build: split the engine into liboakengine.so; worker drops the UI entirely
Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).
- oak-render-worker now links liboakengine instead of the whole
libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
../app but backends now live in engine/; a stale pre-split liboakgl
in the build tree got dlopened instead, re-initialized and later
destroyed the interposed engine statics (full-suite segfault at
DialogSequenceParameterTab, found via gdb watchpoint)
This commit is contained in:
@@ -0,0 +1,106 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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Modifications Copyright (C) 2025 mikesolar
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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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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "wavedistortnode.h"
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namespace olive
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{
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const QString WaveDistortNode::k_texture_input = QStringLiteral("tex_in");
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const QString WaveDistortNode::k_frequency_input = QStringLiteral("frequency_in");
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const QString WaveDistortNode::k_intensity_input = QStringLiteral("intensity_in");
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const QString WaveDistortNode::k_evolution_input = QStringLiteral("evolution_in");
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const QString WaveDistortNode::k_vertical_input = QStringLiteral("vertical_in");
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#define super Node
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WaveDistortNode::WaveDistortNode()
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{
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add_input(k_texture_input, NodeValue::k_texture,
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InputFlags(k_input_flag_not_keyframable));
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add_input(k_frequency_input, NodeValue::k_float, 10);
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add_input(k_intensity_input, NodeValue::k_float, 10);
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add_input(k_evolution_input, NodeValue::k_float, 0);
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add_input(k_vertical_input, NodeValue::k_combo, false);
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set_flag(k_video_effect);
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set_effect_input(k_texture_input);
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}
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QString WaveDistortNode::name() const
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{
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return tr("Wave");
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}
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QString WaveDistortNode::id() const
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{
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return QStringLiteral("org.olivevideoeditor.Olive.wave");
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}
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QVector<Node::CategoryID> WaveDistortNode::category() const
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{
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return { k_category_distort };
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}
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QString WaveDistortNode::description() const
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{
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return tr("Distorts an image along a sine wave.");
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}
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void WaveDistortNode::retranslate()
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{
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super::retranslate();
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set_input_name(k_texture_input, tr("Input"));
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set_input_name(k_frequency_input, tr("Frequency"));
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set_input_name(k_intensity_input, tr("Intensity"));
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set_input_name(k_evolution_input, tr("Evolution"));
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set_input_name(k_vertical_input, tr("Direction"));
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set_combo_box_strings(k_vertical_input, { tr("Horizontal"), tr("Vertical") });
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}
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ShaderCode WaveDistortNode::get_shader_code(const ShaderRequest &request) const
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{
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Q_UNUSED(request)
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return ShaderCode(FileFunctions::read_file_as_string(":/shaders/wave.frag"));
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}
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void WaveDistortNode::value(const NodeValueRow &value,
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const NodeGlobals &globals,
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NodeValueTable *table) const
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{
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// If there's no texture, no need to run an operation
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if (TexturePtr texture = value[k_texture_input].to_texture()) {
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// Only run shader if at least one of flip or flop are selected
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if (!qIsNull(value[k_intensity_input].to_double())) {
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table->push(NodeValue::k_texture,
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Texture::job(texture->params(), ShaderJob(value)),
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this);
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} else {
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// If we're not flipping or flopping just push the texture
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table->push(value[k_texture_input]);
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}
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}
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}
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}
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