Commit Graph
37 Commits
Author SHA1 Message Date
itsmattkc f6dc3c7fcc node: implement transform parenting 2022-07-26 11:04:24 -07:00
itsmattkc e9844ee135 implemented gizmo transforming through the node graph 2022-05-15 14:36:30 -07:00
itsmattkc 4b366a9b73 update copyright year to 2022 2022-05-10 10:38:56 -07:00
itsmattkc 58c4600d04 nodevalue: begin abstracting qvariant 2022-05-09 13:07:34 -07:00
itsmattkc f424c34125 matrixgenerator: update property 2022-05-08 12:13:19 -07:00
itsmattkc a213ae8944 nodeparamviewwidgetbridge: make disable property more versatile 2022-05-07 10:55:50 -07:00
itsmattkc d55d9c820f code: use macros for default node functions
Easier to maintain
2022-05-04 11:01:17 -07:00
itsmattkc 001834cbfa node: implemented bypassing 2022-04-26 15:07:01 -07:00
itsmattkc b07bccb7dc nodes: revert to single output 2021-09-07 22:01:36 -07:00
itsmattkc a0706a78d8 nodes: implemented core of manual table value selection 2021-09-07 15:27:07 -07:00
itsmattkc 77d4b18a60 updated copyright year for 2021 [skip ci] 2021-04-17 18:56:50 +10:00
itsmattkc 81c1922911 use strings to connect nodes
This makes the node system somewhat more high-level with the intent of making
working with them far more flexible and stable. By making the architecture more
abstracted, it becomes far less rigid which should allow us to do even more
with it and make it much less crash prone.
2021-02-09 15:48:37 +11:00
itsmattkc 4e5db91c17 keyframeviewbase: cleaned up code and show tooltip values in input's desired format 2021-01-25 11:05:09 +11:00
itsmattkc 181235f6ce began new infrastructure
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break.

Goals for this are:
- Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable
- Redesign node structure to address issues where UI would stall for lengthy periods of time
- Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management
- General code cleanup and improvements
2021-01-05 11:20:38 +11:00
itsmattkc 8a869d0393 use QObject property system now that i know how to signal them 2020-11-27 10:10:24 +11:00
itsmattkc ed6f4eed3e core: changed ortho node ID
Fixes collision where transform and ortho nodes had the same ID. Renames ortho ID and automatically corrects
old projects with the old ID. Bumps the project version as a result.
2020-11-22 22:32:09 +11:00
itsmattkc a6d382f4d4 further improved gizmos 2020-11-22 18:21:24 +11:00
itsmattkc 54cd244801 nodes: added distort nodes
Adds nodes for cropping and transforming
2020-11-22 11:34:37 +11:00
itsmattkc 75d4cd899b use hardcoded namespace
The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
2020-11-17 20:24:42 +11:00
itsmattkc d241090a9f finally updated the copyright year 2020-11-17 20:13:22 +11:00
itsmattkc 1b9bf6d92c switched many QLists for QVectors
Minor optimization
2020-11-16 16:17:43 +11:00
itsmattkc b3d7158e8e matrix: ensure an identity matrix is created if all values are default 2020-06-12 03:27:36 +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 2039067fdc renderer/viewer: fixed playback and live updates from value changes 2020-05-15 15:02:30 +10:00
itsmattkc 25b35725f6 nodes: added more default values to nodes 2020-05-09 18:55:42 +10:00
itsmattkc 5b956729b3 gizmos: work towards gizmos in the matrix transform node 2020-05-07 18:12:18 +10:00
itsmattkc d02e9090b9 implemented core gizmo interaction functionality 2020-05-07 04:45:27 +10:00
itsmattkc 2eb753e99d matrix: comment out broken test code 2020-05-06 23:23:07 +10:00
itsmattkc 67854a2c97 gizmos: use scale instead of matrix transform
Improves appearance of gizmos lines and ensures other controls are drawn in
UI dimensions rather than texture dimensions.
2020-05-06 17:45:44 +10:00
itsmattkc 1ceefb6dba Merge branch 'master' into gizmos 2020-05-06 16:35:40 +10:00
itsmattkc 74d252c5c0 nodes: use defined categories rather than arbitrary string based 2020-05-05 22:12:15 +10:00
itsmattkc c387ce1cd7 polygon node: early crude implementation 2020-05-05 00:22:49 +10:00
itsmattkc cfc5ce24a3 Merge branch 'master' into gizmos 2020-05-02 17:06:49 +10:00
itsmattkc 999e841bc7 nodes: implemented short name
Nodes can provide "short" names for use in the node graph, distinct from their
full names shown everywhere else.
2020-04-29 14:33:57 +10:00
itsmattkc 1cca9de7c5 gizmos: implemented pathway for node to draw on the viewer 2020-04-27 04:34:36 +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