#include "cornerpineffect.h" #include "io/path.h" #include "project/clip.h" #include "debug.h" CornerPinEffect::CornerPinEffect(Clip *c, const EffectMeta *em) : Effect(c, em) { enable_coords = true; enable_shader = true; EffectRow* top_left = add_row("Top Left"); top_left_x = top_left->add_field(EFFECT_FIELD_DOUBLE, "topleftx"); top_left_y = top_left->add_field(EFFECT_FIELD_DOUBLE, "toplefty"); EffectRow* top_right = add_row("Top Right"); top_right_x = top_right->add_field(EFFECT_FIELD_DOUBLE, "toprightx"); top_right_y = top_right->add_field(EFFECT_FIELD_DOUBLE, "toprighty"); EffectRow* bottom_left = add_row("Bottom Left"); bottom_left_x = bottom_left->add_field(EFFECT_FIELD_DOUBLE, "bottomleftx"); bottom_left_y = bottom_left->add_field(EFFECT_FIELD_DOUBLE, "bottomlefty"); EffectRow* bottom_right = add_row("Bottom Right"); bottom_right_x = bottom_right->add_field(EFFECT_FIELD_DOUBLE, "bottomrightx"); bottom_right_y = bottom_right->add_field(EFFECT_FIELD_DOUBLE, "bottomrighty"); perspective = add_row("Perspective")->add_field(EFFECT_FIELD_BOOL, "perspective"); perspective->set_bool_value(true); top_left_gizmo = add_gizmo(GIZMO_TYPE_DOT); top_left_gizmo->x_field1 = top_left_x; top_left_gizmo->y_field1 = top_left_y; top_right_gizmo = add_gizmo(GIZMO_TYPE_DOT); top_right_gizmo->x_field1 = top_right_x; top_right_gizmo->y_field1 = top_right_y; bottom_left_gizmo = add_gizmo(GIZMO_TYPE_DOT); bottom_left_gizmo->x_field1 = bottom_left_x; bottom_left_gizmo->y_field1 = bottom_left_y; bottom_right_gizmo = add_gizmo(GIZMO_TYPE_DOT); bottom_right_gizmo->x_field1 = bottom_right_x; bottom_right_gizmo->y_field1 = bottom_right_y; vertPath = "cornerpin.vert"; fragPath = "cornerpin.frag"; } void CornerPinEffect::process_coords(double timecode, GLTextureCoords &coords, int data) { coords.vertexTopLeftX += top_left_x->get_double_value(timecode); coords.vertexTopLeftY += top_left_y->get_double_value(timecode); coords.vertexTopRightX += top_right_x->get_double_value(timecode); coords.vertexTopRightY += top_right_y->get_double_value(timecode); coords.vertexBottomLeftX += bottom_left_x->get_double_value(timecode); coords.vertexBottomLeftY += bottom_left_y->get_double_value(timecode); coords.vertexBottomRightX += bottom_right_x->get_double_value(timecode); coords.vertexBottomRightY += bottom_right_y->get_double_value(timecode); } void CornerPinEffect::process_shader(double timecode, GLTextureCoords &coords) { glslProgram->setUniformValue("p0", (GLfloat) coords.vertexBottomLeftX, (GLfloat) coords.vertexBottomLeftY); glslProgram->setUniformValue("p1", (GLfloat) coords.vertexBottomRightX, (GLfloat) coords.vertexBottomRightY); glslProgram->setUniformValue("p2", (GLfloat) coords.vertexTopLeftX, (GLfloat) coords.vertexTopLeftY); glslProgram->setUniformValue("p3", (GLfloat) coords.vertexTopRightX, (GLfloat) coords.vertexTopRightY); glslProgram->setUniformValue("perspective", perspective->get_bool_value(timecode)); } void CornerPinEffect::gizmo_draw(double timecode, GLTextureCoords &coords) { top_left_gizmo->world_pos[0] = QPoint(coords.vertexTopLeftX, coords.vertexTopLeftY); top_right_gizmo->world_pos[0] = QPoint(coords.vertexTopRightX, coords.vertexTopRightY); bottom_right_gizmo->world_pos[0] = QPoint(coords.vertexBottomRightX, coords.vertexBottomRightY); bottom_left_gizmo->world_pos[0] = QPoint(coords.vertexBottomLeftX, coords.vertexBottomLeftY); }