implemented audio keyframing
This mostly builds on the keyframing we already set up for video, but the audio renderer will now appropriately updated keyframe inputs per sample in accordance with keyframe values.
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@@ -42,7 +42,7 @@ NodeValueTable RenderWorker::RenderInternal(const NodeDependency &path)
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return ProcessNode(path);
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}
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void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable* output_params)
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void RenderWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase &input_params, NodeValueTable* output_params)
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{
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Q_UNUSED(node)
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Q_UNUSED(range)
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@@ -86,24 +86,45 @@ NodeValueTable RenderWorker::ProcessNode(const NodeDependency& dep)
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// FIXME: Cache certain values here if we've already processed them before
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// Generate database of input values of node
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NodeValueDatabase database = GenerateDatabase(node, dep.range());
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// By this point, the node should have all the inputs it needs to render correctly
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NodeValueTable table = node->Value(database);
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// Check if we have a shader for this output
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RunNodeAccelerated(node, dep.range(), database, &table);
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return table;
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}
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NodeValueTable RenderWorker::ProcessInput(const NodeInput *input, const TimeRange& range)
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{
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if (input->IsConnected()) {
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// Value will equal something from the connected node, follow it
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return ProcessNode(NodeDependency(input->get_connected_node(),
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range));
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} else {
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// Push onto the table the value at this time from the input
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QVariant input_value = input->get_value_at_time(range.in());
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NodeValueTable table;
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table.Push(input->data_type(), input_value);
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return table;
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}
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}
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NodeValueDatabase RenderWorker::GenerateDatabase(const Node* node, const TimeRange& range)
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{
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NodeValueDatabase database;
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// We need to insert tables into the database for each input
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foreach (NodeParam* param, node->parameters()) {
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if (param->type() == NodeParam::kInput) {
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NodeValueTable table;
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NodeInput* input = static_cast<NodeInput*>(param);
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TimeRange input_time = node->InputTimeAdjustment(input, dep.range());
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TimeRange input_time = node->InputTimeAdjustment(input, range);
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if (input->IsConnected()) {
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// Value will equal something from the connected node, follow it
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table = ProcessNode(NodeDependency(input->get_connected_node(),
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input_time));
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} else {
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// Push onto the table the value at this time from the input
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QVariant input_value = input->get_value_at_time(input_time.in());
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table.Push(input->data_type(), input_value);
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}
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NodeValueTable table = ProcessInput(input, input_time);
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// Exception for Footage types where we actually retrieve some Footage data from a decoder
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if (input->data_type() == NodeParam::kFootage) {
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@@ -126,12 +147,5 @@ NodeValueTable RenderWorker::ProcessNode(const NodeDependency& dep)
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}
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}
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// By this point, the node should have all the inputs it needs to render correctly
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NodeValueTable table = node->Value(database);
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// Check if we have a shader for this output
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RunNodeAccelerated(node, dep.range(), &database, &table);
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return table;
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return database;
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}
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