Files
Mike-Solar 28c4426236 build: split the engine into liboakengine.so; worker drops the UI entirely
Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).

- oak-render-worker now links liboakengine instead of the whole
  libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
  objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
  macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
  ../app but backends now live in engine/; a stale pre-split liboakgl
  in the build tree got dlopened instead, re-initialized and later
  destroyed the interposed engine statics (full-suite segfault at
  DialogSequenceParameterTab, found via gdb watchpoint)
2026-07-20 03:23:28 +08:00

142 lines
4.4 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2022 Olive Team
Modifications Copyright (C) 2025 mikesolar
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#include "rippledistortnode.h"
namespace olive
{
const QString RippleDistortNode::k_texture_input = QStringLiteral("tex_in");
const QString RippleDistortNode::k_evolution_input =
QStringLiteral("evolution_in");
const QString RippleDistortNode::k_intensity_input =
QStringLiteral("intensity_in");
const QString RippleDistortNode::k_frequency_input =
QStringLiteral("frequency_in");
const QString RippleDistortNode::k_position_input = QStringLiteral("position_in");
const QString RippleDistortNode::k_stretch_input = QStringLiteral("stretch_in");
#define super Node
RippleDistortNode::RippleDistortNode()
{
add_input(k_texture_input, NodeValue::k_texture,
InputFlags(k_input_flag_not_keyframable));
add_input(k_evolution_input, NodeValue::k_float, 0);
add_input(k_intensity_input, NodeValue::k_float, 100);
add_input(k_frequency_input, NodeValue::k_float, 1);
set_input_property(k_frequency_input, QStringLiteral("base"), 0.01);
add_input(k_position_input, NodeValue::k_vec2, QVector2D(0, 0));
add_input(k_stretch_input, NodeValue::k_boolean, false);
set_flag(k_video_effect);
set_effect_input(k_texture_input);
gizmo_ = add_draggable_gizmo<PointGizmo>({
NodeKeyframeTrackReference(NodeInput(this, k_position_input), 0),
NodeKeyframeTrackReference(NodeInput(this, k_position_input), 1),
});
gizmo_->set_shape(PointGizmo::k_anchor_point);
}
QString RippleDistortNode::name() const
{
return tr("Ripple");
}
QString RippleDistortNode::id() const
{
return QStringLiteral("org.olivevideoeditor.Olive.ripple");
}
QVector<Node::CategoryID> RippleDistortNode::category() const
{
return { k_category_distort };
}
QString RippleDistortNode::description() const
{
return tr("Distorts an image with a ripple effect.");
}
void RippleDistortNode::retranslate()
{
super::retranslate();
set_input_name(k_texture_input, tr("Input"));
set_input_name(k_frequency_input, tr("Frequency"));
set_input_name(k_intensity_input, tr("Intensity"));
set_input_name(k_evolution_input, tr("Evolution"));
set_input_name(k_position_input, tr("Position"));
set_input_name(k_stretch_input, tr("Stretch"));
}
ShaderCode RippleDistortNode::get_shader_code(const ShaderRequest &request) const
{
Q_UNUSED(request)
return ShaderCode(FileFunctions::read_file_as_string(":/shaders/ripple.frag"));
}
void RippleDistortNode::value(const NodeValueRow &value,
const NodeGlobals &globals,
NodeValueTable *table) const
{
// If there's no texture, no need to run an operation
if (TexturePtr tex = value[k_texture_input].to_texture()) {
// Only run shader if at least one of flip or flop are selected
if (!qIsNull(value[k_intensity_input].to_double())) {
ShaderJob job(value);
job.insert(QStringLiteral("resolution_in"),
NodeValue(NodeValue::k_vec2, tex->virtual_resolution(),
this));
table->push(NodeValue::k_texture, tex->to_job(job), this);
} else {
// If we're not flipping or flopping just push the texture
table->push(value[k_texture_input]);
}
}
}
void RippleDistortNode::update_gizmo_positions(const NodeValueRow &row,
const NodeGlobals &globals)
{
if (TexturePtr tex = row[k_texture_input].to_texture()) {
QPointF half_res(tex->virtual_resolution().x() / 2,
tex->virtual_resolution().y() / 2);
gizmo_->set_point(half_res + row[k_position_input].to_vec2().toPointF());
}
}
void RippleDistortNode::gizmo_drag_move(double x, double y,
const Qt::KeyboardModifiers &modifiers)
{
NodeInputDragger &x_drag = gizmo_->get_draggers()[0];
NodeInputDragger &y_drag = gizmo_->get_draggers()[1];
x_drag.drag(x_drag.get_start_value().toDouble() + x);
y_drag.drag(y_drag.get_start_value().toDouble() + y);
}
}