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<div class="textblock"><code>#include &quot;<a class="el" href="renderfunctions_8h_source.html">renderfunctions.h</a>&quot;</code><br />
<code>#include &lt;QOpenGLFramebufferObject&gt;</code><br />
<code>#include &lt;QApplication&gt;</code><br />
<code>#include &lt;QDesktopWidget&gt;</code><br />
<code>#include &lt;QDebug&gt;</code><br />
<code>#include &quot;<a class="el" href="clip_8h_source.html">project/clip.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="sequence_8h_source.html">project/sequence.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="media_8h_source.html">project/media.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="effect_8h_source.html">project/effect.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="footage_8h_source.html">project/footage.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="transition_8h_source.html">project/transition.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="collapsiblewidget_8h_source.html">ui/collapsiblewidget.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="audio_8h_source.html">playback/audio.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="playback_8h_source.html">playback/playback.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="math_8h_source.html">io/math.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="config_8h_source.html">io/config.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="timeline_8h_source.html">panels/timeline.h</a>&quot;</code><br />
<code>#include &quot;<a class="el" href="viewer_8h_source.html">panels/viewer.h</a>&quot;</code><br />
<code>#include &lt;libavformat/avformat.h&gt;</code><br />
</div><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
<tr class="memitem:a3af939cdd15e751053ee44d6b8ee3fa1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="renderfunctions_8cpp.html#a3af939cdd15e751053ee44d6b8ee3fa1">full_blit</a> ()</td></tr>
<tr class="separator:a3af939cdd15e751053ee44d6b8ee3fa1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a495f836a67186f3fc2b711f628f41782"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="renderfunctions_8cpp.html#a495f836a67186f3fc2b711f628f41782">draw_clip</a> (QOpenGLContext *ctx, GLuint fbo, GLuint texture, bool clear)</td></tr>
<tr class="separator:a495f836a67186f3fc2b711f628f41782"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5bfc45789bdcb0282ad9c680f16dcc35"><td class="memItemLeft" align="right" valign="top">GLuint&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="renderfunctions_8cpp.html#a5bfc45789bdcb0282ad9c680f16dcc35">draw_clip</a> (QOpenGLFramebufferObject *fbo, GLuint texture, bool clear)</td></tr>
<tr class="separator:a5bfc45789bdcb0282ad9c680f16dcc35"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae9702e5c5447b13de49b9752f5330581"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="renderfunctions_8cpp.html#ae9702e5c5447b13de49b9752f5330581">process_effect</a> (<a class="el" href="cacher_8h.html#a06b2300f462978e17d9b586991a0af3f">ClipPtr</a> c, <a class="el" href="effect_8h.html#a76f90640a8579a0d9d52d40f7147f969">EffectPtr</a> e, double timecode, <a class="el" href="struct_g_l_texture_coords.html">GLTextureCoords</a> &amp;coords, GLuint &amp;composite_texture, bool &amp;fbo_switcher, bool &amp;texture_failed, int data)</td></tr>
<tr class="separator:ae9702e5c5447b13de49b9752f5330581"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a478845e39064301011d72a81b2a10b57"><td class="memItemLeft" align="right" valign="top">GLuint&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="renderfunctions_8cpp.html#a478845e39064301011d72a81b2a10b57">compose_sequence</a> (<a class="el" href="struct_compose_sequence_params.html">ComposeSequenceParams</a> &amp;params)</td></tr>
<tr class="memdesc:a478845e39064301011d72a81b2a10b57"><td class="mdescLeft">&#160;</td><td class="mdescRight">Compose a frame of a given sequence. <a href="#a478845e39064301011d72a81b2a10b57">More...</a><br /></td></tr>
<tr class="separator:a478845e39064301011d72a81b2a10b57"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a79288c23c1ade122bc8da2eb0bfde9ef"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="renderfunctions_8cpp.html#a79288c23c1ade122bc8da2eb0bfde9ef">compose_audio</a> (<a class="el" href="class_viewer.html">Viewer</a> *viewer, <a class="el" href="clip_8h.html#a2a0d48184294d399b0adc41f6e1de6c7">SequencePtr</a> seq, int playback_speed)</td></tr>
