Implements a very basic GLSL deinterlace that simply halves the vertical
resolution and then interpolates between the fields. This can be toggled
on or off.
The reasons for being so basic is:
- Speed, very quick code running in OpenGL
- It would seem the highest quality deinterlacers are temporally based
which doesn't make much sense for the viewer, particularly since we can't
double the frame rate since our timecode is fixed to the frames.
Higher quality interlacing/deinterlacing will be present in the actual
renderer.
Implements the following:
- Sequences have pixel aspect ratios that work in tandem with footage PARs
to render footage correctly. Viewer and export also acknowledge PARs
- Sequences can have interlacing settings. This doesn't do anything yet,
eventually the renderer will need to interlace/deinterlace/reinterlace
appropriately in order to conform all the footage to the sequence. Export
acknowledges interlacing, but this only affects metadata, not the image.
Shifted from CacheTask to functionality built into RenderBackend. It was
a lot easier to control behavior this way without having to juggle a ton
of threads and race conditions.
Could likely be multithreaded further.
We had support for detecting aspect ratios and respecting them in the
render, but this allows people to not only see the aspect ratio in use,
but also override it with their own.
I think there was an earlier commit with a similar name but turns out
I'd only done foundational work in that commit and never actually
properly set it up. Of course once I did, there were several issues that
needed fixing to make it work correctly, but now it works as expected.
Heavily optimizes larger projects by allowing cache jobs to only copy
what has changed.
There are now two functions to get the full matrix for the transformed
image. One that returns as is and one that returns with the Y
translation flipped for OpenGL.
Also some minor bug fixing.
Pixel sampler now works with a zoomed/translated image. As usual we
have to flip the y translation as OpenGl stores images upside down.
Need to look at a better way of handling this.
Added a new function that inverts the world transform and applies it to
a point. This allows the gizmo code to work in it's own space and not
need to know is the image has been zoomed or translated.
Viewer init was kind of too late since in many cases the sequence
would start caching and crash the app before the user could even read
the message. Moving to the startup makes it clearer from the beginning.
Original fix was wrong, this sorts it out I think. Delta values had to
be doubled as we're in Clip space (I think) and the matrix
multiplication order had to be swapped around.
Updated one of the signla/slot pairs to be simpler as we no longer need
to pass the zoom percentage back and forth.
If Hand Tool is selected we can now drag with a left click AS WELL AS
middle click. This keeps the view behaviour in line with other widgets
in Olive.
For simplicity it does not use handmovableview.
The translation needs to be scaled relative to the zoom percentage so
we get sensible movement when dragging. Dragging is also disabled when
the image is smaller than the container widget.
Re-orders the initialisation of some variables to stop a compile
warning on Travis.
Had to separate zoom and translate matrices to stop the zoom being
applied to itelf. This also required adding separate get/set functions
for each matrix and a GetcombinedMatrix() funtion.
Added those functions ot other files where needed ut may be wrong. Need
to look at export.cpp
Also changed the mouse move and press events to make translation work.
While the auto-cache will always default to on, there are cases where the
user may not want the viewer to barrel ahead caching something (footage
viewer for instance or if the user is making a lot of changes in a short
amount of time).
The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
The viewer playback used to rely primarily on the vsync, which was
extremely smooth, but had issues when there was only audio or the viewer
was hidden. This was bodged by attaching to the audio in these scenarios,
but still not perfect.
Now we run a timer in tandem with vsync for the best of both worlds.
Playback is no longer wholly reliant on vsync, yet the viewer can remain
as smooth as possible using vsync.
Also moves "ForceUpdate" to a queued connection so it occurs as soon as
the rest of the processing is done. This ensures the viewer isn't updated
too early.