Files
oak-editor/rendering/renderfunctions.cpp
T
2019-03-21 17:22:36 +11:00

1052 lines
36 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#include "renderfunctions.h"
extern "C" {
#include <libavformat/avformat.h>
}
#include <QApplication>
#include <QDesktopWidget>
#include <QOpenGLExtraFunctions>
#include <QOpenGLBuffer>
#include <QOpenGLVertexArrayObject>
#include <QDebug>
#include "timeline/clip.h"
#include "timeline/sequence.h"
#include "project/media.h"
#include "effects/effect.h"
#include "project/footage.h"
#include "effects/transition.h"
#include "ui/collapsiblewidget.h"
#include "rendering/audio.h"
#include "global/math.h"
#include "global/config.h"
#include "panels/timeline.h"
#include "panels/viewer.h"
#include "qopenglshaderprogramptr.h"
GLfloat olive::rendering::blit_vertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
GLfloat olive::rendering::blit_texcoords[] = {
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
0.0, 1.0,
1.0, 1.0
};
GLfloat olive::rendering::flipped_blit_texcoords[] = {
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
0.0, 1.0,
0.0, 0.0,
1.0, 0.0
};
#ifndef NO_OCIO
// copied from source code to OCIODisplay
const int OCIO_LUT3D_EDGE_SIZE = 32;
// copied from source code to OCIODisplay, expanded from 3*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE*LUT3D_EDGE_SIZE
const int OCIO_NUM_3D_ENTRIES = 98304;
#endif
void olive::rendering::Blit(QOpenGLShaderProgram* pipeline, bool flipped, QMatrix4x4 matrix) {
QOpenGLVertexArrayObject m_vao;
m_vao.create();
m_vao.bind();
QOpenGLBuffer m_vbo;
m_vbo.create();
m_vbo.bind();
m_vbo.allocate(blit_vertices, 18 * sizeof(GLfloat));
m_vbo.release();
QOpenGLBuffer m_vbo2;
m_vbo2.create();
m_vbo2.bind();
m_vbo2.allocate(flipped ? flipped_blit_texcoords : blit_texcoords, 12 * sizeof(GLfloat));
m_vbo2.release();
QOpenGLFunctions* func = QOpenGLContext::currentContext()->functions();
pipeline->bind();
pipeline->setUniformValue("mvp_matrix", matrix);
pipeline->setUniformValue("texture", 0);
GLuint vertex_location = pipeline->attributeLocation("a_position");
m_vbo.bind();
func->glEnableVertexAttribArray(vertex_location);
func->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
m_vbo.release();
GLuint tex_location = pipeline->attributeLocation("a_texcoord");
m_vbo2.bind();
func->glEnableVertexAttribArray(tex_location);
func->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
m_vbo2.release();
func->glDrawArrays(GL_TRIANGLES, 0, 6);
pipeline->release();
}
QOpenGLShaderProgramPtr olive::rendering::GetPipeline(const QString& shader_code)
{
QOpenGLShaderProgramPtr program = std::make_shared<QOpenGLShaderProgram>();
// Generate vertex shader
QString vert_shader = "#version 110\n"
"\n"
"#ifdef GL_ES\n"
"precision mediump int;\n"
"precision mediump float;\n"
"#endif\n"
"\n"
"uniform mat4 mvp_matrix;\n"
"\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = mvp_matrix * a_position;\n"
" v_texcoord = a_texcoord;\n"
"}\n";
// Generate fragment shader
QString frag_shader = "#version 110\n"
"\n"
"#ifdef GL_ES\n"
"precision mediump int;\n"
"precision mediump float;\n"
"#endif\n"
"\n"
"uniform sampler2D texture;\n"
"uniform float opacity;\n"
"uniform bool color_only;\n"
"uniform vec4 color_only_color;\n"
"varying vec2 v_texcoord;\n"
"\n";
// Finish the function with the main function
// Check if additional code was passed to this function, add it here
if (shader_code.isEmpty()) {
// If not, just add a pure main() function
frag_shader.append("\n"
"void main() {\n"
" if (color_only) {\n"
" gl_FragColor = color_only_color;"
" } else {\n"
" vec4 color = texture2D(texture, v_texcoord)*opacity;\n"
" gl_FragColor = color;\n"
" }\n"
"}\n");
} else {
// If additional code was passed, add it and reference it in main().
