Files
oak-editor/app/node/node.h
T
itsmattkc 0b7782e129 added support for multiple node iterations
Optimizes various effects, particularly blurs.
2019-12-15 00:39:28 +11:00

378 lines
12 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
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/>.
***/
#ifndef NODE_H
#define NODE_H
#include <QCryptographicHash>
#include <QMutex>
#include <QObject>
#include <QPointF>
#include "common/rational.h"
#include "node/dependency.h"
#include "node/input.h"
#include "node/inputarray.h"
#include "node/output.h"
#include "node/value.h"
/**
* @brief A single processing unit that can be connected with others to create intricate processing systems
*
* A cornerstone of "visual programming", a node is a single "function" that takes input and returns an output that can
* be connected to other nodes. Inputs can be either user-set or retrieved from the output of another node. By joining
* several nodes together, intricate, highly customizable, and infinitely extensible systems can be made for processing
* data. It can also all be exposed to the user without forcing them to write code or compile anything.
*
* A major example in Olive is the entire rendering workflow. To render a frame, Olive will work through a node graph
* that can be infinitely customized by the user to create images.
*
* This is a simple base class designed to contain all the functionality for this kind of processing connective unit.
* It is an abstract class intended to be subclassed to create nodes with actual functionality.
*/
class Node : public QObject
{
Q_OBJECT
public:
Node();
virtual ~Node() override;
/**
* @brief Creates a clone of the Node
*
* By default, the clone will NOT have the values and connections of the original node. The caller is responsible for
* copying that data with functions like CopyInputs() as copies may be done for different reasons.
*/
virtual Node* copy() const = 0;
/**
* @brief Return the name of the node
*
* This is the node's name shown to the user. This must be overridden by subclasses, and preferably run through the
* translator.
*/
virtual QString Name() const = 0;
/**
* @brief Return the unique identifier of the node
*
* This is used in save files and any other times a specific node must be picked out at runtime. This must be an ID
* completely unique to this node, and preferably in bundle identifier format (e.g. "org.company.Name"). This string
* should NOT be translated.
*/
virtual QString id() const = 0;
/**
* @brief Return the category this node is in (optional for subclassing, but recommended)
*
* In any organized node menus, show the node in this category. If this node should be in a subfolder of a subfolder,
* use a "/" to separate categories (e.g. "Distort/Noise"). The string should not start with a "/" as this will be
* interpreted as an empty string category. This value should be run through a translator as its largely user
* oriented.
*/
virtual QString Category() const;
/**
* @brief Return a description of this node's purpose (optional for subclassing, but recommended)
*
* A short (1-2 sentence) description of what this node should do to help the user understand its purpose. This should
* be run through a translator.
*/
virtual QString Description() const;
/**
* @brief Function called to retranslate parameter names (should be overridden in derivatives)
*/
virtual void Retranslate();
/**
* @brief Return a list of NodeParams
*/
const QList<NodeParam*>& parameters() const;
/**
* @brief Return the index of a parameter
* @return Parameter index or -1 if this parameter is not part of this Node
*/
int IndexOfParameter(NodeParam* param) const;
/**
* @brief Return a list of all Nodes that this Node's inputs are connected to (does not include this Node)
*/
QList<Node*> GetDependencies() const;
/**
* @brief Returns a list of Nodes that this Node is dependent on, provided no other Nodes are dependent on them
* outside of this hierarchy.
*
* Similar to GetDependencies(), but excludes any Nodes that are used outside the dependency graph of this Node.
*/
QList<Node*> GetExclusiveDependencies() const;
/**
* @brief Retrieve immediate dependencies (only nodes that are directly connected to the inputs of this one)
*/
QList<Node*> GetImmediateDependencies() const;
virtual bool IsAccelerated() const;
/**
* @brief Generate hardware accelerated code for this Node
*/
virtual QString AcceleratedCodeVertex() const;
/**
* @brief Generate hardware accelerated code for this Node
*/
virtual QString AcceleratedCodeFragment() const;
/**
* @brief Number of iterations to run the accelerated code
*
* Some code is faster if it's merely repeated on a resulting texture rather than run once on the same buffer.
*/
virtual int AcceleratedCodeIterations() const;
/**
* @brief Parameter that should receive the buffer on an iteration past the first
*/
virtual NodeInput* AcceleratedCodeIterativeInput() const;
/**
* @brief Returns the parameter with the specified ID (or nullptr if it doesn't exist)
*/
NodeParam* GetParameterWithID(const QString& id) const;
/**
* @brief Returns whether this Node outputs data to the Node `n` in any way
*/
bool OutputsTo(Node* n) const;
/**
* @brief Return whether this Node has input parameters
*/
bool HasInputs() const;
/**
* @brief Return whether this Node has output parameters
*/
bool HasOutputs() const;
/**
* @brief Return whether this Node has input parameters and at least one of them is connected
*/
bool HasConnectedInputs() const;
/**
* @brief Return whether this Node has output parameters and at least one of them is connected
*/
bool HasConnectedOutputs() const;
/**
* @brief Severs all input and output connections
*/
void DisconnectAll();
/**
* @brief Convert a pointer to a value that can be sent between NodeParams
*/
static QVariant PtrToValue(void* ptr);
template<class T>
/**
* @brief Convert a NodeParam value to a pointer of any kind
*/
static T* ValueToPtr(const QVariant& ptr);
/**
* @brief Signal all dependent Nodes that anything cached between start_range and end_range is now invalid and
* requires re-rendering
*
* Override this if your Node subclass keeps a cache, but call this base function at the end of the subclass function.
