mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-08 16:59:59 +01:00
331 lines
9.9 KiB
C++
331 lines
9.9 KiB
C++
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#include <algorithm>
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#include <glm/gtc/matrix_transform.hpp>
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#include "Source.h"
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#include "defines.h"
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#include "FrameBuffer.h"
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#include "Primitives.h"
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#include "Decorations.h"
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#include "Mesh.h"
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#include "Resource.h"
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#include "Session.h"
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#include "SearchVisitor.h"
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#include "ImageShader.h"
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#include "ImageProcessingShader.h"
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#include "Log.h"
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Source::Source() : initialized_(false), need_update_(true)
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{
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sprintf(initials_, "__");
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name_ = "Source";
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// create groups and overlays for each view
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// default rendering node
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groups_[View::RENDERING] = new Group;
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groups_[View::RENDERING]->visible_ = false;
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// default mixing nodes
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groups_[View::MIXING] = new Group;
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groups_[View::MIXING]->visible_ = false;
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Frame *frame = new Frame(Frame::ROUND_THIN);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.7f);
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groups_[View::MIXING]->attach(frame);
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groups_[View::MIXING]->scale_ = glm::vec3(0.15f, 0.15f, 1.f);
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groups_[View::MIXING]->translation_ = glm::vec3(-1.f, 1.f, 0.f);
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overlays_[View::MIXING] = new Group;
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overlays_[View::MIXING]->translation_.z = 0.1;
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overlays_[View::MIXING]->visible_ = false;
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frame = new Frame(Frame::ROUND_LARGE);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
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overlays_[View::MIXING]->attach(frame);
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Icon *center = new Icon(Icon::GENERIC);
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center->translation_.z = 0.1;
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overlays_[View::MIXING]->attach(center);
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groups_[View::MIXING]->attach(overlays_[View::MIXING]);
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// default geometry nodes
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groups_[View::GEOMETRY] = new Group;
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groups_[View::GEOMETRY]->visible_ = false;
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frame = new Frame(Frame::SHARP_THIN);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.7f);
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groups_[View::GEOMETRY]->attach(frame);
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overlays_[View::GEOMETRY] = new Group;
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overlays_[View::GEOMETRY]->translation_.z = 0.15;
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overlays_[View::GEOMETRY]->visible_ = false;
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frame = new Frame(Frame::SHARP_LARGE);
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frame->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
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overlays_[View::GEOMETRY]->attach(frame);
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resize_handle_ = new Handles(Handles::RESIZE);
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resize_handle_->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
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resize_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(resize_handle_);
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resize_H_handle_ = new Handles(Handles::RESIZE_H);
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resize_H_handle_->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
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resize_H_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(resize_H_handle_);
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resize_V_handle_ = new Handles(Handles::RESIZE_V);
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resize_V_handle_->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
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resize_V_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(resize_V_handle_);
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rotate_handle_ = new Handles(Handles::ROTATE);
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rotate_handle_->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 1.f);
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rotate_handle_->translation_.z = 0.1;
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overlays_[View::GEOMETRY]->attach(rotate_handle_);
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groups_[View::GEOMETRY]->attach(overlays_[View::GEOMETRY]);
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// default mixing nodes
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groups_[View::LAYER] = new Group;
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groups_[View::LAYER]->visible_ = false;
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frame = new Frame(Frame::ROUND_SHADOW);
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frame->translation_.z = 0.1;
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frame->color = glm::vec4( COLOR_DEFAULT_SOURCE, 0.8f);
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groups_[View::LAYER]->attach(frame);
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overlays_[View::LAYER] = new Group;
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overlays_[View::LAYER]->translation_.z = 0.15;
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overlays_[View::LAYER]->visible_ = false;
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groups_[View::LAYER]->attach(overlays_[View::LAYER]);
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// will be associated to nodes later
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blendingshader_ = new ImageShader;
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rendershader_ = new ImageProcessingShader;
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renderbuffer_ = nullptr;
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rendersurface_ = nullptr;
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}
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Source::~Source()
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{
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// delete render objects
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if (renderbuffer_)
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delete renderbuffer_;
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// all groups and their children are deleted in the scene
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// this includes rendersurface_, overlays, blendingshader_ and rendershader_
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delete groups_[View::RENDERING];
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delete groups_[View::MIXING];
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delete groups_[View::GEOMETRY];
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delete groups_[View::LAYER];
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groups_.clear();
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overlays_.clear();
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for (auto it = clones_.begin(); it != clones_.end(); it++)
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(*it)->origin_ = nullptr;
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}
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void Source::setName (const std::string &name)
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{
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name_ = name;
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initials_[0] = std::toupper( name_.front() );
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initials_[1] = std::toupper( name_.back() );
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}
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void Source::accept(Visitor& v)
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{
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v.visit(*this);
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}
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void Source::setOverlayVisible(bool on)
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{
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for (auto o = overlays_.begin(); o != overlays_.end(); o++)
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(*o).second->visible_ = on;
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}
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void Source::setVisible(bool on)
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{
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// make visible
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groups_[View::RENDERING]->visible_ = on;
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groups_[View::MIXING]->visible_ = on;
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groups_[View::GEOMETRY]->visible_ = on;
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groups_[View::LAYER]->visible_ = on;
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}
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void Source::attach(FrameBuffer *renderbuffer)
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{
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renderbuffer_ = renderbuffer;
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// create the surfaces to draw the frame buffer in the views
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// TODO Provide the source custom effect shader
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rendersurface_ = new FrameBufferSurface(renderbuffer_, blendingshader_);
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groups_[View::RENDERING]->attach(rendersurface_);
