/*** Olive - Non-Linear Video Editor Copyright (C) 2019 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 . ***/ #include "renderfunctions.h" extern "C" { #include } #include #include #include #include #include #include #ifndef NO_OCIO #include namespace OCIO = OCIO_NAMESPACE; #endif #include "timeline/clip.h" #include "timeline/sequence.h" #include "project/media.h" #include "effects/effect.h" #include "project/footage.h" #include "effects/transition.h" #include "ui/collapsiblewidget.h" #include "rendering/audio.h" #include "global/math.h" #include "global/config.h" #include "panels/timeline.h" #include "panels/viewer.h" #include "qopenglshaderprogramptr.h" GLfloat olive::rendering::blit_vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; GLfloat olive::rendering::blit_texcoords[] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 }; GLfloat olive::rendering::flipped_blit_texcoords[] = { 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; void olive::rendering::Blit(QOpenGLShaderProgram* pipeline, bool flipped, QMatrix4x4 matrix) { QOpenGLVertexArrayObject m_vao; m_vao.create(); m_vao.bind(); QOpenGLBuffer m_vbo; m_vbo.create(); m_vbo.bind(); m_vbo.allocate(blit_vertices, 18 * sizeof(GLfloat)); m_vbo.release(); QOpenGLBuffer m_vbo2; m_vbo2.create(); m_vbo2.bind(); m_vbo2.allocate(flipped ? flipped_blit_texcoords : blit_texcoords, 12 * sizeof(GLfloat)); m_vbo2.release(); QOpenGLFunctions* func = QOpenGLContext::currentContext()->functions(); pipeline->bind(); pipeline->setUniformValue("mvp_matrix", matrix); pipeline->setUniformValue("texture", 0); GLuint vertex_location = pipeline->attributeLocation("a_position"); m_vbo.bind(); func->glEnableVertexAttribArray(vertex_location); func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0); m_vbo.release(); GLuint tex_location = pipeline->attributeLocation("a_texcoord"); m_vbo2.bind(); func->glEnableVertexAttribArray(tex_location); func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0); m_vbo2.release(); func->glDrawArrays(GL_TRIANGLES, 0, 6); pipeline->release(); } QOpenGLShaderProgramPtr olive::rendering::GetPipeline(const QString& shader_code) { QOpenGLShaderProgramPtr program = std::make_shared(); // Generate vertex shader QString vert_shader = "#version 110\n" "\n" "#ifdef GL_ES\n" "precision mediump int;\n" "precision mediump float;\n" "#endif\n" "\n" "uniform mat4 mvp_matrix;\n" "\n" "attribute vec4 a_position;\n" "attribute vec2 a_texcoord;\n" "\n" "varying vec2 v_texcoord;\n" "\n" "void main() {\n" " gl_Position = mvp_matrix * a_position;\n" " v_texcoord = a_texcoord;\n" "}\n"; // Generate fragment shader QString frag_shader = "#version 110\n" "\n" "#ifdef GL_ES\n" "precision mediump int;\n" "precision mediump float;\n" "#endif\n" "\n" "uniform sampler2D texture;\n" "uniform float opacity;\n" "uniform bool color_only;\n" "uniform vec4 color_only_color;\n" "varying vec2 v_texcoord;\n" "\n"; // Finish the function with the main function // Check if additional code was passed to this function, add it here if (shader_code.isEmpty()) { // If not, just add a pure main() function frag_shader.append("\n" "void main() {\n" " if (color_only) {\n" " gl_FragColor = color_only_color;" " } else {\n" " vec4 color = texture2D(texture, v_texcoord)*opacity;\n" " gl_FragColor = color;\n" " }\n" "}\n"); } else { // If additional code was passed, add it and reference it in main(). // // The function in the additional code is expected to be `vec4 process(vec4 color)`. The texture coordinate can be // acquired through `v_texcoord`. frag_shader.append(shader_code); frag_shader.append("\n" "void main() {\n" " vec4 color = process(texture2D(texture, v_texcoord))*opacity;\n" " gl_FragColor = color;\n" "}\n"); } // Add shaders to program program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_shader); program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_shader); program->link(); // Set opacity default to 100% program->bind(); program->setUniformValue("opacity", 1.0f); program->release(); return program; } void draw_clip(QOpenGLContext* ctx, QOpenGLShaderProgram* pipeline, GLuint fbo, GLuint texture, bool clear) { ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); if (clear) { ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); } ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture); olive::rendering::Blit(pipeline); ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } GLuint draw_clip(QOpenGLContext* ctx, QOpenGLShaderProgram* pipeline, const FramebufferObject& fbo, GLuint texture, bool clear) { fbo.BindBuffer(); if (clear) { ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); } ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture); olive::rendering::Blit(pipeline); ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); fbo.ReleaseBuffer(); return fbo.texture(); } void process_effect(QOpenGLContext* ctx, QOpenGLShaderProgram* pipeline, Clip* c, Effect* e, double timecode, GLTextureCoords& coords, GLuint& composite_texture, bool& fbo_switcher, bool& texture_failed, int data) { if (e->IsEnabled()) { if (e->Flags() & Effect::CoordsFlag) { e->process_coords(timecode, coords, data); } bool can_process_shaders = ((e->Flags() & Effect::ShaderFlag) && olive::CurrentRuntimeConfig.shaders_are_enabled); if (can_process_shaders || (e->Flags() & Effect::SuperimposeFlag)) { e->startEffect(); if (can_process_shaders && e->is_shader_linked()) { for (int i=0;igetIterations();i++) { e->process_shader(timecode, coords, i); composite_texture = draw_clip(ctx, pipeline, c->fbo.at(fbo_switcher), composite_texture, true); fbo_switcher = !fbo_switcher; } } if (e->Flags() & Effect::SuperimposeFlag) { GLuint superimpose_texture = e->process_superimpose(timecode); if (superimpose_texture == 0) { qWarning() << "Superimpose texture was nullptr, retrying..."; texture_failed = true; } else if (composite_texture == 0) { // if there is no previous texture, just return the superimposes texture // UNLESS this is a shader-extended superimpose effect in which case, // we'll need to draw it below composite_texture = superimpose_texture; } else { // if the source texture is not already a framebuffer texture, // we'll need to make it one before drawing a superimpose effect on it if (composite_texture != c->fbo.at(0).texture() && composite_texture != c->fbo.at(1).texture()) { draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), composite_texture, true); } composite_texture = draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), superimpose_texture, false); } } e->endEffect(); } } } GLuint compose_sequence(ComposeSequenceParams ¶ms) { GLuint final_fbo = params.main_buffer; Sequence* s = params.seq; long playhead = s->playhead; if (!params.nests.isEmpty()) { for (int i=0;imedia()->to_sequence().get(); playhead += params.nests.at(i)->clip_in(true) - params.nests.at(i)->timeline_in(true); playhead = rescale_frame_number(playhead, params.nests.at(i)->sequence->frame_rate, s->frame_rate); } if (params.video && !params.nests.last()->fbo.isEmpty()) { params.nests.last()->fbo.at(0).BindBuffer(); params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); final_fbo = params.nests.last()->fbo.at(0).buffer(); } } int audio_track_count = 0; QVector current_clips; // loop through clips, find currently active, and sort by track for (int i=0;iclips.size();i++) { Clip* c = s->clips.at(i).get(); if (c != nullptr) { // if clip is video and we're processing video if ((c->track() < 0) == params.video) { bool clip_is_active = false; // is the clip a "footage" clip? if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { Footage* m = c->media()->to_footage(); // does the clip have a valid media source? if (!m->invalid && !(c->track() >= 0 && !is_audio_device_set())) { // is the media process and ready? if (m->ready) { const FootageStream* ms = c->media_stream(); // does the media have a valid media stream source and is it active? if (ms != nullptr && c->IsActiveAt(playhead)) { // open if not open if (!c->IsOpen()) { c->Open(); } clip_is_active = true; // increment audio track count if (c->track() >= 0) audio_track_count++; } else if (c->IsOpen()) { // close the clip if it isn't active anymore c->Close(false); } } else { // media wasn't ready, schedule a redraw params.texture_failed = true; } } } else { // if the clip is a nested sequence or null clip, just open it if (c->IsActiveAt(playhead)) { if (!c->IsOpen()) { c->Open(); } clip_is_active = true; } else if (c->IsOpen()) { c->Close(false); } } // if the clip is active, added it to "current_clips", sorted by track if (clip_is_active) { bool added = false; // track sorting is only necessary for video clips // audio clips are mixed equally, so we skip sorting for those if (params.video) { // insertion sort by track for (int j=0;jtrack() < c->track()) { current_clips.insert(j, c); added = true; break; } } } if (!added) { current_clips.append(c); } } } } } QMatrix4x4 projection; if (params.video) { // set default coordinates based on the sequence, with 0 in the direct center params.ctx->functions()->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); int half_width = s->width/2; int half_height = s->height/2; projection.ortho(-half_width, half_width, -half_height, half_height, -1, 1); } // loop through current clips for (int i=0;istate_change_lock.lock(); } else { got_mutex = c->state_change_lock.tryLock(); } if (got_mutex && c->IsOpen()) { // if clip is a video clip if (c->track() < 0) { // textureID variable contains texture to be drawn on screen at the end GLuint textureID = 0; // store video source dimensions int video_width = c->media_width(); int video_height = c->media_height(); // if media is footage if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { // retrieve video frame from cache and store it in c->texture c->Cache(qMax(playhead, c->timeline_in()), false, params.nests, params.playback_speed); if (!c->Retrieve()) { params.texture_failed = true; } else { // retrieve ID from c->texture textureID = c->texture->textureId(); } if (textureID == 0) { qWarning() << "Failed to create texture"; } } // prepare framebuffers for backend drawing operations if (c->fbo.isEmpty()) { // create 3 fbos for nested sequences, 2 for most clips int fbo_count = (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_SEQUENCE) ? 3 : 2; c->fbo.resize(fbo_count); for (int j=0;jfbo[j].Create(params.ctx, video_width, video_height); } } // if clip should actually be shown on screen in this frame if (playhead >= c->timeline_in(true) && playhead < c->timeline_out(true)) { // simple bool for switching between the two framebuffers bool fbo_switcher = false; params.ctx->functions()->glViewport(0, 0, video_width, video_height); if (c->media() != nullptr) { if (c->media()->get_type() == MEDIA_TYPE_SEQUENCE) { // for a nested sequence, run this function again on that sequence and retrieve the texture // add nested sequence to nest list params.nests.append(c); // compose sequence textureID = compose_sequence(params); // remove sequence from nest list params.nests.removeLast(); // compose_sequence() would have written to this clip's fbo[0], so we switch to fbo[1] fbo_switcher = !fbo_switcher; } else if (c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { if (!c->media()->to_footage()->alpha_is_premultiplied) { // alpha is not premultiplied, we'll need to multiply it for the rest of the pipeline params.ctx->functions()->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ZERO, GL_ONE, GL_ZERO); textureID = draw_clip(params.ctx, params.pipeline, c->fbo.at(fbo_switcher), textureID, true); params.ctx->functions()->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); fbo_switcher = !fbo_switcher; } #ifndef NO_OCIO // convert to linear colorspace if (olive::CurrentConfig.enable_color_management && params.ocio_shader != nullptr) { params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE2); params.ctx->extraFunctions()->glBindTexture(GL_TEXTURE_3D, params.ocio_lut_texture); params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE0); params.ocio_shader->bind(); params.ocio_shader->setUniformValue("tex2", 2); textureID = draw_clip(params.ctx, params.ocio_shader, c->fbo.at(fbo_switcher), textureID, true); params.ocio_shader->release(); params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE2); params.ctx->extraFunctions()->glBindTexture(GL_TEXTURE_3D, 0); params.ctx->extraFunctions()->glActiveTexture(GL_TEXTURE0); fbo_switcher = !fbo_switcher; } #endif } } // set up default coordinates for drawing the clip GLTextureCoords coords; coords.vertex_top_left = QVector3D(-video_width/2, -video_height/2, 0.0f); coords.vertex_top_right = QVector3D(video_width/2, -video_height/2, 0.0f); coords.vertex_bottom_left = QVector3D(-video_width/2, video_height/2, 0.0f); coords.vertex_bottom_right = QVector3D(video_width/2, video_height/2, 0.0f); coords.texture_top_left = QVector2D(0.0f, 0.0f); coords.texture_top_right = QVector2D(1.0f, 0.0f); coords.texture_bottom_left = QVector2D(0.0f, 1.0f); coords.texture_bottom_right = QVector2D(1.0f, 1.0f); coords.blendmode = -1; coords.opacity = 1.0; // == EFFECT CODE START == // get current sequence time in seconds (used for effects) double timecode = get_timecode(c, playhead); // run through all of the clip's effects for (int j=0;jeffects.size();j++) { Effect* e = c->effects.at(j).get(); process_effect(params.ctx, params.pipeline, c, e, timecode, coords, textureID, fbo_switcher, params.texture_failed, kTransitionNone); } // if the clip has an opening transition, process that now if (c->opening_transition != nullptr) { int transition_progress = playhead - c->timeline_in(true); if (transition_progress < c->opening_transition->get_length()) { process_effect(params.ctx, params.pipeline, c, c->opening_transition.get(), double(transition_progress)/double(c->opening_transition->get_length()), coords, textureID, fbo_switcher, params.texture_failed, kTransitionOpening); } } // if the clip has a closing transition, process that now if (c->closing_transition != nullptr) { int transition_progress = playhead - (c->timeline_out(true) - c->closing_transition->get_length()); if (transition_progress >= 0 && transition_progress < c->closing_transition->get_length()) { process_effect(params.ctx, params.pipeline, c, c->closing_transition.get(), double(transition_progress)/double(c->closing_transition->get_length()), coords, textureID, fbo_switcher, params.texture_failed, kTransitionClosing); } } // == EFFECT CODE END == // Check whether the parent clip is auto-scaled if (c->autoscaled() && (video_width != s->width && video_height != s->height)) { float width_multiplier = float(s->width) / float(video_width); float height_multiplier = float(s->height) / float(video_height); float scale_multiplier = qMin(width_multiplier, height_multiplier); coords.matrix.scale(scale_multiplier, scale_multiplier); } // Configure effect gizmos if they exist if (params.gizmos != nullptr) { // set correct gizmo coords at this matrix params.gizmos->gizmo_draw(timecode, coords); // convert gizmo coords to screen coords params.gizmos->gizmo_world_to_screen(coords.matrix, projection); } if (textureID > 0) { // set viewport to sequence size params.ctx->functions()->glViewport(0, 0, s->width, s->height); // == START RENDER CLIP IN CONTEXT OF SEQUENCE == // use clip textures for nested sequences, otherwise use main frame buffers GLuint back_buffer_1; GLuint backend_tex_1; GLuint backend_tex_2; if (params.nests.size() > 0) { back_buffer_1 = params.nests.last()->fbo[1].buffer(); backend_tex_1 = params.nests.last()->fbo[1].texture(); backend_tex_2 = params.nests.last()->fbo[2].texture(); } else { back_buffer_1 = params.backend_buffer1; backend_tex_1 = params.backend_attachment1; backend_tex_2 = params.backend_attachment2; } // render a backbuffer params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, back_buffer_1); params.ctx->functions()->glClearColor(0.0, 0.0, 0.0, 0.0); params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); // bind final clip texture params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, textureID); // set texture filter to bilinear params.ctx->functions()->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); params.ctx->functions()->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // draw clip on screen according to gl coordinates params.pipeline->bind(); params.pipeline->setUniformValue("mvp_matrix", projection * coords.matrix); params.pipeline->setUniformValue("texture", 0); params.pipeline->setUniformValue("opacity", coords.opacity); GLfloat vertices[] = { coords.vertex_top_left.x(), coords.vertex_top_left.y(), 0.0f, coords.vertex_top_right.x(), coords.vertex_top_right.y(), 0.0f, coords.vertex_bottom_right.x(), coords.vertex_bottom_right.y(), 0.0f, coords.vertex_top_left.x(), coords.vertex_top_left.y(), 0.0f, coords.vertex_bottom_left.x(), coords.vertex_bottom_left.y(), 0.0f, coords.vertex_bottom_right.x(), coords.vertex_bottom_right.y(), 0.0f, }; GLfloat texcoords[] = { coords.texture_top_left.x(), coords.texture_top_left.y(), coords.texture_top_right.x(), coords.texture_top_right.y(), coords.texture_bottom_right.x(), coords.texture_bottom_right.y(), coords.texture_top_left.x(), coords.texture_top_left.y(), coords.texture_bottom_left.x(), coords.texture_bottom_left.y(), coords.texture_bottom_right.x(), coords.texture_bottom_right.y(), }; QOpenGLVertexArrayObject vao; vao.create(); vao.bind(); QOpenGLBuffer vertex_buffer; vertex_buffer.create(); vertex_buffer.bind(); vertex_buffer.allocate(vertices, 18 * sizeof(GLfloat)); vertex_buffer.release(); QOpenGLBuffer texcoord_buffer; texcoord_buffer.create(); texcoord_buffer.bind(); texcoord_buffer.allocate(texcoords, 12 * sizeof(GLfloat)); texcoord_buffer.release(); GLuint vertex_location = params.pipeline->attributeLocation("a_position"); vertex_buffer.bind(); params.ctx->functions()->glEnableVertexAttribArray(vertex_location); params.ctx->functions()->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0); vertex_buffer.release(); GLuint tex_location = params.pipeline->attributeLocation("a_texcoord"); texcoord_buffer.bind(); params.ctx->functions()->glEnableVertexAttribArray(tex_location); params.ctx->functions()->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0); texcoord_buffer.release(); params.ctx->functions()->glDrawArrays(GL_TRIANGLES, 0, 