//
// The function in the additional code is expected to be `vec4 process(vec4 color)`. The texture coordinate can be
// acquired through `v_texcoord`.
frag_shader.append(shader_code);
frag_shader.append("\n"
"void main() {\n"
" vec4 color = process(texture2D(texture, v_texcoord))*opacity;\n"
" gl_FragColor = color;\n"
"}\n");
}
// Add shaders to program
program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_shader);
program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_shader);
program->link();
// Set opacity default to 100%
program->bind();
program->setUniformValue("opacity", 1.0f);
program->release();
return program;
}
void draw_clip(QOpenGLContext* ctx,
QOpenGLShaderProgram* pipeline,
GLuint fbo,
GLuint texture,
bool clear) {
ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
if (clear) {
ctx->functions()->glClear(GL_COLOR_BUFFER_BIT);
}
ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture);
olive::rendering::Blit(pipeline);
ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
GLuint draw_clip(QOpenGLContext* ctx,
QOpenGLShaderProgram* pipeline,
const FramebufferObject& fbo,
GLuint texture,
bool clear) {
fbo.BindBuffer();
if (clear) {
ctx->functions()->glClear(GL_COLOR_BUFFER_BIT);
}
ctx->functions()->glBindTexture(GL_TEXTURE_2D, texture);
olive::rendering::Blit(pipeline);
ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
fbo.ReleaseBuffer();
return fbo.texture();
}
void process_effect(QOpenGLContext* ctx,
QOpenGLShaderProgram* pipeline,
Clip* c,
Effect* e,
double timecode,
GLTextureCoords& coords,
GLuint& composite_texture,
bool& fbo_switcher,
bool& texture_failed,
int data) {
if (e->IsEnabled()) {
if (e->Flags() & Effect::CoordsFlag) {
e->process_coords(timecode, coords, data);
}
bool can_process_shaders = ((e->Flags() & Effect::ShaderFlag) && olive::CurrentRuntimeConfig.shaders_are_enabled);
if (can_process_shaders || (e->Flags() & Effect::SuperimposeFlag)) {
e->startEffect();
if (can_process_shaders && e->is_shader_linked()) {
for (int i=0;i<e->getIterations();i++) {
e->process_shader(timecode, coords, i);
composite_texture = draw_clip(ctx, pipeline, c->fbo.at(fbo_switcher), composite_texture, true);
fbo_switcher = !fbo_switcher;
}
}
if (e->Flags() & Effect::SuperimposeFlag) {
GLuint superimpose_texture = e->process_superimpose(timecode);
if (superimpose_texture == 0) {
qWarning() << "Superimpose texture was nullptr, retrying...";
texture_failed = true;
} else if (composite_texture == 0) {
// if there is no previous texture, just return the superimposes texture
// UNLESS this is a shader-extended superimpose effect in which case,
// we'll need to draw it below
composite_texture = superimpose_texture;
} else {
// if the source texture is not already a framebuffer texture,
// we'll need to make it one before drawing a superimpose effect on it
if (composite_texture != c->fbo.at(0).texture() && composite_texture != c->fbo.at(1).texture()) {
draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), composite_texture, true);
}
composite_texture = draw_clip(ctx, pipeline, c->fbo.at(!fbo_switcher), superimpose_texture, false);
}
}
e->endEffect();
}
}
}
GLuint olive::rendering::compose_sequence(ComposeSequenceParams &params) {
GLuint final_fbo = params.video ? params.main_buffer->buffer() : 0;
Sequence* s = params.seq;
long playhead = s->playhead;
if (!params.nests.isEmpty()) {
for (int i=0;i<params.nests.size();i++) {
s = params.nests.at(i)->media()->to_sequence().get();
playhead += params.nests.at(i)->clip_in(true) - params.nests.at(i)->timeline_in(true);
playhead = rescale_frame_number(playhead, params.nests.at(i)->sequence->frame_rate, s->frame_rate);
}
if (params.video && !params.nests.last()->fbo.isEmpty()) {
params.nests.last()->fbo.at(0).BindBuffer();
params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT);
final_fbo = params.nests.last()->fbo.at(0).buffer();
}
}
int audio_track_count = 0;
QVector<Clip*> current_clips;
// loop through clips, find currently active, and sort by track
for (int i=0;i<s->clips.size();i++) {
Clip* c = s->clips.at(i).get();
if (c != nullptr) {
// if clip is video and we're processing video
if ((c->track() < 0) == params.video) {
bool clip_is_active = false;
// is the clip a "footage" clip?
