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 +1,92 @@
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/*
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* Oak Video Editor - Non-Linear Video Editor
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* Copyright (C) 2025 Olive CE Team
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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 <http://www.gnu.org/licenses/>.
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*/
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#include "opacityeffect.h"
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#include "node/math/math/math.h"
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#include "node/sliderdisplaytype.h"
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namespace olive
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{
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#define super Node
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const QString OpacityEffect::k_texture_input = QStringLiteral("tex_in");
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const QString OpacityEffect::k_value_input = QStringLiteral("opacity_in");
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OpacityEffect::OpacityEffect()
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{
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MathNode *math = new MathNode();
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math->setParent(this);
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math->set_operation(MathNode::k_op_multiply);
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set_node_position_in_context(math, QPointF(0, 0));
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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_value_input, NodeValue::k_float, 1.0);
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set_input_property(k_value_input, QStringLiteral("view"),
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slider::k_percentage);
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set_input_property(k_value_input, QStringLiteral("min"), 0.0);
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set_input_property(k_value_input, QStringLiteral("max"), 1.0);
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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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void OpacityEffect::retranslate()
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{
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super::retranslate();
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set_input_name(k_texture_input, tr("Texture"));
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set_input_name(k_value_input, tr("Opacity"));
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}
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ShaderCode OpacityEffect::get_shader_code(const ShaderRequest &request) const
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{
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if (request.id == QStringLiteral("rgbmult")) {
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return ShaderCode(
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FileFunctions::read_file_as_string(":/shaders/opacity_rgb.frag"));
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} else {
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return ShaderCode(
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FileFunctions::read_file_as_string(":/shaders/opacity.frag"));
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}
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}
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void OpacityEffect::value(const NodeValueRow &value, 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 tex = value[k_texture_input].to_texture()) {
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if (TexturePtr opacity_tex = value[k_value_input].to_texture()) {
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ShaderJob job(value);
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job.set_shader_id(QStringLiteral("rgbmult"));
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table->push(NodeValue::k_texture, tex->to_job(job), this);
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} else if (!qFuzzyCompare(value[k_value_input].to_double(), 1.0)) {
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table->push(NodeValue::k_texture, tex->to_job(ShaderJob(value)),
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this);
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} else {
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// 1.0 float is a no-op, so 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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