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)
304 lines
9.1 KiB
C++
304 lines
9.1 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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Modifications Copyright (C) 2025 mikesolar
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "polygon.h"
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#include <QGuiApplication>
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#include <QVector2D>
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namespace olive
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{
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const QString PolygonGenerator::k_points_input = QStringLiteral("points_in");
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const QString PolygonGenerator::k_color_input = QStringLiteral("color_in");
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#define super GeneratorWithMerge
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PolygonGenerator::PolygonGenerator()
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{
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add_input(k_points_input, NodeValue::k_bezier, QVector2D(0, 0),
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InputFlags(k_input_flag_array));
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add_input(k_color_input, NodeValue::k_color,
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QVariant::fromValue(Color(1.0, 1.0, 1.0)));
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const int k_middle_x = 135;
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const int k_middle_y = 45;
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const int k_bottom_x = 90;
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const int k_bottom_y = 120;
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const int k_top_y = 135;
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// The Default Pentagon(tm)
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input_array_resize(k_points_input, 5);
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set_split_standard_value_on_track(k_points_input, 0, 0, 0);
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set_split_standard_value_on_track(k_points_input, 1, -k_top_y, 0);
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set_split_standard_value_on_track(k_points_input, 0, k_middle_x, 1);
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set_split_standard_value_on_track(k_points_input, 1, -k_middle_y, 1);
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set_split_standard_value_on_track(k_points_input, 0, k_bottom_x, 2);
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set_split_standard_value_on_track(k_points_input, 1, k_bottom_y, 2);
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set_split_standard_value_on_track(k_points_input, 0, -k_bottom_x, 3);
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set_split_standard_value_on_track(k_points_input, 1, k_bottom_y, 3);
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set_split_standard_value_on_track(k_points_input, 0, -k_middle_x, 4);
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set_split_standard_value_on_track(k_points_input, 1, -k_middle_y, 4);
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// Initiate gizmos
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poly_gizmo_ = new PathGizmo(this);
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}
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QString PolygonGenerator::name() const
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{
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return tr("Polygon");
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}
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QString PolygonGenerator::id() const
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{
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return QStringLiteral("org.olivevideoeditor.Olive.polygon");
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}
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QVector<Node::CategoryID> PolygonGenerator::category() const
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{
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return { k_category_generator };
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}
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QString PolygonGenerator::description() const
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{
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return tr("Generate a 2D polygon of any amount of points.");
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}
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void PolygonGenerator::retranslate()
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{
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super::retranslate();
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set_input_name(k_points_input, tr("Points"));
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set_input_name(k_color_input, tr("Color"));
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}
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ShaderJob PolygonGenerator::get_generate_job(const NodeValueRow &value,
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const VideoParams ¶ms) const
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{
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VideoParams p = params;
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p.set_format(PixelFormat::u8);
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auto job = Texture::job(p, GenerateJob(value));
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// Conversion to RGB
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ShaderJob rgb;
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rgb.set_shader_id(QStringLiteral("rgb"));
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rgb.insert(QStringLiteral("texture_in"),
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NodeValue(NodeValue::k_texture, job, this));
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rgb.insert(QStringLiteral("color_in"), value[k_color_input]);
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return rgb;
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}
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void PolygonGenerator::value(const NodeValueRow &value,
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const NodeGlobals &globals,
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NodeValueTable *table) const
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{
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push_mergable_job(value,
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Texture::job(globals.vparams(),
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get_generate_job(value, globals.vparams())),
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table);
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}
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void PolygonGenerator::generate_frame(FramePtr frame,
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const GenerateJob &job) const
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{
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// This could probably be more optimized, but for now we use Qt to draw to a QImage.
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// QImages only support integer pixels and we use float pixels, so what we do here is draw onto
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// a single-channel QImage (alpha only) and then transplant that alpha channel to our float buffer
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// with correct float RGB.
