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.
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@@ -212,8 +212,8 @@ void OpenGLProxy::RunNodeAccelerated(const Node *node, const TimeRange &range, N
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if (!shader) {
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// Since we have shader code, compile it now
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QString frag_code = node->ShaderFragmentCode(input_params);
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QString vert_code = node->ShaderVertexCode(input_params);
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QString frag_code = node->ShaderFragmentCode(input_params);
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if (frag_code.isEmpty()) {
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frag_code = OpenGLShader::CodeDefaultFragment();
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@@ -258,7 +258,7 @@ void OpenGLProxy::RunNodeAccelerated(const Node *node, const TimeRange &range, N
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NodeInput* input = static_cast<NodeInput*>(param);
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// Get value from database at this input
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NodeValue meta_value = node->InputValueFromTable(input, input_params, true);
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NodeValue meta_value = node->InputValueFromTable(input, input_params, false);
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const QVariant& value = meta_value.data();
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NodeParam::DataType data_type;
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@@ -421,7 +421,7 @@ Node* RenderBackend::CopyNodeConnections(Node* src_node)
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void RenderBackend::CopyNodeMakeConnection(NodeInput* src_input, NodeInput* dst_input)
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{
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qDebug() << "Copying input" << src_input->id() << "from" << src_input->parentNode()->id();
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//qDebug() << "Copying input" << src_input->id() << "from" << src_input->parentNode()->id();
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if (src_input->IsConnected()) {
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Node* dst_node = CopyNodeConnections(src_input->get_connected_node());
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