Commit Graph
16 Commits
Author SHA1 Message Date
itsmattkc ab74c1579e mathnode: temporarily disable identity matrix detection
This code was faulty and needs extra functionality elsewhere to
actually work correctly.
2020-06-19 02:44:26 +10:00
itsmattkc 282824ac49 volume: base off math node
Shares code with math node rather than having it twice.
2020-06-13 18:13:07 +10:00
itsmattkc af5097bf5f nodes: revert shader ID to string
Much easier to manage this way and fixes a compile issue on several
platforms.
2020-06-12 16:02:29 +10:00
itsmattkc 7b9764254d math: generate alpha channel only if multiplying a texture by a matrix 2020-06-12 03:44:23 +10:00
itsmattkc e2e8a6859c renderer: updated audio to work with minor node overhaul 2020-06-12 03:28:43 +10:00
itsmattkc dd7af0e6bd nodes: minor overhaul to functionality
The nodes now have more control over how their accelerated shaders/sample
functions are run, as well as how items are popped off the value tables.
This allows for various optimizations that we didn't have access to before.
2020-06-12 00:54:15 +10:00
itsmattkc 71ec148e76 renderer: moved all shader code into one solidified function
Makes texture-based optimizations easier when they're all in one place.
2020-06-10 01:54:02 +10:00
itsmattkc 430561e2ac sequence: made divider a sequence parameter rather than a viewer parameter
Doing this makes the preview resolution an explicit project setting rather
than a temporary UI setting. This will allow more consistency when caching.
2020-06-08 14:41:35 +10:00
itsmattkc c2e47a296c timeline: heavily optimized and improved nearly all timeline optimizations
Features a lot of timeline-related cache optimizations as well as general
optimizations and improvements in timeline behavior. Should improve
usability significantly.
2020-06-01 04:42:59 +10:00
itsmattkc 25b35725f6 nodes: added more default values to nodes 2020-05-09 18:55:42 +10:00
itsmattkc 74d252c5c0 nodes: use defined categories rather than arbitrary string based 2020-05-05 22:12:15 +10:00
itsmattkc ac3f49a845 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.
2020-04-27 04:11:24 +10:00
Simran Brucherseifer 5da9848de7 Upgrade shaders from GLSL 110 to 150 (OpenGL 3.2) 2020-04-22 11:28:33 +02:00
itsmattkc db117e0780 mathnode: increased decimal places
Also includes general improvements to the slider widget such as an optional
"autotrim" function to cut off trailing zeroes, a "format" string that's easier
to internationalize, and general tidiness.
2020-04-22 17:49:32 +10:00
itsmattkc 2f80be437a node: fixed issue with "taking" values from input tables
As opposed to simply leaving all values in the table, nodes can now "take"
values that they use to free up memory (e.g. "taking" input buffers if they're
used to produce an output buffer).

This is a fairly large change, expect regressions.
2020-04-16 23:12:05 +10:00
itsmattkc cb6c054b8d trigonometrynode: implemented trigonometry node 2020-04-15 02:41:20 +10:00