edl plugin names eng, fix segv for opengl brender, renderfarm rework strategy, perf...
[goodguy/history.git] / cinelerra-5.1 / plugins / gradient / gradient.C
index 9b49f85c2770cf96b9c2e98bda86883d37e87f76..1c4a956651181ce79875d307c707c25bdf457bd6 100644 (file)
@@ -23,6 +23,7 @@
 #include <stdint.h>
 #include <string.h>
 
+#include "bccolors.h"
 #include "bcdisplayinfo.h"
 #include "clip.h"
 #include "bchash.h"
@@ -656,7 +657,7 @@ GradientMain::~GradientMain()
        if(overlayer) delete overlayer;
 }
 
-const char* GradientMain::plugin_title() { return _("Gradient"); }
+const char* GradientMain::plugin_title() { return N_("Gradient"); }
 int GradientMain::is_realtime() { return 1; }
 
 
@@ -894,132 +895,125 @@ int GradientMain::handle_opengl()
                "}\n";
 
 
-       const char *shader_stack[5] = { 0, 0, 0, 0, 0 };
-       shader_stack[0] = head_frag;
+       const char *shader_stack[16];
+       memset(shader_stack,0, sizeof(shader_stack));
+       int current_shader = 0;
 
-       switch(config.shape)
-       {
-               case GradientConfig::LINEAR:
-                       shader_stack[1] = linear_shape;
-                       break;
+       shader_stack[current_shader++] = head_frag;
 
-               default:
-                       shader_stack[1] = radial_shape;
-                       break;
+       const char *shape_frag = 0;
+       switch( config.shape ) {
+       case GradientConfig::LINEAR:
+               shape_frag = linear_shape;
+               break;
+       default:
+               shape_frag = radial_shape;
+               break;
        }
-
-       switch(config.rate)
-       {
-               case GradientConfig::LINEAR:
-                       shader_stack[2] = linear_rate;
-                       break;
-               case GradientConfig::LOG:
-                       shader_stack[2] = log_rate;
-                       break;
-               case GradientConfig::SQUARE:
-                       shader_stack[2] = square_rate;
-                       break;
+       if( shape_frag )
+               shader_stack[current_shader++] = shape_frag;
+
+       const char *rate_frag = 0;
+       switch(config.rate) {
+       case GradientConfig::LINEAR:
+               rate_frag = linear_rate;
+               break;
+       case GradientConfig::LOG:
+               rate_frag = log_rate;
+               break;
+       case GradientConfig::SQUARE:
+               rate_frag = square_rate;
+               break;
        }
+       if( rate_frag )
+               shader_stack[current_shader++] = rate_frag;
+
+       shader_stack[current_shader++] = tail_frag;
 
-       shader_stack[3] = tail_frag;
 // Force frame to create texture without copying to it if full alpha.
-       if(config.in_a >= 0xff &&
-               config.out_a >= 0xff)
+        if( config.in_a >= 0xff && config.out_a >= 0xff )
                get_output()->set_opengl_state(VFrame::TEXTURE);
        get_output()->to_texture();
        get_output()->enable_opengl();
        get_output()->init_screen();
        get_output()->bind_texture(0);
 