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QImage img((uchar *)frame->data(), frame->width(), frame->height(),
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frame->linesize_bytes(), QImage::Format_RGBA8888_Premultiplied);
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img.fill(Qt::transparent);
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auto points = job.get(k_points_input).to_array();
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QPainterPath path = generate_path(points, input_array_size(k_points_input));
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QPainter p(&img);
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double par = frame->video_params().pixel_aspect_ratio().to_double();
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p.scale(1.0 / frame->video_params().divider() / par,
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1.0 / frame->video_params().divider());
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p.translate(frame->video_params().width() / 2 * par,
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frame->video_params().height() / 2);
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p.setBrush(Qt::white);
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p.setPen(Qt::NoPen);
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p.drawPath(path);
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}
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template <typename T> NodeGizmo *PolygonGenerator::create_appropriate_gizmo()
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{
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return new T(this);
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}
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template <> NodeGizmo *PolygonGenerator::create_appropriate_gizmo<PointGizmo>()
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{
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return add_draggable_gizmo<PointGizmo>();
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}
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template <typename T>
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void PolygonGenerator::validate_gizmo_vector_size(QVector<T *> &vec, int new_sz)
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{
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int old_sz = vec.size();
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if (old_sz != new_sz) {
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if (old_sz > new_sz) {
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for (int i = new_sz; i < old_sz; i++) {
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delete vec.at(i);
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}
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}
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vec.resize(new_sz);
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if (old_sz < new_sz) {
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for (int i = old_sz; i < new_sz; i++) {
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vec[i] = static_cast<T *>(create_appropriate_gizmo<T>());
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}
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}
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}
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}
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void PolygonGenerator::update_gizmo_positions(const NodeValueRow &row,
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const NodeGlobals &globals)
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{
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QVector2D res;
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if (TexturePtr tex = row[k_base_input].to_texture()) {
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res = tex->virtual_resolution();
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} else {
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res = globals.square_resolution();
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}
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Imath::V2d half_res(res.x() / 2, res.y() / 2);
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auto points = row[k_points_input].to_array();
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int current_pos_sz = gizmo_position_handles_.size();
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validate_gizmo_vector_size(gizmo_position_handles_, points.size());
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validate_gizmo_vector_size(gizmo_bezier_handles_, points.size() * 2);
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validate_gizmo_vector_size(gizmo_bezier_lines_, points.size() * 2);
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for (int i = current_pos_sz; i < gizmo_position_handles_.size(); i++) {
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gizmo_position_handles_.at(i)->add_input(
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NodeKeyframeTrackReference(NodeInput(this, k_points_input, i), 0));
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gizmo_position_handles_.at(i)->add_input(
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NodeKeyframeTrackReference(NodeInput(this, k_points_input, i), 1));
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PointGizmo *bez_gizmo1 = gizmo_bezier_handles_.at(i * 2 + 0);
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bez_gizmo1->add_input(
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NodeKeyframeTrackReference(NodeInput(this, k_points_input, i), 2));
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bez_gizmo1->add_input(
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NodeKeyframeTrackReference(NodeInput(this, k_points_input, i), 3));
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bez_gizmo1->set_shape(PointGizmo::k_circle);
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bez_gizmo1->set_smaller(true);
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PointGizmo *bez_gizmo2 = gizmo_bezier_handles_.at(i * 2 + 1);
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bez_gizmo2->add_input(
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NodeKeyframeTrackReference(NodeInput(this, k_points_input, i), 4));
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bez_gizmo2->add_input(
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NodeKeyframeTrackReference(NodeInput(this, k_points_input, i), 5));
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bez_gizmo2->set_shape(PointGizmo::k_circle);
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bez_gizmo2->set_smaller(true);
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}
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int pts_sz = input_array_size(k_points_input);
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if (!points.empty()) {
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for (int i = 0; i < pts_sz; i++) {
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const Bezier &pt = points.at(i).to_bezier();
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Imath::V2d main = pt.to_vec() + half_res;
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Imath::V2d cp1 = main + pt.control_point_1_to_vec();
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Imath::V2d cp2 = main + pt.control_point_2_to_vec();
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gizmo_position_handles_[i]->set_point(QPointF(main.x, main.y));
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gizmo_bezier_handles_[i * 2]->set_point(QPointF(cp1.x, cp1.y));
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gizmo_bezier_lines_[i * 2]->set_line(
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QLineF(QPointF(main.x, main.y), QPointF(cp1.x, cp1.y)));
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gizmo_bezier_handles_[i * 2 + 1]->set_point(QPointF(cp2.x, cp2.y));
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gizmo_bezier_lines_[i * 2 + 1]->set_line(
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QLineF(QPointF(main.x, main.y), QPointF(cp2.x, cp2.y)));
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}
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}
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poly_gizmo_->set_path(generate_path(points, pts_sz)
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.translated(QPointF(half_res.x, half_res.y)));
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}
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ShaderCode PolygonGenerator::get_shader_code(const ShaderRequest &request) const
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{
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if (request.id == QStringLiteral("rgb")) {
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return ShaderCode(
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FileFunctions::read_file_as_string(":/shaders/rgb.frag"));
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} else {
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return super::get_shader_code(request);
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}
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}
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void PolygonGenerator::gizmo_drag_move(double x, double y,
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const Qt::KeyboardModifiers &modifiers)
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{
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DraggableGizmo *gizmo = static_cast<DraggableGizmo *>(sender());
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if (gizmo == poly_gizmo_) {
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// FIXME: Drag all points
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} else {
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NodeInputDragger &x_drag = gizmo->get_draggers()[0];
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NodeInputDragger &y_drag = gizmo->get_draggers()[1];
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x_drag.drag(x_drag.get_start_value().toDouble() + x);
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y_drag.drag(y_drag.get_start_value().toDouble() + y);
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}
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}
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void PolygonGenerator::add_point_to_path(QPainterPath *path, const Bezier &before,
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const Bezier &after)
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{
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Imath::V2d a = before.to_vec() + before.control_point_2_to_vec();
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Imath::V2d b = after.to_vec() + after.control_point_1_to_vec();
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Imath::V2d c = after.to_vec();
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path->cubicTo(QPointF(a.x, a.y), QPointF(b.x, b.y), QPointF(c.x, c.y));
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}
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QPainterPath PolygonGenerator::generate_path(const NodeValueArray &points,
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int size)
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{
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QPainterPath path;
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if (!points.empty()) {
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const Bezier &first_pt = points.at(0).to_bezier();
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Imath::V2d v = first_pt.to_vec();
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path.moveTo(QPointF(v.x, v.y));
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for (int i = 1; i < size; i++) {
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add_point_to_path(&path, points.at(i - 1).to_bezier(),
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points.at(i).to_bezier());
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}
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add_point_to_path(&path, points.at(size - 1).to_bezier(), first_pt);
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}
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return path;
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}
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}
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