();
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const double handle_radius = GetGizmoHandleRadius(p->transform());
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p->setPen(QPen(Qt::white, 0));
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QPointF top_left = ValueToPixel(0, row, resolution);
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QPointF top_right = ValueToPixel(1, row, resolution);
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QPointF bottom_right = ValueToPixel(2, row, resolution);
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QPointF bottom_left = ValueToPixel(3, row, resolution);
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// Add the correct offset to each slider
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SetInputProperty(kTopLeftInput, QStringLiteral("offset"), QVector2D(0.0, 0.0));
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SetInputProperty(kTopRightInput, QStringLiteral("offset"), QVector2D(resolution.x() , 0.0));
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SetInputProperty(kBottomRightInput, QStringLiteral("offset"), resolution);
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SetInputProperty(kBottomLeftInput, QStringLiteral("offset"), QVector2D(0.0, resolution.y()));
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// Draw bounding box
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p->drawLine(QLineF(top_left, top_right));
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p->drawLine(QLineF(top_right, bottom_right));
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p->drawLine(QLineF(bottom_right, bottom_left));
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p->drawLine(QLineF(bottom_left, top_left));
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// Create handles
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gizmo_resize_handle_[0] = CreateGizmoHandleRect(top_left, handle_radius);
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gizmo_resize_handle_[1] = CreateGizmoHandleRect(top_right, handle_radius);
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gizmo_resize_handle_[2] = CreateGizmoHandleRect(bottom_right, handle_radius);
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gizmo_resize_handle_[3] = CreateGizmoHandleRect(bottom_left, handle_radius);
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// Draw handles
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DrawAndExpandGizmoHandles(p, handle_radius, gizmo_resize_handle_, kGizmoCornerCount);
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}
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bool CornerPinDistortNode::GizmoPress(const NodeValueRow &row, const NodeGlobals &globals, const QPointF &p)
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{
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bool gizmo_active[kGizmoCornerCount] = {false};
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for (int i = 0; i < kGizmoCornerCount; i++) {
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gizmo_active[i] = gizmo_resize_handle_[i].contains(p);
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if (gizmo_active[i]) {
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gizmo_drag_start_ = p;
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gizmo_res_ = globals.resolution();
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gizmo_drag_ = i;
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return true;
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}
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}
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return false;
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}
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void CornerPinDistortNode::GizmoMove(const QPointF &p, const rational &time, const Qt::KeyboardModifiers &modifiers)
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{
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if (gizmo_dragger_.isEmpty()) {
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gizmo_dragger_.resize(2);
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if (gizmo_drag_ == 0) {
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gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kTopLeftInput), 0), time);
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gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kTopLeftInput), 1), time);
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}
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if (gizmo_drag_ == 1) {
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gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kTopRightInput), 0), time);
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gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kTopRightInput), 1), time);
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}
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if (gizmo_drag_ == 2) {
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gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomRightInput), 0), time);
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gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomRightInput), 1), time);
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}
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if (gizmo_drag_ == 3) {
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gizmo_dragger_[0].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomLeftInput), 0), time);
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gizmo_dragger_[1].Start(NodeKeyframeTrackReference(NodeInput(this, kBottomLeftInput), 1), time);
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}
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}
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QPointF diff = p - gizmo_drag_start_;
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gizmo_dragger_[0].Drag(gizmo_dragger_[0].GetStartValue().toDouble() + diff.x());
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gizmo_dragger_[1].Drag(gizmo_dragger_[1].GetStartValue().toDouble() + diff.y());
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}
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void CornerPinDistortNode::GizmoRelease(MultiUndoCommand *command) {
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for (NodeInputDragger &i : gizmo_dragger_) {
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i.End(command);
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}
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gizmo_dragger_.clear();
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}
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}
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@@ -0,0 +1,109 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2021 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
|
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef CORNERPINDISTORTNODE_H
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#define CORNERPINDISTORTNODE_H
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#include <QVector2D>
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#include "node/inputdragger.h"
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#include "node/node.h"
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namespace olive {
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class CornerPinDistortNode : public Node
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{
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Q_OBJECT
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public:
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CornerPinDistortNode();
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NODE_DEFAULT_DESTRUCTOR(CornerPinDistortNode)
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virtual Node* copy() const override
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{
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return new CornerPinDistortNode();
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}
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virtual QString Name() const override
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{
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return tr("Corner Pin");
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}
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virtual QString id() const override
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{
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return QStringLiteral("org.olivevideoeditor.Olive.cornerpin");
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}
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virtual QVector<CategoryID> Category() const override
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{
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return {kCategoryDistort};
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}
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virtual QString Description() const override
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{
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return tr("Distort the image by dragging the corners.");
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}
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virtual void Retranslate() override;
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virtual void Value(const NodeValueRow& value, const NodeGlobals &globals, NodeValueTable *table) const override;
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virtual ShaderCode GetShaderCode(const QString &shader_id) const override;
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virtual bool HasGizmos() const override
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{
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return true;
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}
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virtual void DrawGizmos(const NodeValueRow& row, const NodeGlobals &globals, QPainter *p) override;
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virtual bool GizmoPress(const NodeValueRow& row, const NodeGlobals &globals, const QPointF &p) override;
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virtual void GizmoMove(const QPointF &p, const rational &time, const Qt::KeyboardModifiers &modifiers) override;
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virtual void GizmoRelease(MultiUndoCommand *command) override;
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/**
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* @brief Convenience function - converts the 2D slider values from being
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* an offset to the actual pixel value.
