record batch dir path fix, handle yuv in gl masking, sync up maskengine/playback3d...
authorGood Guy <[email protected]>
Tue, 4 Jun 2019 02:23:27 +0000 (20:23 -0600)
committerGood Guy <[email protected]>
Tue, 4 Jun 2019 02:23:27 +0000 (20:23 -0600)
cinelerra-5.1/cinelerra/maskengine.C
cinelerra-5.1/cinelerra/playback3d.C
cinelerra-5.1/cinelerra/recordbatches.C
cinelerra-5.1/plugins/overlay/overlay.C

index 467ffa0b225c5d27a73b1dec9024bee6802fc21f..589b7938a875b9dc27a1aba95ee193d91dfa5456 100644 (file)
@@ -332,9 +332,7 @@ void MaskEngine::draw_edge(MaskEdge &edge, MaskPointSet &points)
                MaskPoint *ap = points[i];
                MaskPoint *bp = (i>=points.size()-1) ?
                                points[0] : points[i+1];
-               int dx = ap->x - bp->x, dy = ap->y - bp->y;
-               int segments = (int)(sqrt(dx*dx + dy*dy));
-               if( !segments ) continue;
+               int segments = 0;
                if( ap->control_x2 == 0 && ap->control_y2 == 0 &&
                    bp->control_x1 == 0 && bp->control_y1 == 0 )
                        segments = 1;
@@ -345,22 +343,30 @@ void MaskEngine::draw_edge(MaskEdge &edge, MaskPointSet &points)
                float y2 = bp->y + bp->control_y1;
                float x3 = bp->x, y3 = bp->y;
 
+// from Playback3D::do_mask_sync
+               float cx3 = -  x0 + 3*x1 - 3*x2 + x3;
+               float cx2 =  3*x0 - 6*x1 + 3*x2;
+               float cx1 = -3*x0 + 3*x1;
+               float cx0 =    x0;
+
+               float cy3 = -  y0 + 3*y1 - 3*y2 + y3;
+               float cy2 =  3*y0 - 6*y1 + 3*y2;
+               float cy1 = -3*y0 + 3*y1;
+               float cy0 =    y0;
+
+               if( segments == 0 ) {
+                       float maxaccel1 = fabs(2*cy2) + fabs(6*cy3);
+                       float maxaccel2 = fabs(2*cx2) + fabs(6*cx3);
+                       float maxaccel = maxaccel1 > maxaccel2 ? maxaccel1 : maxaccel2;
+                       float h = 1.0;
+                       if( maxaccel > 8.0 ) h = sqrt((8.0) / maxaccel);
+                       segments = int(1/h);
+               }
+
                for( int j = 0; j <= segments; ++j ) {
                        float t = (float)j / segments;
-                       float tpow2 = t * t;
-                       float tpow3 = t * t * t;
-                       float invt = 1 - t;
-                       float invtpow2 = invt * invt;
-                       float invtpow3 = invt * invt * invt;
-
-                       int x = (invtpow3 * x0
-                               + 3 * t     * invtpow2 * x1
-                               + 3 * tpow2 * invt     * x2
-                               +     tpow3         * x3);
-                       int y = (invtpow3 * y0
-                               + 3 * t     * invtpow2 * y1
-                               + 3 * tpow2 * invt     * y2
-                               +     tpow3         * y3);
+                       float x = cx0 + t*(cx1 + t*(cx2 + t*cx3));
+                       float y = cy0 + t*(cy1 + t*(cy2 + t*cy3));
                        edge.append(x, y);
                }
        }
index 7ed23652c61d1e23d5337c3b50f7364976116244..9b4aea7352d2f1299bc4b344655248667357a404 100644 (file)
@@ -295,14 +295,35 @@ static const char *feather_frag =
        "       }\n"
        "}\n";
 
-static const char *alpha_frag =
+static const char *multiply_mask4_frag =
        "uniform sampler2D tex;\n"
-       "uniform sampler2D tex2;\n"
-       "uniform vec2 tex2_dimensions;\n"
-       "void main() {\n" \
+       "uniform sampler2D tex1;\n"
+       "void main()\n"
+       "{\n"
        "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
-       "       vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
-       "       gl_FragColor.a = canvas.a;\n"
+       "       gl_FragColor.a *= texture2D(tex1, gl_TexCoord[0].st).r;\n"
+       "}\n";
+
+static const char *multiply_mask3_frag =
+       "uniform sampler2D tex;\n"
+       "uniform sampler2D tex1;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
+       "       float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
+       "       gl_FragColor.rgb *= vec3(a, a, a);\n"
+       "}\n";
+
+static const char *multiply_yuvmask3_frag =
+       "uniform sampler2D tex;\n"
+       "uniform sampler2D tex1;\n"
+       "void main()\n"
+       "{\n"
+       "       gl_FragColor = texture2D(tex, gl_TexCoord[0].st);\n"
+       "       float a = texture2D(tex1, gl_TexCoord[0].st).r;\n"
+       "       gl_FragColor.gb -= vec2(0.5, 0.5);\n"
+       "       gl_FragColor.rgb *= vec3(a, a, a);\n"
+       "       gl_FragColor.gb += vec2(0.5, 0.5);\n"
        "}\n";
 
