\r
#include <core/video_format.h>\r
#include <core/producer/frame/pixel_format.h>\r
-#include <core/producer/frame/image_transform.h>\r
+#include <core/producer/frame/frame_transform.h>\r
\r
#include <GL/glew.h>\r
\r
if(item.textures.empty())\r
return;\r
\r
- if(item.transform.get_opacity() < epsilon)\r
+ if(item.transform.opacity < epsilon)\r
return;\r
\r
if(!std::all_of(item.textures.begin(), item.textures.end(), std::mem_fn(&device_buffer::ready)))\r
shader_->set("has_local_key", local_key);\r
shader_->set("has_layer_key", layer_key);\r
shader_->set("pixel_format", item.pix_desc.pix_fmt); \r
- shader_->set("opacity", item.transform.get_is_key() ? 1.0 : item.transform.get_opacity()); \r
+ shader_->set("opacity", item.transform.is_key ? 1.0 : item.transform.opacity); \r
\r
// Setup blend_func\r
\r
- if(item.transform.get_is_key())\r
+ if(item.transform.is_key)\r
item.blend_mode = blend_mode::normal;\r
\r
if(blend_modes_)\r
}\r
\r
// Setup image-adjustements\r
-\r
- auto levels = item.transform.get_levels();\r
-\r
- if(levels.min_input > epsilon ||\r
- levels.max_input < 1.0-epsilon ||\r
- levels.min_output > epsilon ||\r
- levels.max_output < 1.0-epsilon ||\r
- std::abs(levels.gamma - 1.0) > epsilon)\r
+ \r
+ if(item.transform.levels.min_input > epsilon ||\r
+ item.transform.levels.max_input < 1.0-epsilon ||\r
+ item.transform.levels.min_output > epsilon ||\r
+ item.transform.levels.max_output < 1.0-epsilon ||\r
+ std::abs(item.transform.levels.gamma - 1.0) > epsilon)\r
{\r
shader_->set("levels", true); \r
- shader_->set("min_input", levels.min_input); \r
- shader_->set("max_input", levels.max_input);\r
- shader_->set("min_output", levels.min_output);\r
- shader_->set("max_output", levels.max_output);\r
- shader_->set("gamma", levels.gamma);\r
+ shader_->set("min_input", item.transform.levels.min_input); \r
+ shader_->set("max_input", item.transform.levels.max_input);\r
+ shader_->set("min_output", item.transform.levels.min_output);\r
+ shader_->set("max_output", item.transform.levels.max_output);\r
+ shader_->set("gamma", item.transform.levels.gamma);\r
}\r
else\r
shader_->set("levels", false); \r
\r
- if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||\r
- std::abs(item.transform.get_saturation() - 1.0) > epsilon ||\r
- std::abs(item.transform.get_contrast() - 1.0) > epsilon)\r
+ if(std::abs(item.transform.brightness - 1.0) > epsilon ||\r
+ std::abs(item.transform.saturation - 1.0) > epsilon ||\r
+ std::abs(item.transform.contrast - 1.0) > epsilon)\r
{\r
shader_->set("csb", true); \r
\r
- shader_->set("brt", item.transform.get_brightness()); \r
- shader_->set("sat", item.transform.get_saturation());\r
- shader_->set("con", item.transform.get_contrast());\r
+ shader_->set("brt", item.transform.brightness); \r
+ shader_->set("sat", item.transform.saturation);\r
+ shader_->set("con", item.transform.contrast);\r
}\r
else\r
shader_->set("csb", false); \r
\r
// Setup interlacing\r
\r
- if(item.transform.get_field_mode() == core::field_mode::progressive) \r
+ if(item.transform.field_mode == core::field_mode::progressive) \r
ogl.disable(GL_POLYGON_STIPPLE); \r
else \r
{\r
ogl.enable(GL_POLYGON_STIPPLE);\r
\r
- if(item.transform.get_field_mode() == core::field_mode::upper)\r
+ if(item.transform.field_mode == core::field_mode::upper)\r
ogl.stipple_pattern(upper_pattern);\r
- else if(item.transform.get_field_mode() == core::field_mode::lower)\r
+ else if(item.transform.field_mode == core::field_mode::lower)\r
ogl.stipple_pattern(lower_pattern);\r
}\r
\r
\r
ogl.viewport(0, 0, background.width(), background.height());\r
\r
- auto m_p = item.transform.get_clip_translation();\r
- auto m_s = item.transform.get_clip_scale();\r
+ auto m_p = item.transform.clip_translation;\r
+ auto m_s = item.transform.clip_scale;\r
\r
bool scissor = m_p[0] > std::numeric_limits<double>::epsilon() || m_p[1] > std::numeric_limits<double>::epsilon() &&\r
m_s[0] < 1.0 - std::numeric_limits<double>::epsilon() || m_s[1] < 1.0 - std::numeric_limits<double>::epsilon();\r
ogl.scissor(static_cast<size_t>(m_p[0]*w), static_cast<size_t>(m_p[1]*h), static_cast<size_t>(m_s[0]*w), static_cast<size_t>(m_s[1]*h));\r
}\r
\r
- auto f_p = item.transform.get_fill_translation();\r
- auto f_s = item.transform.get_fill_scale();\r
+ auto f_p = item.transform.fill_translation;\r
+ auto f_s = item.transform.fill_scale;\r
\r
// Set render target\r
\r
\r
bool operator==(const render_item& lhs, const render_item& rhs)\r
{\r
- return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag;\r
+ return lhs.textures == rhs.textures && lhs.transform == rhs.transform;\r
}\r
\r
}}
\ No newline at end of file