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#include "shakeeffect.h"
#include <QGridLayout>
#include <QLabel>
#include <QtMath>
#include <QOpenGLFunctions>
#include "ui/labelslider.h"
#include "ui/collapsiblewidget.h"
#include "project/clip.h"
#include "project/sequence.h"
#include "panels/timeline.h"
#include "debug.h"
ShakeEffect::ShakeEffect(Clip *c, const EffectMeta *em) : Effect(c, em) {
enable_coords = true;
EffectRow* intensity_row = add_row("Intensity:");
intensity_val = intensity_row->add_field(EFFECT_FIELD_DOUBLE, "intensity");
intensity_val->set_double_minimum_value(0);
EffectRow* rotation_row = add_row("Rotation:");
rotation_val = rotation_row->add_field(EFFECT_FIELD_DOUBLE, "rotation");
rotation_val->set_double_minimum_value(0);
EffectRow* frequency_row = add_row("Frequency:");
frequency_val = frequency_row->add_field(EFFECT_FIELD_DOUBLE, "frequency");
frequency_val->set_double_minimum_value(0);
// set defaults
intensity_val->set_double_default_value(25);
rotation_val->set_double_default_value(10);
frequency_val->set_double_default_value(5);
srand(QDateTime::currentMSecsSinceEpoch());
for (int i=0;i<RANDOM_VAL_SIZE;i++) {
random_vals[i] = (double)rand()/RAND_MAX;
}
}
void ShakeEffect::process_coords(double timecode, GLTextureCoords& coords, int data) {
int lim = RANDOM_VAL_SIZE/6;
double multiplier = intensity_val->get_double_value(timecode)/lim;
double rotmult = rotation_val->get_double_value(timecode)/lim/10;
double x = timecode * frequency_val->get_double_value(timecode);
double xoff = 0;
double yoff = 0;
double rotoff = 0;
for (int i=0;i<lim;i++) {
int offset = 6*i;
xoff += qSin((x+random_vals[offset])*random_vals[offset+1]);
yoff += qSin((x+random_vals[offset+2])*random_vals[offset+3]);
rotoff += qSin((x+random_vals[offset+4])*random_vals[offset+5]);
}
xoff *= multiplier;
yoff *= multiplier;
rotoff *= rotmult;
coords.vertexTopLeftX += xoff;
coords.vertexTopRightX += xoff;
coords.vertexBottomLeftX += xoff;
coords.vertexBottomRightX += xoff;
coords.vertexTopLeftY += yoff;
coords.vertexTopRightY += yoff;
coords.vertexBottomLeftY += yoff;
coords.vertexBottomRightY += yoff;
glRotatef(rotoff, 0, 0, 1);
}
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