nodes: moved matrix input on "video input" elsewhere

Rather than plugging a matrix into the video input node, the matrix is now
multiplied by the video input using a math node. This is probably more
sensible from a user perspective.

This also means the renderer is tolerant of texture sizes that are not equal
to the sequence size, however most nodes will downsample the texture to the
sequence size (and if not, it will be downsampled once it is cached). Textures
will still *always* be in reference space and the sequence's format. This seems
like the best compromise between backend and frontend congruity.
This commit is contained in:
itsmattkc
2020-04-27 04:11:24 +10:00
parent f61321d68b
commit ac3f49a845
26 changed files with 307 additions and 358 deletions
+3 -3
View File
@@ -25,7 +25,7 @@
#include "block/clip/clip.h"
#include "block/gap/gap.h"
#include "block/transition/externaltransition.h"
#include "distort/transform/transform.h"
#include "generator/matrix/matrix.h"
#include "input/media/video/video.h"
#include "input/media/audio/audio.h"
#include "input/time/timeinput.h"
@@ -141,8 +141,8 @@ Node *NodeFactory::CreateInternal(const NodeFactory::InternalID &id)
return new ClipBlock();
case kGapBlock:
return new GapBlock();
case kTransformDistort:
return new TransformDistort();
case kMatrixGenerator:
return new MatrixGenerator();
case kVideoInput:
return new VideoInput();
case kAudioInput: