Files
oak-editor/engine/node/distort/mask/mask.cpp
T
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

134 lines
4.2 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 "mask.h"
#include "node/filter/blur/blur.h"
namespace olive
{
#define super PolygonGenerator
const QString MaskDistortNode::k_feather_input = QStringLiteral("feather_in");
const QString MaskDistortNode::k_invert_input = QStringLiteral("invert_in");
MaskDistortNode::MaskDistortNode()
{
// Mask should always be (1.0, 1.0, 1.0) for multiply to work correctly
set_input_flag(k_color_input, k_input_flag_hidden);
add_input(k_invert_input, NodeValue::k_boolean, false);
add_input(k_feather_input, NodeValue::k_float, 0.0);
set_input_property(k_feather_input, QStringLiteral("min"), 0.0);
}
ShaderCode MaskDistortNode::get_shader_code(const ShaderRequest &request) const
{
if (request.id == QStringLiteral("mrg")) {
return ShaderCode(FileFunctions::read_file_as_string(
QStringLiteral(":/shaders/multiply.frag")));
} else if (request.id == QStringLiteral("feather")) {
return ShaderCode(FileFunctions::read_file_as_string(
QStringLiteral(":/shaders/blur.frag")));
} else if (request.id == QStringLiteral("invert")) {
return ShaderCode(FileFunctions::read_file_as_string(
QStringLiteral(":/shaders/invertrgba.frag")));
} else {
return super::get_shader_code(request);
}
}
void MaskDistortNode::retranslate()
{
super::retranslate();
set_input_name(k_base_input, tr("Texture"));
set_input_name(k_invert_input, tr("Invert"));
set_input_name(k_feather_input, tr("Feather"));
}
void MaskDistortNode::value(const NodeValueRow &value,
const NodeGlobals &globals,
NodeValueTable *table) const
{
TexturePtr texture = value[k_base_input].to_texture();
VideoParams job_params = texture ? texture->params() : globals.vparams();
NodeValue job(NodeValue::k_texture,
Texture::job(job_params, get_generate_job(value, job_params)),
this);
if (value[k_invert_input].to_bool()) {
ShaderJob invert;
invert.set_shader_id(QStringLiteral("invert"));
invert.insert(QStringLiteral("tex_in"), job);
job.set_value(Texture::job(job_params, invert));
}
if (texture) {
// Push as merge node
ShaderJob merge;
merge.set_shader_id(QStringLiteral("mrg"));
merge.insert(QStringLiteral("tex_a"), value[k_base_input]);
if (value[k_feather_input].to_double() > 0.0) {
// Nest a blur shader in there too
ShaderJob feather;
feather.set_shader_id(QStringLiteral("feather"));
feather.insert(BlurFilterNode::k_texture_input, job);
feather.insert(BlurFilterNode::k_method_input,
NodeValue(NodeValue::k_int,
int(BlurFilterNode::k_gaussian), this));
feather.insert(BlurFilterNode::k_horiz_input,
NodeValue(NodeValue::k_boolean, true, this));
feather.insert(BlurFilterNode::k_vert_input,
NodeValue(NodeValue::k_boolean, true, this));
feather.insert(BlurFilterNode::k_repeat_edge_pixels_input,
NodeValue(NodeValue::k_boolean, true, this));
feather.insert(BlurFilterNode::k_radius_input,
NodeValue(NodeValue::k_float,
value[k_feather_input].to_double(), this));
feather.set_iterations(2, BlurFilterNode::k_texture_input);
feather.insert(QStringLiteral("resolution_in"),
NodeValue(NodeValue::k_vec2,
texture ? texture->virtual_resolution() :
globals.square_resolution(),
this));
merge.insert(QStringLiteral("tex_b"),
NodeValue(NodeValue::k_texture,
Texture::job(job_params, feather), this));
} else {
merge.insert(QStringLiteral("tex_b"), job);
}
table->push(NodeValue::k_texture, Texture::job(job_params, merge), this);
} else {
table->push(job);
}
}
}