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trying to decouple things properly
git-svn-id: https://projectm.svn.sourceforge.net/svnroot/projectm/personal/carm/represet@1179 6778bc44-b910-0410-a7a0-be141de4315d
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@ -48,138 +48,3 @@ void PipelineMerger::MergePipelines(const Pipeline & a, const Pipeline & b, Pipe
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out.compositeShader = a.compositeShader;
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out.warpShader = a.warpShader;
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}
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void PresetMerger::MergePresets(PresetOutputs & A, PresetOutputs & B, double ratio, int gx, int gy)
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{
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double invratio = 1.0 - ratio;
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//Merge Simple Waveforms
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//
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// All the mess is because of Waveform 7, which is two lines.
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//
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//Merge Custom Shapes and Custom Waves
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for (PresetOutputs::cshape_container::iterator pos = A.customShapes.begin();
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pos != A.customShapes.end(); ++pos)
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{
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(*pos)->a *= invratio;
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(*pos)->a2 *= invratio;
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(*pos)->border_a *= invratio;
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}
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for (PresetOutputs::cshape_container::iterator pos = B.customShapes.begin();
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pos != B.customShapes.end(); ++pos)
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{
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(*pos)->a *= ratio;
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(*pos)->a2 *= ratio;
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(*pos)->border_a *= ratio;
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A.customShapes.push_back(*pos);
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}
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for (PresetOutputs::cwave_container::iterator pos = A.customWaves.begin();
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pos != A.customWaves.end(); ++pos)
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{
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(*pos)->a *= invratio;
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for (int x=0; x < (*pos)->samples; x++)
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{
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(*pos)->a_mesh[x]= (*pos)->a_mesh[x]*invratio;
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}
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}
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for (PresetOutputs::cwave_container::iterator pos = B.customWaves.begin();
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pos != B.customWaves.end(); ++pos)
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{
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(*pos)->a *= ratio;
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for (int x=0; x < (*pos)->samples; x++)
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{
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(*pos)->a_mesh[x]= (*pos)->a_mesh[x]*ratio;
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}
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A.customWaves.push_back(*pos);
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}
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//Interpolate Per-Pixel mesh
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for (int x=0;x<gx;x++)
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{
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for(int y=0;y<gy;y++)
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{
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A.x_mesh[x][y] = A.x_mesh[x][y]* invratio + B.x_mesh[x][y]*ratio;
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}
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}
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for (int x=0;x<gx;x++)
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{
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for(int y=0;y<gy;y++)
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{
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A.y_mesh[x][y] = A.y_mesh[x][y]* invratio + B.y_mesh[x][y]*ratio;
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}
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}
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//Interpolate PerFrame floats
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A.screenDecay = A.screenDecay * invratio + B.screenDecay * ratio;
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A.wave.r = A.wave.r* invratio + B.wave.r*ratio;
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A.wave.g = A.wave.g* invratio + B.wave.g*ratio;
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A.wave.b = A.wave.b* invratio + B.wave.b*ratio;
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A.wave.a = A.wave.a* invratio + B.wave.a*ratio;
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A.wave.x = A.wave.x* invratio + B.wave.x*ratio;
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A.wave.y = A.wave.y* invratio + B.wave.y*ratio;
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A.wave.mystery = A.wave.mystery* invratio + B.wave.mystery*ratio;
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A.border.outer_size = A.border.outer_size* invratio + B.border.outer_size*ratio;
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A.border.outer_r = A.border.outer_r* invratio + B.border.outer_r*ratio;
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A.border.outer_g = A.border.outer_g* invratio + B.border.outer_g*ratio;
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A.border.outer_b = A.border.outer_b* invratio + B.border.outer_b*ratio;
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A.border.outer_a = A.border.outer_a* invratio + B.border.outer_a*ratio;
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A.border.inner_size = A.border.inner_size* invratio + B.border.inner_size*ratio;
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A.border.inner_r = A.border.inner_r* invratio + B.border.inner_r*ratio;
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A.border.inner_g = A.border.inner_g* invratio + B.border.inner_g*ratio;
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A.border.inner_b = A.border.inner_b* invratio + B.border.inner_b*ratio;
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A.border.inner_a = A.border.inner_a* invratio + B.border.inner_a*ratio;
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A.mv.a = A.mv.a* invratio + B.mv.a*ratio;
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A.mv.r = A.mv.r* invratio + B.mv.r*ratio;
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A.mv.g = A.mv.g* invratio + B.mv.g*ratio;
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A.mv.b = A.mv.b* invratio + B.mv.b*ratio;
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A.mv.length = A.mv.length* invratio + B.mv.length*ratio;
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A.mv.x_num = A.mv.x_num* invratio + B.mv.x_num*ratio;
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A.mv.y_num = A.mv.y_num* invratio + B.mv.y_num*ratio;
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A.mv.y_offset = A.mv.y_offset* invratio + B.mv.y_offset*ratio;
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A.mv.x_offset = A.mv.x_offset* invratio + B.mv.x_offset*ratio;
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A.fRating = A.fRating* invratio + B.fRating*ratio;
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A.fGammaAdj = A.fGammaAdj* invratio + B.fGammaAdj*ratio;
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A.videoEcho.zoom = A.videoEcho.zoom* invratio + B.videoEcho.zoom*ratio;
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A.videoEcho.a = A.videoEcho.a* invratio + B.videoEcho.a*ratio;
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A.fWarpAnimSpeed = A.fWarpAnimSpeed* invratio + B.fWarpAnimSpeed*ratio;
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A.fWarpScale = A.fWarpScale* invratio + B.fWarpScale*ratio;
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A.fShader = A.fShader* invratio + B.fShader*ratio;
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//Switch bools and discrete values halfway. Maybe we should do some interesting stuff here.
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if (ratio > 0.5)
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{
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A.videoEcho.orientation = B.videoEcho.orientation;
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A.textureWrap = B.textureWrap;
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A.bDarkenCenter = B.bDarkenCenter;
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A.bRedBlueStereo = B.bRedBlueStereo;
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A.bBrighten = B.bBrighten;
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A.bDarken = B.bDarken;
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A.bSolarize = B.bSolarize;
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A.bInvert = B.bInvert;
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A.bMotionVectorsOn = B.bMotionVectorsOn;
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}
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return;
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}
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