-       unsigned int frag = VFrame::make_shader(0,
-               shader_stack[0],
-               shader_stack[1],
-               shader_stack[2],
-               shader_stack[3],
-               0);
-
-       if(frag)
-       {
-               glUseProgram(frag);
+       shader_stack[current_shader] = 0;
+       unsigned int shader = VFrame::make_shader(shader_stack);
+       if( shader > 0 ) {
+               glUseProgram(shader);
                float w = get_output()->get_w();
                float h = get_output()->get_h();
                float texture_w = get_output()->get_texture_w();
                float texture_h = get_output()->get_texture_h();
-               glUniform1i(glGetUniformLocation(frag, "tex"), 0);
-               glUniform1f(glGetUniformLocation(frag, "half_w"), w / 2 / texture_w);
-               glUniform1f(glGetUniformLocation(frag, "half_h"), h / 2 / texture_h);
+               glUniform1i(glGetUniformLocation(shader, "tex"), 0);
+               glUniform1f(glGetUniformLocation(shader, "half_w"), w / 2 / texture_w);
+               glUniform1f(glGetUniformLocation(shader, "half_h"), h / 2 / texture_h);
                if(config.shape == GradientConfig::LINEAR)
                {
-                       glUniform1f(glGetUniformLocation(frag, "center_x"),
+                       glUniform1f(glGetUniformLocation(shader, "center_x"),
                                w / 2 / texture_w);
-                       glUniform1f(glGetUniformLocation(frag, "center_y"),
+                       glUniform1f(glGetUniformLocation(shader, "center_y"),
                                h / 2 / texture_h);
                }
                else
                {
-                       glUniform1f(glGetUniformLocation(frag, "center_x"),
+                       glUniform1f(glGetUniformLocation(shader, "center_x"),
                                (float)config.center_x * w / 100 / texture_w);
-                       glUniform1f(glGetUniformLocation(frag, "center_y"),
+                       glUniform1f(glGetUniformLocation(shader, "center_y"),
                                (float)config.center_y * h / 100 / texture_h);
                }
                float gradient_size = hypotf(w / texture_w, h / texture_h);
-               glUniform1f(glGetUniformLocation(frag, "half_gradient_size"),
+               glUniform1f(glGetUniformLocation(shader, "half_gradient_size"),
                        gradient_size / 2);
-               glUniform1f(glGetUniformLocation(frag, "sin_angle"),
+               glUniform1f(glGetUniformLocation(shader, "sin_angle"),
                        sin(config.angle * (M_PI / 180)));
-               glUniform1f(glGetUniformLocation(frag, "cos_angle"),
+               glUniform1f(glGetUniformLocation(shader, "cos_angle"),
                        cos(config.angle * (M_PI / 180)));
                float in_radius = (float)config.in_radius / 100 * gradient_size;
-               glUniform1f(glGetUniformLocation(frag, "in_radius"), in_radius);
+               glUniform1f(glGetUniformLocation(shader, "in_radius"), in_radius);
                float out_radius = (float)config.out_radius / 100 * gradient_size;
-               glUniform1f(glGetUniformLocation(frag, "out_radius"), out_radius);
-               glUniform1f(glGetUniformLocation(frag, "radius_diff"),
+               glUniform1f(glGetUniformLocation(shader, "out_radius"), out_radius);
+               glUniform1f(glGetUniformLocation(shader, "radius_diff"),
                        out_radius - in_radius);
 
-               switch(get_output()->get_color_model())
-               {
-                       case BC_YUV888:
-                       case BC_YUVA8888:
-                       {
-                               float in1, in2, in3, in4;
-                               float out1, out2, out3, out4;
-                               YUV::yuv.rgb_to_yuv_f((float)config.in_r / 0xff,
-                                       (float)config.in_g / 0xff,
-                                       (float)config.in_b / 0xff,
-                                       in1,
-                                       in2,
-                                       in3);
+               switch(get_output()->get_color_model()) {
+               case BC_YUV888:
+               case BC_YUVA8888: {
+                       float in1, in2, in3, in4;
+                       float out1, out2, out3, out4;
+                       YUV::yuv.rgb_to_yuv_f(
+                               (float)config.in_r / 0xff,
+                               (float)config.in_g / 0xff,
+                               (float)config.in_b / 0xff,
+                               in1, in2, in3);
                                in4 = (float)config.in_a / 0xff;
-                               YUV::yuv.rgb_to_yuv_f((float)config.out_r / 0xff,
-                                       (float)config.out_g / 0xff,
-                                       (float)config.out_b / 0xff,
-                                       out1,
-                                       out2,
-                                       out3);
-                               in2 += 0.5;
-                               in3 += 0.5;
-                               out2 += 0.5;
-                               out3 += 0.5;
-                               out4 = (float)config.out_a / 0xff;
-                               glUniform4f(glGetUniformLocation(frag, "out_color"),
-                                       out1, out2, out3, out4);
-                               glUniform4f(glGetUniformLocation(frag, "in_color"),
-                                       in1, in2, in3, in4);
-                               break;
-                       }
+                       YUV::yuv.rgb_to_yuv_f(
+                               (float)config.out_r / 0xff,
+                               (float)config.out_g / 0xff,
+                               (float)config.out_b / 0xff,
+                               out1, out2, out3);
+                       in2 += 0.5;   in3 += 0.5;
+                       out2 += 0.5;  out3 += 0.5;
+                       out4 = (float)config.out_a / 0xff;
+                       glUniform4f(glGetUniformLocation(shader, "out_color"),
+                               out1, out2, out3, out4);
+                       glUniform4f(glGetUniformLocation(shader, "in_color"),
+                               in1, in2, in3, in4);
+                       break; }
 