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groups_[View::GEOMETRY]->attach(rendersurface_);
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groups_[View::MIXING]->attach(rendersurface_);
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groups_[View::LAYER]->attach(rendersurface_);
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// for mixing view, add another surface to overlay (for stippled view in transparency)
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Surface *surfacemix = new FrameBufferSurface(renderbuffer_);
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ImageShader *is = static_cast<ImageShader *>(surfacemix->shader());
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if (is) is->stipple = 1.0;
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groups_[View::MIXING]->attach(surfacemix);
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groups_[View::LAYER]->attach(surfacemix);
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// scale all mixing nodes to match aspect ratio of the media
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for (NodeSet::iterator node = groups_[View::MIXING]->begin();
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node != groups_[View::MIXING]->end(); node++) {
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(*node)->scale_.x = renderbuffer_->aspectRatio();
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}
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for (NodeSet::iterator node = groups_[View::GEOMETRY]->begin();
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node != groups_[View::GEOMETRY]->end(); node++) {
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(*node)->scale_.x = renderbuffer_->aspectRatio();
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}
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for (NodeSet::iterator node = groups_[View::LAYER]->begin();
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node != groups_[View::LAYER]->end(); node++) {
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(*node)->scale_.x = renderbuffer_->aspectRatio();
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}
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setVisible(true);
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}
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void Source::update(float dt)
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{
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// keep delta-t
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dt_ = dt;
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// update nodes if needed
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if (need_update_)
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{
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// ADJUST alpha based on MIXING node
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// read position of the mixing node and interpret this as transparency of render output
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glm::vec2 dist = glm::vec2(groups_[View::MIXING]->translation_);
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float alpha = 1.0 - CLAMP( ( dist.x * dist.x ) + ( dist.y * dist.y ), 0.f, 1.f );
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blendingshader_->color.a = alpha;
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// MODIFY geometry based on GEOMETRY node
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groups_[View::RENDERING]->translation_ = groups_[View::GEOMETRY]->translation_;
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groups_[View::RENDERING]->scale_ = groups_[View::GEOMETRY]->scale_;
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groups_[View::RENDERING]->rotation_ = groups_[View::GEOMETRY]->rotation_;
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// MODIFY depth based on LAYER node
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groups_[View::MIXING]->translation_.z = groups_[View::LAYER]->translation_.z;
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groups_[View::GEOMETRY]->translation_.z = groups_[View::LAYER]->translation_.z;
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groups_[View::RENDERING]->translation_.z = groups_[View::LAYER]->translation_.z;
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need_update_ = false;
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}
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}
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FrameBuffer *Source::frame() const
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{
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if (initialized_ && renderbuffer_)
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{
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return renderbuffer_;
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}
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else {
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static FrameBuffer *black = new FrameBuffer(640,480);
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return black;
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}
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}
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bool Source::contains(Node *node) const
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{
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if ( node == nullptr )
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return false;
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hasNode tester(node);
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return tester(this);
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}
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bool hasNode::operator()(const Source* elem) const
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{
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if (_n && elem)
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{
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SearchVisitor sv(_n);
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elem->group(View::MIXING)->accept(sv);
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if (sv.found())
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return true;
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elem->group(View::GEOMETRY)->accept(sv);
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if (sv.found())
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return true;
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elem->group(View::LAYER)->accept(sv);
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if (sv.found())
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return true;
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elem->group(View::RENDERING)->accept(sv);
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return sv.found();
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}
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return false;
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}
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CloneSource *Source::clone()
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{
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CloneSource *s = new CloneSource(this);
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clones_.push_back(s);
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return s;
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}
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CloneSource::CloneSource(Source *origin) : Source(), origin_(origin)
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{
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// create surface:
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clonesurface_ = new Surface(rendershader_);
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}
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CloneSource::~CloneSource()
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{
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// delete surface
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delete clonesurface_;
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}
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CloneSource *CloneSource::clone()
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{
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// do not clone a clone : clone the original instead
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return origin_->clone();
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}
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void CloneSource::init()
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{
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if (origin_ && origin_->texture() != Resource::getTextureBlack()) {
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// get the texture index from framebuffer of view, apply it to the surface
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clonesurface_->setTextureIndex( origin_->texture() );
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// create Frame buffer matching size of session
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FrameBuffer *renderbuffer = new FrameBuffer( origin_->frame()->resolution(), true);
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// set the renderbuffer of the source and attach rendering nodes
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attach(renderbuffer);
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// icon in mixing view
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overlays_[View::MIXING]->attach( new Icon(Icon::CLONE) );
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overlays_[View::LAYER]->attach( new Icon(Icon::CLONE) );
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// done init
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initialized_ = true;
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Log::Info("Source Clone linked to source %s).", origin_->name().c_str() );
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}
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}
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void CloneSource::render()
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{
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if (!initialized_)
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init();
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else {
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// render the view into frame buffer
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static glm::mat4 projection = glm::ortho(-1.f, 1.f, 1.f, -1.f, -1.f, 1.f);
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renderbuffer_->begin();
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clonesurface_->draw(glm::identity<glm::mat4>(), projection);
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renderbuffer_->end();
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}
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}
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void CloneSource::accept(Visitor& v)
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{
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Source::accept(v);
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v.visit(*this);
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}
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