Files
oak-editor/effects/internal/cornerpineffect.cpp
T

73 lines
3.3 KiB
C++

#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);
top_left_x->id = "topleftx";
top_left_y = top_left->add_field(EFFECT_FIELD_DOUBLE);
top_left_y->id = "toplefty";
EffectRow* top_right = add_row("Top Right:");
top_right_x = top_right->add_field(EFFECT_FIELD_DOUBLE);
top_right_x->id = "toprightx";
top_right_y = top_right->add_field(EFFECT_FIELD_DOUBLE);
top_right_y->id = "toprighty";
EffectRow* bottom_left = add_row("Bottom Left:");
bottom_left_x = bottom_left->add_field(EFFECT_FIELD_DOUBLE);
bottom_left_x->id = "bottomleftx";
bottom_left_y = bottom_left->add_field(EFFECT_FIELD_DOUBLE);
bottom_left_y->id = "bottomlefty";
EffectRow* bottom_right = add_row("Bottom Right:");
bottom_right_x = bottom_right->add_field(EFFECT_FIELD_DOUBLE);
bottom_right_x->id = "bottomrightx";
bottom_right_y = bottom_right->add_field(EFFECT_FIELD_DOUBLE);
bottom_right_y->id = "bottomrighty";
perspective = add_row("Perspective:")->add_field(EFFECT_FIELD_BOOL);
perspective->set_bool_value(true);
connect(top_left_x, SIGNAL(changed()), this, SLOT(field_changed()));
connect(top_left_y, SIGNAL(changed()), this, SLOT(field_changed()));
connect(top_right_x, SIGNAL(changed()), this, SLOT(field_changed()));
connect(top_right_y, SIGNAL(changed()), this, SLOT(field_changed()));
connect(bottom_left_x, SIGNAL(changed()), this, SLOT(field_changed()));
connect(bottom_left_y, SIGNAL(changed()), this, SLOT(field_changed()));
connect(bottom_right_x, SIGNAL(changed()), this, SLOT(field_changed()));
connect(bottom_right_y, SIGNAL(changed()), this, SLOT(field_changed()));
connect(perspective, SIGNAL(changed()), this, SLOT(field_changed()));
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));
}