use strings to connect nodes

This makes the node system somewhat more high-level with the intent of making
working with them far more flexible and stable. By making the architecture more
abstracted, it becomes far less rigid which should allow us to do even more
with it and make it much less crash prone.
This commit is contained in:
itsmattkc
2021-02-09 15:48:37 +11:00
parent d1a3e22eaa
commit 81c1922911
138 changed files with 4487 additions and 3913 deletions
+13 -13
View File
@@ -29,7 +29,7 @@
namespace olive {
ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInput *param_a_in, olive::NodeInput *param_b_in) const
ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, const QString& param_a_in, const QString& param_b_in) const
{
QStringList code_id = shader_id.split('.');
@@ -43,11 +43,11 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInp
if (pairing == kPairTextureMatrix && op == kOpMultiply) {
// Override the operation for this operation since we multiply texture COORDS by the matrix rather than
NodeInput* tex_in = (type_a == NodeValue::kTexture) ? param_a_in : param_b_in;
NodeInput* mat_in = (type_a == NodeValue::kTexture) ? param_b_in : param_a_in;
const QString& tex_in = (type_a == NodeValue::kTexture) ? param_a_in : param_b_in;
const QString& mat_in = (type_a == NodeValue::kTexture) ? param_b_in : param_a_in;
// No-op frag shader (can we return QString() instead?)
operation = QStringLiteral("texture(%1, ove_texcoord)").arg(tex_in->id());
operation = QStringLiteral("texture(%1, ove_texcoord)").arg(tex_in);
vert = QStringLiteral("uniform mat4 %1;\n"
"\n"
@@ -59,7 +59,7 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInp
"void main() {\n"
" gl_Position = %1 * a_position;\n"
" ove_texcoord = a_texcoord;\n"
"}\n").arg(mat_in->id());
"}\n").arg(mat_in);
} else {
switch (op) {
@@ -89,8 +89,8 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInp
break;
}
operation = operation.arg(GetShaderVariableCall(param_a_in->id(), type_a),
GetShaderVariableCall(param_b_in->id(), type_b));
operation = operation.arg(GetShaderVariableCall(param_a_in, type_a),
GetShaderVariableCall(param_b_in, type_b));
}
frag = QStringLiteral("uniform %1 %3;\n"
@@ -104,8 +104,8 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInp
" fragColor = %5;\n"
"}\n").arg(GetShaderUniformType(type_a),
GetShaderUniformType(type_b),
param_a_in->id(),
param_b_in->id(),
param_a_in,
param_b_in,
operation);
return ShaderCode(frag, vert);
@@ -165,7 +165,7 @@ void MathNodeBase::PushVector(NodeValueTable *output, olive::NodeValue::Type typ
}
}
NodeValueTable MathNodeBase::ValueInternal(NodeValueDatabase &value, Operation operation, Pairing pairing, NodeInput *param_a_in, const NodeValue& val_a, NodeInput *param_b_in, const NodeValue& val_b) const
NodeValueTable MathNodeBase::ValueInternal(NodeValueDatabase &value, Operation operation, Pairing pairing, const QString& param_a_in, const NodeValue& val_a, const QString& param_b_in, const NodeValue& val_b) const
{
NodeValueTable output = value.Merge();
@@ -342,7 +342,7 @@ NodeValueTable MathNodeBase::ValueInternal(NodeValueDatabase &value, Operation o
{
// Queue a sample job
const NodeValue& number_val = val_a.type() == NodeValue::kSamples ? val_b : val_a;
NodeInput* number_param = val_a.type() == NodeValue::kSamples ? param_b_in : param_a_in;
const QString& number_param = val_a.type() == NodeValue::kSamples ? param_b_in : param_a_in;
float number = RetrieveNumber(number_val);
@@ -350,7 +350,7 @@ NodeValueTable MathNodeBase::ValueInternal(NodeValueDatabase &value, Operation o
job.InsertValue(number_param, NodeValue(NodeValue::kFloat, number, this));
if (job.HasSamples()) {
if (number_param->IsStatic()) {
if (IsInputStatic(number_param)) {
if (!NumberIsNoOp(operation, number)) {
for (int i=0;i<job.samples()->audio_params().channel_count();i++) {
for (int j=0;j<job.samples()->sample_count();j++) {
@@ -375,7 +375,7 @@ NodeValueTable MathNodeBase::ValueInternal(NodeValueDatabase &value, Operation o
return output;
}
void MathNodeBase::ProcessSamplesInternal(NodeValueDatabase &values, MathNodeBase::Operation operation, NodeInput *param_a_in, NodeInput *param_b_in, const SampleBufferPtr input, SampleBufferPtr output, int index) const
void MathNodeBase::ProcessSamplesInternal(NodeValueDatabase &values, MathNodeBase::Operation operation, const QString &param_a_in, const QString &param_b_in, const SampleBufferPtr input, SampleBufferPtr output, int index) const
{
// This function is only used for sample+number pairing
NodeValue number_val = values[param_a_in].GetWithMeta(NodeValue::kNumber);