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*/
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QPointF ValueToPixel(int value, const NodeValueRow &row, const QVector2D &resolution) const;
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static const QString kTextureInput;
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static const QString kPerspectiveInput;
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static const QString kTopLeftInput;
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static const QString kTopRightInput;
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static const QString kBottomRightInput;
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static const QString kBottomLeftInput;
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private:
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// Gizmo variables
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static const int kGizmoCornerCount = 4;
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QRectF gizmo_resize_handle_[kGizmoCornerCount];
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QRectF gizmo_whole_rect_;
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int gizmo_drag_;
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QVector<NodeInputDragger> gizmo_dragger_;
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QPointF gizmo_drag_start_;
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QVector2D gizmo_res_;
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};
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}
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#endif // CORNERPINDISTORTNODE_H
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@@ -29,6 +29,7 @@
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#include "block/subtitle/subtitle.h"
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#include "block/transition/crossdissolve/crossdissolvetransition.h"
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#include "block/transition/diptocolor/diptocolortransition.h"
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#include "distort/cornerpin/cornerpindistortnode.h"
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#include "distort/crop/cropdistortnode.h"
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#include "distort/flip/flipdistortnode.h"
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#include "distort/transform/transformdistortnode.h"
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@@ -264,6 +265,8 @@ Node *NodeFactory::CreateFromFactoryIndex(const NodeFactory::InternalID &id)
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return new NoiseGeneratorNode();
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case kTimeOffsetNode:
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return new TimeOffsetNode();
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case kCornerPinDistort:
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return new CornerPinDistortNode();
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case kInternalNodeCount:
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break;
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@@ -66,6 +66,7 @@ public:
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kFlipDistort,
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kNoiseGenerator,
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kTimeOffsetNode,
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kCornerPinDistort,
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// Count value
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kInternalNodeCount
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@@ -22,6 +22,7 @@
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#define SHADERJOB_H
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#include <QMatrix4x4>
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#include <QVector>
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#include "generatejob.h"
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#include "render/texture.h"
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@@ -87,6 +88,16 @@ public:
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interpolation_.insert(id, interp);
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}
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void SetVertexCoordinates(const QVector<float> &vertex_coords)
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{
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vertex_overrides_ = vertex_coords;
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}
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const QVector<float>& GetVertexCoordinates()
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{
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return vertex_overrides_;
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}
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private:
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QString shader_id_;
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@@ -96,6 +107,8 @@ private:
|
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QHash<QString, Texture::Interpolation> interpolation_;
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QVector<float> vertex_overrides_;
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|
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};
|
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}
|
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@@ -569,7 +569,13 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
|
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QOpenGLBuffer vert_vbo_;
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vert_vbo_.create();
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vert_vbo_.bind();
|
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// If the job has vertex coordinate overrides use them instead of the defaults.
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if (!job.GetVertexCoordinates().isEmpty()) {
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Q_ASSERT(job.GetVertexCoordinates().size() == 18);
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vert_vbo_.allocate(job.GetVertexCoordinates().constData(), job.GetVertexCoordinates().size() * sizeof(float));
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} 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
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
Reference in New Issue
Block a user