nodes: revise array type
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@@ -119,9 +119,9 @@ void PolygonGenerator::GenerateFrame(FramePtr frame, const GenerateJob &job) con
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QImage img((uchar *) frame->data(), frame->width(), frame->height(), frame->linesize_bytes(), QImage::Format_RGBA8888_Premultiplied);
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img.fill(Qt::transparent);
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QVector<NodeValue> points = job.Get(kPointsInput).value< QVector<NodeValue> >();
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auto points = job.Get(kPointsInput).toArray();
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QPainterPath path = GeneratePath(points);
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QPainterPath path = GeneratePath(points, InputArraySize(kPointsInput));
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QPainter p(&img);
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double par = frame->video_params().pixel_aspect_ratio().toDouble();
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@@ -171,7 +171,7 @@ void PolygonGenerator::UpdateGizmoPositions(const NodeValueRow &row, const NodeG
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{
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QPointF half_res(globals.resolution_by_par().x()/2, globals.resolution_by_par().y()/2);
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QVector<NodeValue> points = row[kPointsInput].value< QVector<NodeValue> >();
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auto points = row[kPointsInput].toArray();
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int current_pos_sz = gizmo_position_handles_.size();
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@@ -196,8 +196,9 @@ void PolygonGenerator::UpdateGizmoPositions(const NodeValueRow &row, const NodeG
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bez_gizmo2->SetSmaller(true);
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}
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if (!points.isEmpty()) {
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for (int i=0; i<points.size(); i++) {
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int pts_sz = InputArraySize(kPointsInput);
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if (!points.empty()) {
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for (int i=0; i<pts_sz; i++) {
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const Bezier &pt = points.at(i).toBezier();
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QPointF main = pt.ToPointF() + half_res;
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@@ -213,7 +214,7 @@ void PolygonGenerator::UpdateGizmoPositions(const NodeValueRow &row, const NodeG
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}
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}
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poly_gizmo_->SetPath(GeneratePath(points).translated(half_res));
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poly_gizmo_->SetPath(GeneratePath(points, pts_sz).translated(half_res));
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}
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ShaderCode PolygonGenerator::GetShaderCode(const ShaderRequest &request) const
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@@ -246,19 +247,19 @@ void PolygonGenerator::AddPointToPath(QPainterPath *path, const Bezier &before,
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after.ToPointF());
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}
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QPainterPath PolygonGenerator::GeneratePath(const QVector<NodeValue> &points)
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QPainterPath PolygonGenerator::GeneratePath(const NodeValueArray &points, int size)
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{
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QPainterPath path;
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if (!points.isEmpty()) {
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const Bezier &first_pt = points.first().toBezier();
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if (!points.empty()) {
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const Bezier &first_pt = points.at(0).toBezier();
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path.moveTo(first_pt.ToPointF());
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for (int i=1; i<points.size(); i++) {
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for (int i=1; i<size; i++) {
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AddPointToPath(&path, points.at(i-1).toBezier(), points.at(i).toBezier());
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}
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AddPointToPath(&path, points.last().toBezier(), first_pt);
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AddPointToPath(&path, points.at(size-1).toBezier(), first_pt);
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}
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return path;
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@@ -68,7 +68,7 @@ protected slots:
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private:
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static void AddPointToPath(QPainterPath *path, const Bezier &before, const Bezier &after);
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static QPainterPath GeneratePath(const QVector<NodeValue> &points);
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static QPainterPath GeneratePath(const NodeValueArray &points, int size);
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template<typename T>
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void ValidateGizmoVectorSize(QVector<T*> &vec, int new_sz);
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@@ -212,6 +212,11 @@ public:
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return input_ids_;
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}
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virtual bool IsInputActiveAtTime(const QString &input, int element, const TimeRange &r) const
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{
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return true;
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}
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bool HasInputWithID(const QString& id) const
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{
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return input_ids_.contains(id);
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+21
-14
@@ -80,11 +80,11 @@ NodeValue NodeTraverser::GenerateRowValue(const Node *node, const QString &input
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if (value.array()) {
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// Resolve each element of array
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QVector<NodeValueTable> tables = value.value<QVector<NodeValueTable> >();
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QVector<NodeValue> output(tables.size());
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NodeValueTableArray tables = value.value<NodeValueTableArray>();
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NodeValueArray output;
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for (int i=0; i<tables.size(); i++) {
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output[i] = GenerateRowValueElement(node, input, i, &tables[i], time);
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for (auto it=tables.begin(); it!=tables.end(); it++) {
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output[it->first] = GenerateRowValueElement(node, input, it->first, &it->second, time);
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}
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value = NodeValue(value.type(), QVariant::fromValue(output), value.source(), value.array(), value.tag());
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@@ -195,6 +195,10 @@ TexturePtr NodeTraverser::GetMainTextureFromJob(const GenerateJob &job)
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NodeValueTable NodeTraverser::ProcessInput(const Node* node, const QString& input, const TimeRange& range)
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{
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if (!node->IsInputActiveAtTime(input, -1, range)) {
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return NodeValueTable();
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}
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// If input is connected, retrieve value directly
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if (node->IsInputConnected(input)) {
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@@ -214,18 +218,21 @@ NodeValueTable NodeTraverser::ProcessInput(const Node* node, const QString& inpu
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if (is_array) {
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// Value is an array, we will return a list of NodeValueTables
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QVector<NodeValueTable> array_tbl(node->InputArraySize(input));
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NodeValueTableArray array_tbl;
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for (int i=0; i<array_tbl.size(); i++) {
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NodeValueTable& sub_tbl = array_tbl[i];
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TimeRange adjusted_range = node->InputTimeAdjustment(input, i, range);
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int sz = node->InputArraySize(input);
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for (int i=0; i<sz; i++) {
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if (node->IsInputActiveAtTime(input, i, range)) {
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NodeValueTable& sub_tbl = array_tbl[i];
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TimeRange adjusted_range = node->InputTimeAdjustment(input, i, range);
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if (node->IsInputConnected(input, i)) {
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Node *output = node->GetConnectedOutput(input, i);
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sub_tbl = GenerateTable(output, adjusted_range, node);
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} else {
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QVariant input_value = node->GetValueAtTime(input, adjusted_range.in(), i);
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sub_tbl.Push(node->GetInputDataType(input), input_value, node);
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if (node->IsInputConnected(input, i)) {
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Node *output = node->GetConnectedOutput(input, i);
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sub_tbl = GenerateTable(output, adjusted_range, node);
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} else {
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QVariant input_value = node->GetValueAtTime(input, adjusted_range.in(), i);
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sub_tbl.Push(node->GetInputDataType(input), input_value, node);
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}
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}
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}
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+6
-2
@@ -31,11 +31,15 @@
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#include "node/splitvalue.h"
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#include "render/color.h"
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#include "render/texture.h"
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#include "undo/undocommand.h"
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namespace olive {
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class Node;
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class NodeValue;
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class NodeValueTable;
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using NodeValueArray = std::map<int, NodeValue>;
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using NodeValueTableArray = std::map<int, NodeValueTable>;
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class NodeValue
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{
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@@ -339,7 +343,7 @@ public:
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QVector3D toVec3() const { return value<QVector3D>(); }
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QVector4D toVec4() const { return value<QVector4D>(); }
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Bezier toBezier() const { return value<Bezier>(); }
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QVector<NodeValue> toArray() const { return value<QVector<NodeValue> >(); }
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NodeValueArray toArray() const { return value<NodeValueArray>(); }
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private:
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Type type_;
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