if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) {
Footage* m = c->media()->to_footage();
// does the clip have a valid media source?
if (!m->invalid && !(c->track() >= 0 && !is_audio_device_set())) {
// is the media process and ready?
if (m->ready) {
const FootageStream* ms = c->media_stream();
// does the media have a valid media stream source and is it active?
if (ms != nullptr && c->IsActiveAt(playhead)) {
// open if not open
if (!c->IsOpen()) {
c->Open();
}
clip_is_active = true;
// increment audio track count
if (c->track() >= 0) audio_track_count++;
} else if (c->IsOpen()) {
// close the clip if it isn't active anymore
c->Close(false);
}
} else {
// media wasn't ready, schedule a redraw
params.texture_failed = true;
}
}
} else {
// if the clip is a nested sequence or null clip, just open it
if (c->IsActiveAt(playhead)) {
if (!c->IsOpen()) {
c->Open();
}
clip_is_active = true;
} else if (c->IsOpen()) {
c->Close(false);
}
}
// if the clip is active, added it to "current_clips", sorted by track
if (clip_is_active) {
bool added = false;
// track sorting is only necessary for video clips
// audio clips are mixed equally, so we skip sorting for those
if (params.video) {
// insertion sort by track
for (int j=0;j<current_clips.size();j++) {
if (current_clips.at(j)->track() < c->track()) {
current_clips.insert(j, c);
added = true;
break;
}
}
}
if (!added) {
current_clips.append(c);
}
}
}
}
}
QMatrix4x4 projection;
if (params.video) {
// set default coordinates based on the sequence, with 0 in the direct center
params.ctx->functions()->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
int half_width = s->width/2;
int half_height = s->height/2;
projection.ortho(-half_width, half_width, -half_height, half_height, -1, 1);
}
// loop through current clips
for (int i=0;i<current_clips.size();i++) {
Clip* c = current_clips.at(i);
bool got_mutex = true;
if (params.wait_for_mutexes) {
// wait for clip to finish opening
c->state_change_lock.lock();
} else {
got_mutex = c->state_change_lock.tryLock();
}
if (got_mutex && c->IsOpen()) {
// if clip is a video clip
if (c->track() < 0) {
// textureID variable contains texture to be drawn on screen at the end
GLuint textureID = 0;
// store video source dimensions
int video_width = c->media_width();
int video_height = c->media_height();
// if media is footage
if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) {
// retrieve video frame from cache and store it in c->texture
c->Cache(qMax(playhead, c->timeline_in()), false, params.nests, params.playback_speed);
if (!c->Retrieve()) {
params.texture_failed = true;
} else {
// retrieve ID from c->texture
textureID = c->texture;
}
if (textureID == 0) {
qWarning() << "Failed to create texture";
}
}
// prepare framebuffers for backend drawing operations
if (c->fbo.isEmpty()) {
// create 3 fbos for nested sequences, 2 for most clips
int fbo_count = (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_SEQUENCE) ? 3 : 2;
c->fbo.resize(fbo_count);
for (int j=0;j<fbo_count;j++) {
c->fbo[j].Create(params.ctx, video_width, video_height);
}
}
// if clip should actually be shown on screen in this frame
if (playhead >= c->timeline_in(true)
&& playhead < c->timeline_out(true)) {
// simple bool for switching between the two framebuffers
bool fbo_switcher = false;
params.ctx->functions()->glViewport(0, 0, video_width, video_height);
if (c->media() != nullptr) {
if (c->media()->get_type() == MEDIA_TYPE_SEQUENCE) {
// for a nested sequence, run this function again on that sequence and retrieve the texture
// add nested sequence to nest list
params.nests.append(c);
// compose sequence
textureID = compose_sequence(params);
// remove sequence from nest list
