ColorCorrectOFX and similar plugins declare per-channel controls
(Gamma, Contrast, Saturation, Gain, Offset) as kOfxParamTypeRGBA.
Olive previously mapped every RGBA param to NodeValue::kColor and
rendered it as a ColorButton, which is semantically wrong for
adjustment sliders.
This commit adds heuristic semantic detection to distinguish
"true color" inputs (color pickers) from "per-channel scalar"
inputs (float sliders):
- label/hint/name keywords ("gamma", "contrast", "gain", ...)
- display range outside [0, 1]
- uniform default values across all channels
The detected semantic ("color" or "scalar") is stored as the
node input property "color_semantic". The display range and hint
are also persisted as "min" / "max" / "tooltip".
NodeParamViewWidgetBridge now branches on "color_semantic":
- "scalar" → 4× FloatSlider (reuses existing ProcessSlider /
keyframe-track logic, since kColor already splits into 4 tracks)
- otherwise → ColorButton (unchanged)
All 4 test suites pass.
This commit extends the OFX plugin support in Olive by:
- Initializing and scanning for OFX plugins
- Updating PluginNode to handle OFX plugin parameters and inputs
- Adding necessary methods and properties for OFX plugin integration
- Enhancing NodeFactory to include OFX plugin nodes
- Refactoring and renaming OliveInstance to OlivePluginInstance
- Introducing new classes for parameter handling (ParamInstance)
- Adding PluginJob for rendering OFX plugins
- Adjusting CMakeLists.txt files to include new source files
This commit adds comprehensive support for OFX plugins in Olive, including:
- Add plugin node infrastructure with getPlugin() method
- Implement OliveHost for managing OFX plugin instances
- Create OliveInstance to handle plugin parameter and timeline interactions
- Add OliveClip implementation for plugin clip handling
- Implement region of definition (RoD) and region of interest (RoI) functionality
- Add interactive mode support in Current class
- Integrate plugin rendering into RenderProcessor
- Fix include dependencies and remove unused OlivePlugin.cpp reference
God damn this was a big oof. Pasting was inadvertently making duplicates of the footage node(s) every single time. Worst case was if the clip was connected to a nested sequence. Every time someone copy/pasted in my large-scale project, it would add another 1000 nodes to the project. It's about fucking time this was fixed.