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