 static const char *fade_rgba_frag =
@@ -1429,20 +1450,18 @@ void Playback3D::do_mask_sync(Playback3DCommand *command)
                glDrawBuffers(0, 0);
                glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
-               unsigned int shader = VFrame::make_shader(0, alpha_frag, 0);
+               const char *alpha_shader = BC_CModels::has_alpha(color_model) ?
+                               multiply_mask4_frag :
+                       !BC_CModels::is_yuv(color_model) ?
+                               multiply_mask3_frag :
+                               multiply_yuvmask3_frag;
+               unsigned int shader = VFrame::make_shader(0, alpha_shader, 0);
                glUseProgram(shader);
                if( shader > 0 ) {
                        command->frame->bind_texture(0);
                        in->BC_Texture::bind(1);
                        glUniform1i(glGetUniformLocation(shader, "tex"), 0);
-                       glUniform1i(glGetUniformLocation(shader, "tex2"), 1);
-                       glUniform2f(glGetUniformLocation(shader, "tex2_dimensions"),
-                                       (float)in->get_texture_w(),
-                                       (float)in->get_texture_h());
-//                     if( BC_CModels::components(color_model ) == 4) {
-//                             glEnable(GL_BLEND);
-//                             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-//                     }
+                       glUniform1i(glGetUniformLocation(shader, "tex1"), 1);
                }
                command->frame->draw_texture();
                command->frame->set_opengl_state(VFrame::SCREEN);
index 0fe7d76b2f87919bc33d9b39effd83db26ba75bc..a9f5114e15600541e9aa4106ddc4d16cbfd2b454 100644 (file)
@@ -355,7 +355,8 @@ RecordBatchesGUI::Dir::
 int RecordBatchesGUI::Dir::
 handle_event()
 {
-       char *path = FileSystem::basepath(directory);
+       char *path = FileSystem::basepath(get_text());
+       strcpy(directory, path);
        load_dirs(path);
        calculate_suggestions(dir_entries);
        delete [] path;
index 8c0322050dcf98fc3e92356399186d49e2d54da8..a77898f37ce988a53b89c0b452922bfd45681062 100644 (file)
@@ -485,20 +485,12 @@ int Overlay::handle_opengl()
 #undef TWO
 #define TWO 2.0
 
-static const char *blend_NORMAL_frag =
-       "       vec4 result = mix(src_color, src_color, src_color.a);\n";
-
-static const char *blend_ADDITION_frag =
-       "       vec4 result = dst_color + src_color;\n"
-       "       result = clamp(result, 0.0, 1.0);\n";
-
-static const char *blend_SUBTRACT_frag =
-       "       vec4 result = dst_color - src_color;\n"
-       "       result = clamp(result, 0.0, 1.0);\n";
-
 static const char *blend_REPLACE_frag =
        "       vec4 result = src_color;\n";
 
+GL_VEC_FRAG(NORMAL);
+GL_VEC_FRAG(ADDITION);
+GL_VEC_FRAG(SUBTRACT);
 GL_STD_FRAG(MULTIPLY);
 GL_VEC_FRAG(DIVIDE);
 GL_VEC_FRAG(MAX);
@@ -572,21 +564,6 @@ static const char * const overlay_shaders[TRANSFER_TYPES] = {
                dst->init_screen();
                src->draw_texture();
                break;
-       case TRANSFER_NORMAL:
-// Move destination to screen
-               if( dst->get_opengl_state() != VFrame::SCREEN ) {
-                       dst->to_texture();
-                       dst->enable_opengl();
-                       dst->init_screen();
-                       dst->draw_texture();
-               }
-               src->to_texture();
-               dst->enable_opengl();
-               dst->init_screen();
-               glEnable(GL_BLEND);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               src->draw_texture();
-               break;
        default:
                src->to_texture();
                dst->to_texture();