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 ;) )
Initial very hacky implementation that checks if the footgae is in
use before deleting it and makes sure all refernences to it are
properly cleaned up.
Also added IsMedia() function to Node to simplify things a bit.
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.
Several things are accomplished in this commit, including:
- Use OIIO instead of our own functions for pixel format conversions
(cleaner code/less for us to maintain)
- Fold all PixelService functions into the PixelFormat class
(cleaner code)
- Moved OpenGL pixel definitions to OpenGL classes and out of the
global classes.
- Add support for RGB buffers as well as RGBA (optimization)
Since all NodeInputs will generally only need their data type and default
value set once, we place it all into the constructor for cleaner and easier
to manage code.
This was many changes that were largely fundamentally related. They included:
- More const modifiers to enforce read only node graphs
- Support for fragment and vertex shaders from the nodes
- Support for node code loaded externally (embedded into the binary)
- Fixed issue preventing two textures from being used in a shader
- Removed several unused functions and cleaned up code
- Fixed video media node misreading its matrix input
Since all Nodes have an output that provides all output values now, we now
never need to add an output from a Node derivative. These changes remove the
last of them and disable the ability to add more outputs from a derivative.
If Nodes only have the one output, we don't need to do so much differentiation
between them. Previous iteration used outputs as like a distinct function
within a Node (e.g. length output would return one result, buffer output would
produce a different result - each run different code to produce their results).
Now in this iteration, it's more accurate to say a Node is just one function
(which seems more appropriate for a node system anyway).
Since the nodes won't be holding any rendering data themselves in this system,
we may as well enforce some level of non-write access by setting all the
functions to const. They were already const-friendly, they just weren't
labelled as such.
commit
For testing the new iteration, the texture cache disk download was written
into the main thread instead of into the separate threads. Now they're back
in separate threads again.
Also I think some of these files probably should have been in the previous
commit.
The new rendering pipeline strives to simplify the nodes themselves as much
as possible and move much of the logic to an external rendering engine. This
change removes all of the responsibilities that no longer belong to the
nodes themselves and will soon be folded into the renderer.
Nodes were previously written to be "strongly typed" in that a parameter's
"type" enforced whether it could be connected to another. All code related
to that has now been removed since not only is it hard to maintain and
likely unnecessary, it's possible the nodes will work differently later on
anyway.
Rather than convoluting the MediaInput node, te MediaInput is now an abstract
base class that provides access to a Decoder and derived classes are
responsible for handling it