mirror of
https://github.com/brunoherbelin/vimix.git
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300 lines
7.9 KiB
C++
300 lines
7.9 KiB
C++
/*
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* This file is part of vimix - video live mixer
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*
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* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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**/
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#include "defines.h"
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#include "Source.h"
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#include "Log.h"
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#include "SourceCallback.h"
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SourceCallback::SourceCallback(): active_(true), finished_(false), initialized_(false)
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{
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}
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void ResetGeometry::update(Source *s, float)
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{
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s->group(View::GEOMETRY)->scale_ = glm::vec3(1.f);
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s->group(View::GEOMETRY)->rotation_.z = 0;
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s->group(View::GEOMETRY)->crop_ = glm::vec3(1.f);
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s->group(View::GEOMETRY)->translation_ = glm::vec3(0.f);
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s->touch();
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finished_ = true;
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}
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SetAlpha::SetAlpha(float alpha) : SourceCallback(), alpha_(CLAMP(alpha, 0.f, 1.f))
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{
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pos_ = glm::vec2();
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step_ = glm::normalize(glm::vec2(1.f, 1.f)); // step in diagonal by default
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}
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void SetAlpha::update(Source *s, float)
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{
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if (s && !s->locked()) {
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// set start position on first run or upon call of reset()
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if (!initialized_){
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// initial position
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pos_ = glm::vec2(s->group(View::MIXING)->translation_);
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// step in direction of source translation if possible
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if ( glm::length(pos_) > DELTA_ALPHA)
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step_ = glm::normalize(pos_);
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initialized_ = true;
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}
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// perform operation
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float delta = SourceCore::alphaFromCordinates(pos_.x, pos_.y) - alpha_;
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// converge to reduce the difference of alpha using dichotomic algorithm
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if ( glm::abs(delta) > DELTA_ALPHA ){
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pos_ += step_ * (delta / 2.f);
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s->group(View::MIXING)->translation_ = glm::vec3(pos_, s->group(View::MIXING)->translation_.z);
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}
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// done
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else
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finished_ = true;
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}
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else
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finished_ = true;
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}
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SetLock::SetLock(bool on) : SourceCallback(), lock_(on)
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{
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}
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void SetLock::update(Source *s, float)
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{
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if (s)
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s->setLocked(lock_);
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finished_ = true;
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}
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Loom::Loom(float da, float duration) : SourceCallback(), speed_(da),
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duration_(duration), progress_(0.f)
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{
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pos_ = glm::vec2();
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step_ = glm::normalize(glm::vec2(1.f, 1.f)); // step in diagonal by default
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}
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void Loom::update(Source *s, float dt)
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{
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if (s && !s->locked()) {
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// reset on first run or upon call of reset()
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if (!initialized_){
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// start animation
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progress_ = 0.f;
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// initial position
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pos_ = glm::vec2(s->group(View::MIXING)->translation_);
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// step in direction of source translation if possible
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if ( glm::length(pos_) > DELTA_ALPHA)
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step_ = glm::normalize(pos_);
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initialized_ = true;
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}
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// time passed
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progress_ += dt;
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// move target by speed vector (in the direction of step_, amplitude of speed * time (in second))
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pos_ += step_ * ( speed_ * dt * 0.001f);
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// apply alpha if valid in range [0 1]
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float alpha = SourceCore::alphaFromCordinates(pos_.x, pos_.y);
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if ( alpha > DELTA_ALPHA && alpha < 1.0 - DELTA_ALPHA )
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s->group(View::MIXING)->translation_ = glm::vec3(pos_, s->group(View::MIXING)->translation_.z);
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// time-out
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if ( progress_ > duration_ ) {
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// done
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finished_ = true;
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}
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}
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else
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finished_ = true;
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}
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SetDepth::SetDepth(float target, float duration) : SourceCallback(),
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duration_(duration), progress_(0.f), start_(0.f), target_(CLAMP(target, MIN_DEPTH, MAX_DEPTH))
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{
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}
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void SetDepth::update(Source *s, float dt)
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{
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if (s && !s->locked()) {
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// set start position on first run or upon call of reset()
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if (!initialized_){
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start_ = s->group(View::LAYER)->translation_.z;
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progress_ = 0.f;
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initialized_ = true;
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}
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// time passed
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progress_ += dt;
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// perform movement