* Default behavior is to relay this signal to all connected outputs, which will need to be done as to not break
* the DAG. Even if the time needs to be transformed somehow (e.g. converting media time to sequence time), you can
* call this function with transformed time and relay the signal that way.
*/
virtual void InvalidateCache(const rational& start_range, const rational& end_range, NodeInput* from = nullptr);
virtual TimeRange InputTimeAdjustment(NodeInput* input, const TimeRange& input_time) const;
/**
* @brief User input lock prevents any user changes while a graph is being rendered
*/
void LockUserInput();
void UnlockUserInput();
/**
* @brief Copies inputs from from Node to another including connections
*
* Nodes must be of the same types (i.e. have the same ID)
*/
static void CopyInputs(Node* source, Node* destination, bool include_connections = true);
/**
* @brief For a list of copies nodes, this function will duplicate all the connections in the source list to the destination list
*/
static void DuplicateConnectionsBetweenLists(const QList<Node*>& source, const QList<Node *> &destination);
/**
* @brief Return whether this Node can be deleted or not
*/
bool CanBeDeleted() const;
/**
* @brief Set whether this Node can be deleted in the UI or not
*/
void SetCanBeDeleted(bool s);
/**
* @brief Returns whether this Node is a "Block" type or not
*
* You shouldn't ever need to override this since all derivatives of Block will automatically have this set to true.
* It's just a more convenient way of checking than dynamic_casting.
*/
virtual bool IsBlock() const;
/**
* @brief Returns whether this Node is a "Track" type or not
*
* You shouldn't ever need to override this since all derivatives of Track will automatically have this set to true.
* It's just a more convenient way of checking than dynamic_casting.
*/
virtual bool IsTrack() const;
/**
* @brief The main processing function
*
* The node's main purpose is to take values from inputs to set values in outputs. For whatever subclass node you
* create, this is where the code for that goes.
*
* Note that as a video editor, the node graph has to work across time. Depending on the purpose of your node, it may
* output different values depending on the time, and even if not, it will likely be receiving different input
* depending on the time. Most of the difficult work here is handled by NodeInput::get_value() which you should pass
* the `time` parameter to. It will return its value (at that time, if it's keyframed), or pass the time to a
* corresponding output if it's connected to one. If your node doesn't directly deal with time, the default behavior
* of the NodeParam objects will handle everything related to it automatically.
*/
virtual NodeValueTable Value(const NodeValueDatabase& value) const;
/**
* @brief Return whether a parameter with ID `id` has already been added to this Node
*/
bool HasParamWithID(const QString& id) const;
NodeOutput* output() const;
virtual QVariant InputValueFromTable(NodeInput* input, const NodeValueTable& table) const;
const QPointF& GetPosition();
void SetPosition(const QPointF& pos);
protected:
void AddInput(NodeInput* input);
void ClearCachedValuesInParameters(const rational& start_range, const rational& end_range);
void SendInvalidateCache(const rational& start_range, const rational& end_range);
virtual void DependentEdgeChanged(NodeInput* from);
static QString ReadFileAsString(const QString& filename);
public slots:
signals:
/**
* @brief Signal emitted when a node is connected to another node (creating an "edge")
*
* @param edge
*
* The edge that was added
*/
void EdgeAdded(NodeEdgePtr edge);
/**
* @brief Signal emitted when a node is disconnected from another node (removing an "edge")
*
* @param edge
*
* The edge that was removed
*/
void EdgeRemoved(NodeEdgePtr edge);
private:
/**
* @brief Add a parameter to this node
*
* The Node takes ownership of this parameter.
*
* This can be either an output or an input at any time. Parameters will always appear in the order they're added.
*/
void AddParameter(NodeParam* param);
bool HasParamOfType(NodeParam::Type type, bool must_be_connected) const;
void ConnectInput(NodeInput* input);
void DisconnectInput(NodeInput* input);
static void TraverseInputInternal(QList<Node*>& list, NodeInput* input, bool traverse);
static void GetDependenciesInternal(const Node* n, QList<Node*>& list, bool traverse);
QList<NodeParam *> params_;
/**
* @brief Used for thread safety from main thread
*/
QMutex user_input_lock_;
/**
* @brief Internal variable for whether this Node can be deleted or not
*/
bool can_be_deleted_;
/**
* @brief Primary node output
*/
NodeOutput* output_;
/**
* @brief UI position for NodeViews
*/
QPointF position_;
private slots:
void InputChanged(rational start, rational end);
void InputConnectionChanged(NodeEdgePtr edge);
};
template<class T>
T* Node::ValueToPtr(const QVariant &ptr)
{
return reinterpret_cast<T*>(ptr.value<quintptr>());
}
#endif // NODE_H