/*
* CINELERRA
* Copyright (C) 2008 Adam Williams <broadcast at earthling dot net>
- *
+ *
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- *
+ *
*/
#include "dissolve.h"
delete overlayer;
}
-const char* DissolveMain::plugin_title() { return _("Dissolve"); }
+const char* DissolveMain::plugin_title() { return N_("Dissolve"); }
int DissolveMain::is_video() { return 1; }
int DissolveMain::is_transition() { return 1; }
int DissolveMain::uses_gui() { return 0; }
int DissolveMain::process_realtime(VFrame *incoming, VFrame *outgoing)
{
- fade = (float)PluginClient::get_source_position() /
+ fade = (float)PluginClient::get_source_position() /
PluginClient::get_total_len();
// Use hardware
// Use software
if(!overlayer) overlayer = new OverlayFrame(get_project_smp() + 1);
- overlayer->overlay(outgoing, incoming,
+ overlayer->overlay(outgoing, incoming,
0, 0, incoming->get_w(), incoming->get_h(),
0, 0, incoming->get_w(), incoming->get_h(),
fade, TRANSFER_SRC, NEAREST_NEIGHBOR);
src->bind_texture(0);
dst->bind_texture(1);
- const char *shader_stack[] = { 0, 0, 0 };
- int current_shader = 0;
- shader_stack[current_shader++] = blend_dissolve;
-
- unsigned int shader_id = VFrame::make_shader(0,
- shader_stack[0], shader_stack[1], shader_stack[2], 0);
-
- glUseProgram(shader_id);
- glUniform1f(glGetUniformLocation(shader_id, "fade"), fade);
- glUniform1i(glGetUniformLocation(shader_id, "src_tex"), 0);
- glUniform1i(glGetUniformLocation(shader_id, "dst_tex"), 1);
- if(BC_CModels::is_yuv(dst->get_color_model()))
- glUniform3f(glGetUniformLocation(shader_id, "chroma_offset"), 0.0, 0.5, 0.5);
- else
- glUniform3f(glGetUniformLocation(shader_id, "chroma_offset"), 0.0, 0.0, 0.0);
- glUniform2f(glGetUniformLocation(shader_id, "dst_tex_dimensions"),
- (float)dst->get_texture_w(),
- (float)dst->get_texture_h());
-
+ unsigned int shader = VFrame::make_shader(0, blend_dissolve, 0);
+ if( shader > 0 ) {
+ glUseProgram(shader);
+ glUniform1f(glGetUniformLocation(shader, "fade"), fade);
+ glUniform1i(glGetUniformLocation(shader, "src_tex"), 0);
+ glUniform1i(glGetUniformLocation(shader, "dst_tex"), 1);
+ if(BC_CModels::is_yuv(dst->get_color_model()))
+ glUniform3f(glGetUniformLocation(shader, "chroma_offset"), 0.0, 0.5, 0.5);
+ else
+ glUniform3f(glGetUniformLocation(shader, "chroma_offset"), 0.0, 0.0, 0.0);
+ glUniform2f(glGetUniformLocation(shader, "dst_tex_dimensions"),
+ (float)dst->get_texture_w(),
+ (float)dst->get_texture_h());
+ }
glDisable(GL_BLEND);
src->draw_texture();
glUseProgram(0);