params.nests.removeLast();
// compose_sequence() would have written to this clip's fbo[0], so we switch to fbo[1]
fbo_switcher = !fbo_switcher;
} else if (c->media()->get_type() == MEDIA_TYPE_FOOTAGE) {
if (!c->media()->to_footage()->alpha_is_associated) {
// alpha is not premultiplied, we'll need to multiply it for the rest of the pipeline
params.ctx->functions()->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ZERO, GL_ONE, GL_ZERO);
textureID = draw_clip(params.ctx, params.pipeline, c->fbo.at(fbo_switcher), textureID, true);
params.ctx->functions()->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
fbo_switcher = !fbo_switcher;
}
#ifndef NO_OCIO
// Convert texture to float
if (textureID != c->fbo.at(0).texture() && textureID != c->fbo.at(1).texture()) {
textureID = draw_clip(params.ctx, params.pipeline, c->fbo.at(fbo_switcher), textureID, true);
fbo_switcher = !fbo_switcher;
}
// Convert frame from source to linear colorspace
if (olive::CurrentConfig.enable_color_management)
{
if (c->ocio_shader == nullptr) {
OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
QString input_cs = OCIO::ROLE_SCENE_LINEAR;
if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) {
if (!c->media()->to_footage()->colorspace.isEmpty()) {
input_cs = c->media()->to_footage()->colorspace;
} else {
// If this is a footage clip, try to guess the color space from the filename
QString guess_colorspace = config->parseColorSpaceFromString(c->media()->to_footage()->url.toUtf8());
if (!guess_colorspace.isEmpty()) {
input_cs = guess_colorspace;
}
}
}
qDebug() << "Input colorspace:" << input_cs;
try {
OCIO::ConstProcessorRcPtr processor = config->getProcessor(input_cs.toUtf8(),
OCIO::ROLE_SCENE_LINEAR);
c->ocio_shader = olive::rendering::SetupOCIO(params.ctx, c->ocio_lut_texture, processor);
} catch (OCIO::Exception& e) {
qWarning() << e.what();
}
}
if (c->ocio_shader != nullptr) {
textureID = olive::rendering::OCIOBlit(c->ocio_shader.get(),
c->ocio_lut_texture,
c->fbo.at(fbo_switcher),
textureID);
fbo_switcher = !fbo_switcher;
}
}
#endif
}
}
// set up default coordinates for drawing the clip
GLTextureCoords coords;
coords.vertex_top_left = QVector3D(-video_width/2, -video_height/2, 0.0f);
coords.vertex_top_right = QVector3D(video_width/2, -video_height/2, 0.0f);
coords.vertex_bottom_left = QVector3D(-video_width/2, video_height/2, 0.0f);
coords.vertex_bottom_right = QVector3D(video_width/2, video_height/2, 0.0f);
coords.texture_top_left = QVector2D(0.0f, 0.0f);
coords.texture_top_right = QVector2D(1.0f, 0.0f);
coords.texture_bottom_left = QVector2D(0.0f, 1.0f);
coords.texture_bottom_right = QVector2D(1.0f, 1.0f);
coords.blendmode = -1;
coords.opacity = 1.0;
// == EFFECT CODE START ==
// get current sequence time in seconds (used for effects)
double timecode = get_timecode(c, playhead);
// run through all of the clip's effects
for (int j=0;j<c->effects.size();j++) {
Effect* e = c->effects.at(j).get();
process_effect(params.ctx, params.pipeline, c, e, timecode, coords, textureID, fbo_switcher, params.texture_failed, kTransitionNone);
}
// if the clip has an opening transition, process that now
if (c->opening_transition != nullptr) {
int transition_progress = playhead - c->timeline_in(true);
if (transition_progress < c->opening_transition->get_length()) {
process_effect(params.ctx, params.pipeline, c, c->opening_transition.get(), double(transition_progress)/double(c->opening_transition->get_length()), coords, textureID, fbo_switcher, params.texture_failed, kTransitionOpening);
}
}
// if the clip has a closing transition, process that now
if (c->closing_transition != nullptr) {
int transition_progress = playhead - (c->timeline_out(true) - c->closing_transition->get_length());