<tr class="memdesc:a79288c23c1ade122bc8da2eb0bfde9ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience wrapper function for <a class="el" href="renderfunctions_8h.html#a478845e39064301011d72a81b2a10b57" title="Compose a frame of a given sequence.">compose_sequence()</a> to render audio. <a href="#a79288c23c1ade122bc8da2eb0bfde9ef">More...</a><br /></td></tr>
<tr class="separator:a79288c23c1ade122bc8da2eb0bfde9ef"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<h2 class="groupheader">Function Documentation</h2>
<a id="a79288c23c1ade122bc8da2eb0bfde9ef"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a79288c23c1ade122bc8da2eb0bfde9ef">&#9670;&nbsp;</a></span>compose_audio()</h2>
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<td class="memname">void compose_audio </td>
<td>(</td>
<td class="paramtype"><a class="el" href="class_viewer.html">Viewer</a> *&#160;</td>
<td class="paramname"><em>viewer</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="clip_8h.html#a2a0d48184294d399b0adc41f6e1de6c7">SequencePtr</a>&#160;</td>
<td class="paramname"><em>seq</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>playback_speed</em>&#160;</td>
</tr>
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<td></td>
<td>)</td>
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<p>Convenience wrapper function for <a class="el" href="renderfunctions_8h.html#a478845e39064301011d72a81b2a10b57" title="Compose a frame of a given sequence.">compose_sequence()</a> to render audio. </p>
<p>Much of the functionality provided (and parameters required) by <a class="el" href="renderfunctions_8h.html#a478845e39064301011d72a81b2a10b57" title="Compose a frame of a given sequence.">compose_sequence()</a> is only useful/necessary for video rendering. For audio rendering, this function is easier to handle and will correctly set up <a class="el" href="renderfunctions_8h.html#a478845e39064301011d72a81b2a10b57" title="Compose a frame of a given sequence.">compose_sequence()</a> to render audio without the cumbersome effort of setting up a <a class="el" href="struct_compose_sequence_params.html" title="The ComposeSequenceParams struct.">ComposeSequenceParams</a> object.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">viewer</td><td>The <a class="el" href="class_viewer.html">Viewer</a> object calling this function</td></tr>
<tr><td class="paramname">seq</td><td>The <a class="el" href="class_sequence.html">Sequence</a> whose audio to render.</td></tr>
<tr><td class="paramname">playback_speed</td><td>The current playback speed (controlled by Shuttle Left/Right) </td></tr>
</table>
</dd>
</dl>
</div>
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<a id="a478845e39064301011d72a81b2a10b57"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a478845e39064301011d72a81b2a10b57">&#9670;&nbsp;</a></span>compose_sequence()</h2>
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<td class="memname">GLuint compose_sequence </td>
<td>(</td>
<td class="paramtype"><a class="el" href="struct_compose_sequence_params.html">ComposeSequenceParams</a> &amp;&#160;</td>
<td class="paramname"><em>params</em></td><td>)</td>
<td></td>
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<p>Compose a frame of a given sequence. </p>
<p>For any given <a class="el" href="class_sequence.html">Sequence</a>, this function will render the current frame indicated by <a class="el" href="class_sequence.html#acc99ebdac07f29be4938cc554eff0bab">Sequence::playhead</a>. Will automatically open and close clips (memory allocation and file handles) as necessary, communicate with the <a class="el" href="class_clip.html#aacbce12bf47dc02acd401405240ced08">Clip::cacher</a> objects to retrieve upcoming frames and store them in memory, run <a class="el" href="class_effect.html">Effect</a> processing functions, and finally composite all the currently active clips together into a final texture.</p>
