Files
Mike-Solar 28c4426236 build: split the engine into liboakengine.so; worker drops the UI entirely
Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).

- oak-render-worker now links liboakengine instead of the whole
  libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
  objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
  macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
  ../app but backends now live in engine/; a stale pre-split liboakgl
  in the build tree got dlopened instead, re-initialized and later
  destroyed the interposed engine statics (full-suite segfault at
  DialogSequenceParameterTab, found via gdb watchpoint)
2026-07-20 03:23:28 +08:00

177 lines
4.9 KiB
GLSL

uniform sampler2D tex_in;
uniform int method_in;
uniform float radius_in;
uniform bool horiz_in;
uniform bool vert_in;
uniform bool repeat_edge_pixels_in;
uniform vec2 resolution_in;
// Directional
uniform float directional_degrees_in;
// Radial
uniform vec2 radial_center_in;
uniform int ove_iteration;
in vec2 ove_texcoord;
out vec4 frag_color;
// Gaussian function uses PI
#define M_PI 3.1415926535897932384626433832795
// Methods
#define METHOD_BOX_BLUR 0
#define METHOD_GAUSSIAN_BLUR 1
#define METHOD_DIRECTIONAL_BLUR 2
#define METHOD_RADIAL_BLUR 3
// Mode
#define MODE_NONE 0
#define MODE_HORIZONTAL 1
#define MODE_VERTICAL 2
// Single gaussian formula (unused, mainly here for documentation/just in case)
//float gaussian(float x, float sigma) {
// return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
//}
// Double gaussian formula, actually used in the code below
// Should be faster than the single gaussian above since it doesn't need sqrt()
float gaussian2(float x, float y, float sigma) {
return (1.0/((sigma*sigma)*2.0*M_PI))*exp(-0.5*(((x*x) + (y*y))/(sigma*sigma)));
}
int determine_mode() {
if (radius_in == 0.0) {
return MODE_NONE;
}
if (!horiz_in && !vert_in) {
return MODE_NONE;
}
if (horiz_in && !vert_in) {
return MODE_HORIZONTAL;
}
if (vert_in && !horiz_in) {
return MODE_VERTICAL;
}
if (ove_iteration == 0) {
return MODE_HORIZONTAL;
}
if (ove_iteration == 1) {
return MODE_VERTICAL;
}
}
vec4 add_to_composite(vec4 composite, vec2 pixel_coord, float weight)
{
if (repeat_edge_pixels_in
|| (pixel_coord.x >= 0.0
&& pixel_coord.x < 1.0
&& pixel_coord.y >= 0.0
&& pixel_coord.y < 1.0)) {
composite += texture(tex_in, pixel_coord) * weight;
}
return composite;
}
void main(void) {
int mode = determine_mode();
if (mode == MODE_NONE) {
frag_color = texture(tex_in, ove_texcoord);
return;
}
// We only sample on hard pixels, so we don't accept decimal radii
float real_radius = ceil(radius_in);
vec4 composite = vec4(0.0);
float divider, sigma;
if (method_in == METHOD_DIRECTIONAL_BLUR || method_in == METHOD_RADIAL_BLUR) {
// Despite similar math, these are lighter methods perceptually, so we double the radius to
// better match box/gaussian
real_radius *= 2.0;
}
if (method_in == METHOD_BOX_BLUR || method_in == METHOD_DIRECTIONAL_BLUR) {
// Calculate the weight of each pixel based on the radius
divider = 1.0 / real_radius;
} else if (method_in == METHOD_GAUSSIAN_BLUR) {
// Using (radius = 3 * sigma) because 3 standard deviations covers 97% of the blur according to this document:
// http://chemaguerra.com/gaussian-filter-radius/
sigma = real_radius;
real_radius *= 3.0;
// Use gaussian formula to calculate the weight of all pixels
divider = 0.0;
for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
divider += gaussian2(i, 0.0, sigma);
}
}
if (method_in == METHOD_BOX_BLUR || method_in == METHOD_GAUSSIAN_BLUR) {
for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
float weight;
if (method_in == METHOD_BOX_BLUR) {
weight = divider;
} else if (method_in == METHOD_GAUSSIAN_BLUR) {
weight = gaussian2(i, 0.0, sigma) / divider;
}
vec2 pixel_coord = ove_texcoord;
if (mode == MODE_HORIZONTAL) {
pixel_coord.x += i / resolution_in.x;
} else if (mode == MODE_VERTICAL) {
pixel_coord.y += i / resolution_in.y;
}
composite = add_to_composite(composite, pixel_coord, weight);
}
} else if (method_in == METHOD_DIRECTIONAL_BLUR || method_in == METHOD_RADIAL_BLUR) {
float angle;
if (method_in == METHOD_DIRECTIONAL_BLUR) {
// Convert directional degrees to radians
angle = (directional_degrees_in*M_PI)/180.0;
} else {
// Calculate angle from distance of center to current coordinate
vec2 distance = (ove_texcoord - 0.5) * (resolution_in) - radial_center_in;
angle = atan(distance.y/distance.x);
float multiplier = length(distance) / resolution_in.y * 2.0;
real_radius = ceil(radius_in * multiplier);
divider = 1.0 / real_radius;
}
// Get angles
float sin_angle = sin(angle);
float cos_angle = cos(angle);
for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) {
vec2 pixel_coord = ove_texcoord;
pixel_coord.y += sin_angle * i / resolution_in.y;
pixel_coord.x += cos_angle * i / resolution_in.x;
composite = add_to_composite(composite, pixel_coord, divider);
}
}
frag_color = composite;
}