if (transition_progress >= 0 && transition_progress < c->closing_transition->get_length()) {
process_effect(params.ctx, params.pipeline, c, c->closing_transition.get(), double(transition_progress)/double(c->closing_transition->get_length()), coords, textureID, fbo_switcher, params.texture_failed, kTransitionClosing);
}
}
// == EFFECT CODE END ==
// Check whether the parent clip is auto-scaled
if (c->autoscaled()
&& (video_width != s->width
&& video_height != s->height)) {
float width_multiplier = float(s->width) / float(video_width);
float height_multiplier = float(s->height) / float(video_height);
float scale_multiplier = qMin(width_multiplier, height_multiplier);
coords.matrix.scale(scale_multiplier, scale_multiplier);
}
// Configure effect gizmos if they exist
if (params.gizmos != nullptr) {
// set correct gizmo coords at this matrix
params.gizmos->gizmo_draw(timecode, coords);
// convert gizmo coords to screen coords
params.gizmos->gizmo_world_to_screen(coords.matrix, projection);
}
if (textureID > 0) {
// set viewport to sequence size
params.ctx->functions()->glViewport(0, 0, s->width, s->height);
// == START RENDER CLIP IN CONTEXT OF SEQUENCE ==
// use clip textures for nested sequences, otherwise use main frame buffers
GLuint back_buffer_1;
GLuint backend_tex_1;
GLuint backend_tex_2;
if (params.nests.size() > 0) {
back_buffer_1 = params.nests.last()->fbo[1].buffer();
backend_tex_1 = params.nests.last()->fbo[1].texture();
backend_tex_2 = params.nests.last()->fbo[2].texture();
} else {
back_buffer_1 = params.backend_buffer1->buffer();
backend_tex_1 = params.backend_buffer1->texture();
backend_tex_2 = params.backend_buffer2->texture();
}
// render a backbuffer
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, back_buffer_1);
params.ctx->functions()->glClearColor(0.0, 0.0, 0.0, 0.0);
params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT);
// bind final clip texture
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, textureID);
// set texture filter to bilinear
params.ctx->functions()->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
params.ctx->functions()->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// draw clip on screen according to gl coordinates
params.pipeline->bind();
params.pipeline->setUniformValue("mvp_matrix", projection * coords.matrix);
params.pipeline->setUniformValue("texture", 0);
params.pipeline->setUniformValue("opacity", coords.opacity);
GLfloat vertices[] = {
coords.vertex_top_left.x(), coords.vertex_top_left.y(), 0.0f,
coords.vertex_top_right.x(), coords.vertex_top_right.y(), 0.0f,
coords.vertex_bottom_right.x(), coords.vertex_bottom_right.y(), 0.0f,
coords.vertex_top_left.x(), coords.vertex_top_left.y(), 0.0f,
coords.vertex_bottom_left.x(), coords.vertex_bottom_left.y(), 0.0f,
coords.vertex_bottom_right.x(), coords.vertex_bottom_right.y(), 0.0f,
};
GLfloat texcoords[] = {
coords.texture_top_left.x(), coords.texture_top_left.y(),
coords.texture_top_right.x(), coords.texture_top_right.y(),
coords.texture_bottom_right.x(), coords.texture_bottom_right.y(),
coords.texture_top_left.x(), coords.texture_top_left.y(),
coords.texture_bottom_left.x(), coords.texture_bottom_left.y(),
coords.texture_bottom_right.x(), coords.texture_bottom_right.y(),
};
QOpenGLVertexArrayObject vao;
vao.create();
vao.bind();
QOpenGLBuffer vertex_buffer;
vertex_buffer.create();
vertex_buffer.bind();
vertex_buffer.allocate(vertices, 18 * sizeof(GLfloat));
vertex_buffer.release();
QOpenGLBuffer texcoord_buffer;
texcoord_buffer.create();
texcoord_buffer.bind();
texcoord_buffer.allocate(texcoords, 12 * sizeof(GLfloat));
texcoord_buffer.release();
GLuint vertex_location = params.pipeline->attributeLocation("a_position");