<p>Will sometimes render a frame incomplete or inaccurately, e.g. if a video file hadn't finished opening by the time of the render or a clip's cacher didn't have the requested frame available at the time of the render. If so, the <code>texture_failed</code> variable of <code>params</code> will be set to <b>TRUE</b>. Check this after calling <a class="el" href="renderfunctions_8h.html#a478845e39064301011d72a81b2a10b57" title="Compose a frame of a given sequence.">compose_sequence()</a> and if it is <b>TRUE</b>, <a class="el" href="renderfunctions_8h.html#a478845e39064301011d72a81b2a10b57" title="Compose a frame of a given sequence.">compose_sequence()</a> should be called again later to attempt another render (unless the <a class="el" href="class_sequence.html">Sequence</a> is being played, in which case just play the next frame rather than redrawing an old frame).</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">params</td><td>A struct of parameters to use while rendering.</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>A reference to the OpenGL texture resulting from the render. Will usually be equal to <a class="el" href="struct_compose_sequence_params.html#afab132e9800988cbc00c774ff68a7a80" title="The attachment to the framebuffer in main_buffer.">ComposeSequenceParams::main_attachment</a> unless it's rendering a nested sequence, in which case it'll be a reference to one of the textures referenced by <a class="el" href="class_clip.html#a93d0efbb1f9dd3dbbf82775a7c3ce9d7">Clip::fbo</a>. Can be used directly to draw the rendered frame. </dd></dl>
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<a id="a495f836a67186f3fc2b711f628f41782"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a495f836a67186f3fc2b711f628f41782">&#9670;&nbsp;</a></span>draw_clip() <span class="overload">[1/2]</span></h2>
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<td class="memname">void draw_clip </td>
<td>(</td>
<td class="paramtype">QOpenGLContext *&#160;</td>
<td class="paramname"><em>ctx</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">GLuint&#160;</td>
<td class="paramname"><em>fbo</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">GLuint&#160;</td>
<td class="paramname"><em>texture</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>clear</em>&#160;</td>
</tr>
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<td></td>
<td>)</td>
<td></td><td></td>
</tr>
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</div><div class="memdoc">
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<a id="a5bfc45789bdcb0282ad9c680f16dcc35"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5bfc45789bdcb0282ad9c680f16dcc35">&#9670;&nbsp;</a></span>draw_clip() <span class="overload">[2/2]</span></h2>
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<td class="memname">GLuint draw_clip </td>
<td>(</td>
<td class="paramtype">QOpenGLFramebufferObject *&#160;</td>
<td class="paramname"><em>fbo</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">GLuint&#160;</td>
<td class="paramname"><em>texture</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool&#160;</td>
<td class="paramname"><em>clear</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
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<a id="a3af939cdd15e751053ee44d6b8ee3fa1"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3af939cdd15e751053ee44d6b8ee3fa1">&#9670;&nbsp;</a></span>full_blit()</h2>
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<td class="memname">void full_blit </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
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<a id="ae9702e5c5447b13de49b9752f5330581"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ae9702e5c5447b13de49b9752f5330581">&#9670;&nbsp;</a></span>process_effect()</h2>
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<td class="memname">void process_effect </td>
<td>(</td>
<td class="paramtype"><a class="el" href="cacher_8h.html#a06b2300f462978e17d9b586991a0af3f">ClipPtr</a>&#160;</td>
<td class="paramname"><em>c</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="effect_8h.html#a76f90640a8579a0d9d52d40f7147f969">EffectPtr</a>&#160;</td>
<td class="paramname"><em>e</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">double&#160;</td>
<td class="paramname"><em>timecode</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="struct_g_l_texture_coords.html">GLTextureCoords</a> &amp;&#160;</td>
<td class="paramname"><em>coords</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">GLuint &amp;&#160;</td>
<td class="paramname"><em>composite_texture</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool &amp;&#160;</td>
<td class="paramname"><em>fbo_switcher</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">bool &amp;&#160;</td>
<td class="paramname"><em>texture_failed</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">int&#160;</td>
<td class="paramname"><em>data</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
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