Add OFX plugin support and related infrastructure
This commit extends the OFX plugin support in Olive by: - Initializing and scanning for OFX plugins - Updating PluginNode to handle OFX plugin parameters and inputs - Adding necessary methods and properties for OFX plugin integration - Enhancing NodeFactory to include OFX plugin nodes - Refactoring and renaming OliveInstance to OlivePluginInstance - Introducing new classes for parameter handling (ParamInstance) - Adding PluginJob for rendering OFX plugins - Adjusting CMakeLists.txt files to include new source files
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-16
@@ -18,36 +18,60 @@
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#ifndef PLUGIN_NODES_H
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#define PLUGIN_NODES_H
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#include "ofxhImageEffectAPI.h"
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#include "ofxhPluginCache.h"
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#include "node/node.h"
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#include "pluginSupport/Plugin.h"
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#include "pluginSupport/OlivePlugin.cpp"
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namespace olive
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{
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namespace plugin
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{
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const QString kTextureInput = QStringLiteral("tex_in");
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class PluginNode : public olive::Node{
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public:
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PluginNode():Node()
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{
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memset(&methods, 0, sizeof(olive_node_methods));
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};
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explicit PluginNode(struct olive_node_methods methods):Node()
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{
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this->methods=methods;
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}
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void setMethods(struct olive_node_methods methods)
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{
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this->methods=methods;
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}
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PluginNode(OFX::Host::ImageEffect::ImageEffectPlugin* plugin) ;
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QString Name() const override;
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QString id() const override;
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QVector<CategoryID> Category() const override;
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QString Description() const override;
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void AddPushButton();
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void AddPage();
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Node *copy() const override;
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/**
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* @brief The main processing function
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*
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* The node's main purpose is to take values from inputs to set values in outputs. For whatever subclass node you
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* create, this is where the code for that goes.
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*
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* Note that as a video editor, the node graph has to work across time. Depending on the purpose of your node, it may
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* output different values depending on the time, and even if not, it will likely be receiving different input
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* depending on the time. Most of the difficult work here is handled by NodeInput::get_value() which you should pass
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* the `time` parameter to. It will return its value (at that time, if it's keyframed), or pass the time to a
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* corresponding output if it's connected to one. If your node doesn't directly deal with time, the default behavior
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* of the NodeParam objects will handle everything related to it automatically.
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*/
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void Value(const NodeValueRow &value,
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const NodeGlobals &globals, NodeValueTable *table) const override;
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private:
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struct olive_node_methods methods;
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/**
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* @brief If Value() pushes a ShaderJob, this is the function that will process them.
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*/
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virtual void ProcessSamples(const NodeValueRow &values,
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const SampleBuffer &input, SampleBuffer &output,
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int index) const;
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/**
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* @brief If Value() pushes a GenerateJob, override this function for the image to create
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*
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* @param frame
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*
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* The destination buffer. It will already be allocated and ready for writing to.
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*/
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virtual void GenerateFrame(FramePtr frame, const GenerateJob &job) const;
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};
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