vertex_buffer.bind();
params.ctx->functions()->glEnableVertexAttribArray(vertex_location);
params.ctx->functions()->glVertexAttribPointer(vertex_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
vertex_buffer.release();
GLuint tex_location = params.pipeline->attributeLocation("a_texcoord");
texcoord_buffer.bind();
params.ctx->functions()->glEnableVertexAttribArray(tex_location);
params.ctx->functions()->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
texcoord_buffer.release();
params.ctx->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
params.pipeline->setUniformValue("opacity", 1.0f);
params.pipeline->release();
// release final clip texture
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// == END RENDER CLIP IN CONTEXT OF SEQUENCE ==
//
//
// PROCESS POST-SHADERS
//
//
// copy front buffer to back buffer (only if we're using a blending mode)
if (coords.blendmode >= 0) {
if (params.nests.size() > 0) {
draw_clip(params.ctx, params.pipeline, params.nests.last()->fbo[2].buffer(), params.nests.last()->fbo[0].texture(), true);
} else {
draw_clip(params.ctx, params.pipeline, params.backend_buffer2->buffer(), params.main_buffer->texture(), true);
}
}
// == START FINAL DRAW ON SEQUENCE BUFFER ==
// bind front buffer as draw buffer
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, final_fbo);
// Check if we're using a blend mode (< 0 means no blend mode)
if (coords.blendmode < 0) {
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_1);
olive::rendering::Blit(params.pipeline);
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
} else {
// load background texture into texture unit 0
params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_2);
// load foreground texture into texture unit 1
params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, backend_tex_1);
// bind and configure blending mode shader
params.blend_mode_program->bind();
params.blend_mode_program->setUniformValue("blendmode", coords.blendmode);
params.blend_mode_program->setUniformValue("opacity", coords.opacity);
params.blend_mode_program->setUniformValue("background", 0);
params.blend_mode_program->setUniformValue("foreground", 1);
params.ctx->functions()->glClear(GL_COLOR_BUFFER_BIT);
olive::rendering::Blit(params.pipeline);
// release blend mode shader
params.blend_mode_program->release();
// unbind texture from texture unit 1
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
// unbind texture from texture unit 0
params.ctx->functions()->glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
params.ctx->functions()->glBindTexture(GL_TEXTURE_2D, 0);
}
// unbind framebuffer
params.ctx->functions()->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// == END FINAL DRAW ON SEQUENCE BUFFER ==
}
}
} else {
if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_SEQUENCE) {
params.nests.append(c);
compose_sequence(params);
params.nests.removeLast();
} else {
// Check whether cacher is currently active, if not activate it now
if (c->cache_lock.tryLock()) {
c->cache_lock.unlock();
c->Cache(playhead,
(params.viewer != nullptr && !params.viewer->playing),
params.nests,
params.playback_speed);
}
}
}
} else {
params.texture_failed = true;
}
if (got_mutex) {
c->state_change_lock.unlock();
}
}
if (audio_track_count == 0 && params.viewer != nullptr) {
params.viewer->play_wake();
}
if (!params.nests.isEmpty() && !params.nests.last()->fbo.isEmpty()) {
// returns nested clip's texture
return params.nests.last()->fbo[0].texture();
}
return 0;
}
void olive::rendering::compose_audio(Viewer* viewer, Sequence* seq, int playback_speed, bool wait_for_mutexes) {
ComposeSequenceParams params;
params.viewer = viewer;
params.ctx = nullptr;
params.seq = seq;
params.video = false;