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if ( ABS(duration_) > 0.f)
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s->group(View::LAYER)->translation_.z = start_ + (progress_/duration_) * (target_ - start_);
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// time-out
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if ( progress_ > duration_ ) {
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// apply depth to target
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s->group(View::LAYER)->translation_.z = target_;
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// ensure reordering of view
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++View::need_deep_update_;
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// done
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finished_ = true;
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}
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}
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else
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finished_ = true;
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}
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SetPlay::SetPlay(bool on) : SourceCallback(), play_(on)
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{
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}
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void SetPlay::update(Source *s, float)
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{
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if (s && s->playing() != play_) {
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// call play function
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s->play(play_);
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}
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finished_ = true;
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}
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RePlay::RePlay() : SourceCallback()
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{
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}
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void RePlay::update(Source *s, float)
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{
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if (s) {
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// call replay function
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s->replay();
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}
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finished_ = true;
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}
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Grab::Grab(float dx, float dy, float duration) : SourceCallback(), speed_(glm::vec2(dx,dy)),
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duration_(duration), progress_(0.f)
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{
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}
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void Grab::update(Source *s, float dt)
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{
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if (s && !s->locked()) {
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// reset on first run or upon call of reset()
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if (!initialized_){
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// start animation
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progress_ = 0.f;
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// initial position
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start_ = glm::vec2(s->group(View::GEOMETRY)->translation_);
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initialized_ = true;
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}
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// time passed
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progress_ += dt;
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// move target by speed vector * time (in second)
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glm::vec2 pos = start_ + speed_ * ( dt * 0.001f);
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s->group(View::GEOMETRY)->translation_ = glm::vec3(pos, s->group(View::GEOMETRY)->translation_.z);
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// time-out
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if ( progress_ > duration_ ) {
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// done
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finished_ = true;
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}
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}
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else
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finished_ = true;
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}
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Resize::Resize(float dx, float dy, float duration) : SourceCallback(), speed_(glm::vec2(dx,dy)),
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duration_(duration), progress_(0.f)
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{
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}
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void Resize::update(Source *s, float dt)
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{
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if (s && !s->locked()) {
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// reset on first run or upon call of reset()
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if (!initialized_){
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// start animation
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progress_ = 0.f;
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// initial position
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start_ = glm::vec2(s->group(View::GEOMETRY)->scale_);
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initialized_ = true;
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}
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// time passed
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progress_ += dt;
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// move target by speed vector * time (in second)
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glm::vec2 scale = start_ + speed_ * ( dt * 0.001f);
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s->group(View::GEOMETRY)->scale_ = glm::vec3(scale, s->group(View::GEOMETRY)->scale_.z);
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// time-out
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if ( progress_ > duration_ ) {
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// done
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finished_ = true;
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}
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}
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else
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finished_ = true;
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}
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Turn::Turn(float da, float duration) : SourceCallback(), speed_(da),
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duration_(duration), progress_(0.f)
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{
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}
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void Turn::update(Source *s, float dt)
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{
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if (s && !s->locked()) {
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// reset on first run or upon call of reset()
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if (!initialized_){
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// start animation
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progress_ = 0.f;
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// initial position
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start_ = s->group(View::GEOMETRY)->rotation_.z;
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initialized_ = true;
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}
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// calculate amplitude of movement
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progress_ += dt;
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// perform movement
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s->group(View::GEOMETRY)->rotation_.z = start_ + speed_ * ( dt * -0.001f / M_PI);
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// timeout
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if ( progress_ > duration_ ) {
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// done
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finished_ = true;
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}
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}
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else
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finished_ = true;
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}
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