6); params.pipeline->setUniformValue("opacity", 1.0f); params.pipeline->release(); // release final clip texture params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // == END RENDER CLIP IN CONTEXT OF SEQUENCE == // // // PROCESS POST-SHADERS // // // copy front buffer to back buffer (only if we're using a blending mode) if (coords.blendmode >= 0) { if (params.nests.size() > 0) { draw_clip(params.ctx, params.pipeline, params.nests.last()->fbo[2].buffer(), params.nests.last()->fbo[0].texture(), true); } else { draw_clip(params.ctx, params.pipeline, params.backend_buffer2, params.main_attachment, true); } } // == START FINAL DRAW ON SEQUENCE BUFFER == // bind front buffer as draw buffer params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, final_fbo); // Check if we're using a blend mode (< 0 means no blend mode) if (coords.blendmode < 0) { params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_1); olive::rendering::Blit(params.pipeline); params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); } else { // load background texture into texture unit 0 params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_2); // load foreground texture into texture unit 1 params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_1); // bind and configure blending mode shader params.blend_mode_program->bind(); params.blend_mode_program->setUniformValue("blendmode", coords.blendmode); params.blend_mode_program->setUniformValue("opacity", coords.opacity); params.blend_mode_program->setUniformValue("background", 0); params.blend_mode_program->setUniformValue("foreground", 1); params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT); olive::rendering::Blit(params.pipeline); // release blend mode shader params.blend_mode_program->release(); // unbind texture from texture unit 1 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); // unbind texture from texture unit 0 params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0 params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0); } // unbind framebuffer params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // == END FINAL DRAW ON SEQUENCE BUFFER == } } } else { if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_SEQUENCE) { params.nests.append(c); compose_sequence(params); params.nests.removeLast(); } else { // Check whether cacher is currently active, if not activate it now if (c->cache_lock.tryLock()) { c->cache_lock.unlock(); c->Cache(playhead, (params.viewer != nullptr && !params.viewer->playing), params.nests, params.playback_speed); } } } } else { params.texture_failed = true; } if (got_mutex) { c->state_change_lock.unlock(); } } if (audio_track_count == 0 && params.viewer != nullptr) { params.viewer->play_wake(); } if (!params.nests.isEmpty() && !params.nests.last()->fbo.isEmpty()) { // returns nested clip's texture return params.nests.last()->fbo[0].texture(); } return 0; } void compose_audio(Viewer* viewer, Sequence* seq, int playback_speed, bool wait_for_mutexes) { ComposeSequenceParams params; params.viewer = viewer; params.ctx = nullptr; params.seq = seq; params.video = false; params.gizmos = nullptr; params.wait_for_mutexes = wait_for_mutexes; params.playback_speed = playback_speed; params.blend_mode_program = nullptr; compose_sequence(params); } long rescale_frame_number(long framenumber, double source_frame_rate, double target_frame_rate) { return qRound((double(framenumber)/source_frame_rate)*target_frame_rate); } double get_timecode(Clip* c, long playhead) { return double(playhead_to_clip_frame(c, playhead))/c->sequence->frame_rate; } long playhead_to_clip_frame(Clip* c, long playhead) { return (qMax(0L, playhead - c->timeline_in(true)) + c->clip_in(true)); } double playhead_to_clip_seconds(Clip* c, long playhead) { // returns time in seconds long clip_frame = playhead_to_clip_frame(c, playhead); if (c->reversed()) { clip_frame = c->media_length() - clip_frame - 1; } double secs = (double(clip_frame)/c->sequence->frame_rate)*c->speed().value; if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) { secs *= c->media()->to_footage()->speed; } return secs; } int64_t seconds_to_timestamp(Clip *c, double seconds) { return qRound64(seconds * av_q2d(av_inv_q(c->time_base()))); } int64_t playhead_to_timestamp(Clip* c, long playhead) { return seconds_to_timestamp(c, playhead_to_clip_seconds(c, playhead)); } void close_active_clips(Sequence* s) { if (s != nullptr) { for (int i=0;iclips.size();i++) { Clip* c = s->clips.at(i).get(); if (c != nullptr) { c->Close(true); } } } } void UpdateOCIOGLState(const ComposeSequenceParams& params) { }