params.gizmos = nullptr;
params.wait_for_mutexes = wait_for_mutexes;
params.playback_speed = playback_speed;
params.blend_mode_program = nullptr;
compose_sequence(params);
}
long rescale_frame_number(long framenumber, double source_frame_rate, double target_frame_rate) {
return qRound((double(framenumber)/source_frame_rate)*target_frame_rate);
}
double get_timecode(Clip* c, long playhead) {
return double(playhead_to_clip_frame(c, playhead))/c->sequence->frame_rate;
}
long playhead_to_clip_frame(Clip* c, long playhead) {
return (qMax(0L, playhead - c->timeline_in(true)) + c->clip_in(true));
}
double playhead_to_clip_seconds(Clip* c, long playhead) {
// returns time in seconds
long clip_frame = playhead_to_clip_frame(c, playhead);
if (c->reversed()) {
clip_frame = c->media_length() - clip_frame - 1;
}
double secs = (double(clip_frame)/c->sequence->frame_rate)*c->speed().value;
if (c->media() != nullptr && c->media()->get_type() == MEDIA_TYPE_FOOTAGE) {
secs *= c->media()->to_footage()->speed;
}
return secs;
}
int64_t seconds_to_timestamp(Clip *c, double seconds) {
return qRound64(seconds * av_q2d(av_inv_q(c->time_base())));
}
int64_t playhead_to_timestamp(Clip* c, long playhead) {
return seconds_to_timestamp(c, playhead_to_clip_seconds(c, playhead));
}
void close_active_clips(Sequence* s) {
if (s != nullptr) {
for (int i=0;i<s->clips.size();i++) {
Clip* c = s->clips.at(i).get();
if (c != nullptr) {
c->Close(true);
}
}
}
}
#ifndef NO_OCIO
QOpenGLShaderProgramPtr olive::rendering::SetupOCIO(QOpenGLContext* ctx,
GLuint& lut_texture,
OCIO::ConstProcessorRcPtr processor)
{
QOpenGLExtraFunctions* xf = ctx->extraFunctions();
// Create LUT texture
xf->glGenTextures(1, &lut_texture);
// Bind LUT
xf->glBindTexture(GL_TEXTURE_3D, lut_texture);
// Set texture parameters
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
xf->glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// Allocate storage for texture
xf->glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
0, GL_RGB,GL_FLOAT, nullptr);
//
// SET UP GLSL SHADER
//
OCIO::GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_0);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(OCIO_LUT3D_EDGE_SIZE);
//
// COMPUTE 3D LUT
//
GLfloat* ocio_lut_data = new GLfloat[OCIO_NUM_3D_ENTRIES];
processor->getGpuLut3D(ocio_lut_data, shaderDesc);
// Upload LUT data to texture
xf->glTexSubImage3D(GL_TEXTURE_3D, 0,
0, 0, 0,
OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE, OCIO_LUT3D_EDGE_SIZE,
GL_RGB, GL_FLOAT, ocio_lut_data);
delete [] ocio_lut_data;
// Create OCIO shader code
QString shader_text(processor->getGpuShaderText(shaderDesc));
shader_text.append("\n"
"uniform sampler3D tex2;\n"
"\n"
"vec4 process(vec4 col) {\n"
" return OCIODisplay(col, tex2);\n"
"}\n");
// Get pipeline-based shader to inject OCIO shader into
QOpenGLShaderProgramPtr shader = olive::rendering::GetPipeline(shader_text);
// Release LUT
xf->glBindTexture(GL_TEXTURE_3D, 0);
return shader;
}
GLuint olive::rendering::OCIOBlit(QOpenGLShaderProgram *pipeline,
GLuint lut,
const FramebufferObject& fbo,
GLuint texture)
{
if (pipeline == nullptr) {
return 0;
}
QOpenGLContext* ctx = QOpenGLContext::currentContext();
QOpenGLExtraFunctions* xf = ctx->extraFunctions();
xf->glActiveTexture(GL_TEXTURE2);
xf->glBindTexture(GL_TEXTURE_3D, lut);
xf->glActiveTexture(GL_TEXTURE0);
pipeline->bind();
pipeline->setUniformValue("tex2", 2);
//textureID = draw_clip(params.ctx, pipeline, c->fbo.at(fbo_switcher), textureID, true);
GLuint textureID = draw_clip(ctx, pipeline, fbo, texture, true);
pipeline->release();
xf->glActiveTexture(GL_TEXTURE2);
xf->glBindTexture(GL_TEXTURE_3D, 0);
xf->glActiveTexture(GL_TEXTURE0);
return textureID;
}
#endif