-                       default:
-                               glUniform4f(glGetUniformLocation(frag, "out_color"),
-                                       (float)config.out_r / 0xff,
-                                       (float)config.out_g / 0xff,
-                                       (float)config.out_b / 0xff,
-                                       (float)config.out_a / 0xff);
-                               glUniform4f(glGetUniformLocation(frag, "in_color"),
-                                       (float)config.in_r / 0xff,
-                                       (float)config.in_g / 0xff,
-                                       (float)config.in_b / 0xff,
-                                       (float)config.in_a / 0xff);
-                               break;
+               default:
+                       glUniform4f(glGetUniformLocation(shader, "out_color"),
+                               (float)config.out_r / 0xff,
+                               (float)config.out_g / 0xff,
+                               (float)config.out_b / 0xff,
+                               (float)config.out_a / 0xff);
+                       glUniform4f(glGetUniformLocation(shader, "in_color"),
+                               (float)config.in_r / 0xff,
+                               (float)config.in_g / 0xff,
+                               (float)config.in_b / 0xff,
+                               (float)config.in_a / 0xff);
+                       break;
                }
        }
 
@@ -1032,23 +1026,11 @@ int GradientMain::handle_opengl()
 }
 
 
-
-
-
-
-
-
-
-
-
 GradientPackage::GradientPackage()
  : LoadPackage()
 {
 }
 
-
-
-
 GradientUnit::GradientUnit(GradientServer *server, GradientMain *plugin)
  : LoadClient(server)
 {
@@ -1057,8 +1039,6 @@ GradientUnit::GradientUnit(GradientServer *server, GradientMain *plugin)
 }
 
 
-
-
 static float calculate_opacity(float mag,
        float in_radius, float out_radius, int rate)
 {
@@ -1327,14 +1307,14 @@ void GradientUnit::process_package(LoadPackage *package)
                {
                        int in1, in2, in3, in4;
                        int out1, out2, out3, out4;
-                       yuv.rgb_to_yuv_8(plugin->config.in_r,
+                       YUV::yuv.rgb_to_yuv_8(plugin->config.in_r,
                                plugin->config.in_g,
                                plugin->config.in_b,
                                in1,
                                in2,
                                in3);
                        in4 = plugin->config.in_a;
-                       yuv.rgb_to_yuv_8(plugin->config.out_r,
+                       YUV::yuv.rgb_to_yuv_8(plugin->config.out_r,
                                plugin->config.out_g,
                                plugin->config.out_b,
                                out1,
@@ -1349,14 +1329,14 @@ void GradientUnit::process_package(LoadPackage *package)
                {
                        int in1, in2, in3, in4;
                        int out1, out2, out3, out4;
-                       yuv.rgb_to_yuv_8(plugin->config.in_r,
+                       YUV::yuv.rgb_to_yuv_8(plugin->config.in_r,
                                plugin->config.in_g,
                                plugin->config.in_b,
                                in1,
                                in2,
                                in3);
                        in4 = plugin->config.in_a;
-                       yuv.rgb_to_yuv_8(plugin->config.out_r,
+                       YUV::yuv.rgb_to_yuv_8(plugin->config.out_r,
                                plugin->config.out_g,
                                plugin->config.out_b,
                                out1,