Files
oak-editor/app/node/traverser.cpp
T
itsmattkc 81c1922911 use strings to connect nodes
This makes the node system somewhat more high-level with the intent of making
working with them far more flexible and stable. By making the architecture more
abstracted, it becomes far less rigid which should allow us to do even more
with it and make it much less crash prone.
2021-02-09 15:48:37 +11:00

298 lines
8.5 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2020 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/>.
***/
#include "traverser.h"
#include "node.h"
namespace olive {
NodeValueDatabase NodeTraverser::GenerateDatabase(const Node* node, const TimeRange &range)
{
NodeValueDatabase database;
// We need to insert tables into the database for each input
foreach (const QString& input, node->inputs()) {
if (IsCancelled()) {
return NodeValueDatabase();
}
database.Insert(input, ProcessInput(node, input, range));
}
AddGlobalsToDatabase(database, range);
return database;
}
NodeValueTable NodeTraverser::ProcessInput(const Node* node, const QString& input, const TimeRange& range)
{
// If input is connected, retrieve value directly
if (node->IsInputConnected(input)) {
TimeRange adjusted_range = node->InputTimeAdjustment(input, -1, range);
// Value will equal something from the connected node, follow it
return GenerateTable(node->GetConnectedOutput(input), adjusted_range);
} else {
// Store node
QVariant return_val;
if (node->InputIsArray(input)) {
// Value is an array, we will return a list of NodeValueTables
QVector<NodeValueTable> array_tbl(node->InputArraySize(input));
for (int i=0; i<array_tbl.size(); i++) {
NodeValueTable& sub_tbl = array_tbl[i];
TimeRange adjusted_range = node->InputTimeAdjustment(input, i, range);
if (node->IsInputConnected(input, i)) {
sub_tbl = GenerateTable(node->GetConnectedOutput(input, i), adjusted_range);
} else {
QVariant input_value = node->GetValueAtTime(input, adjusted_range.in(), i);
sub_tbl.Push(node->GetInputDataType(input), input_value, node);
}
}
return_val = QVariant::fromValue(array_tbl);
} else {
// Not connected or an array, just pull the immediate
TimeRange adjusted_range = node->InputTimeAdjustment(input, -1, range);
return_val = node->GetValueAtTime(input, adjusted_range.in());
}
NodeValueTable return_table;
return_table.Push(node->GetInputDataType(input), return_val, node, true);
return return_table;
}
}
NodeValueTable NodeTraverser::GenerateTable(const Node *n, const QString& output, const TimeRange& range)
{
const Track* track = dynamic_cast<const Track*>(n);
if (track) {
// If the range is not wholly contained in this Block, we'll need to do some extra processing
return GenerateBlockTable(track, range);
}
// FIXME: Cache certain values here if we've already processed them before
// Generate database of input values of node
NodeValueDatabase database = GenerateDatabase(n, range);
// By this point, the node should have all the inputs it needs to render correctly
NodeValueTable table = n->Value(output, database);
PostProcessTable(n, range, table);
return table;
}
NodeValueTable NodeTraverser::GenerateBlockTable(const Track *track, const TimeRange &range)
{
// By default, just follow the in point
Block* active_block = track->BlockAtTime(range.in());
NodeValueTable table;
if (active_block) {
table = GenerateTable(active_block, Track::TransformRangeForBlock(active_block, range));
}
return table;
}
QVariant NodeTraverser::ProcessVideoFootage(VideoStream *stream, const rational &input_time)
{
Q_UNUSED(stream)
Q_UNUSED(input_time)
return QVariant();
}
QVariant NodeTraverser::ProcessAudioFootage(AudioStream *stream, const TimeRange &input_time)
{
Q_UNUSED(stream)
Q_UNUSED(input_time)
return QVariant();
}
QVariant NodeTraverser::ProcessShader(const Node *node, const TimeRange &range, const ShaderJob &job)
{
Q_UNUSED(node)
Q_UNUSED(range)
Q_UNUSED(job)
return QVariant();
}
QVariant NodeTraverser::ProcessSamples(const Node *node, const TimeRange &range, const SampleJob &job)
{
Q_UNUSED(node)
Q_UNUSED(range)
Q_UNUSED(job)
return QVariant();
}
QVariant NodeTraverser::ProcessFrameGeneration(const Node *node, const GenerateJob &job)
{
Q_UNUSED(node)
Q_UNUSED(job)
return QVariant();
}
QVariant NodeTraverser::GetCachedFrame(const Node *node, const rational &time)
{
Q_UNUSED(node)
Q_UNUSED(time)
return QVariant();
}
void NodeTraverser::AddGlobalsToDatabase(NodeValueDatabase &db, const TimeRange& range) const
{
// Insert global variables
NodeValueTable global;
global.Push(NodeValue::kFloat, range.in().toDouble(), nullptr, false, QStringLiteral("time_in"));
global.Push(NodeValue::kFloat, range.out().toDouble(), nullptr, false, QStringLiteral("time_out"));
global.Push(NodeValue::kVec2, GenerateResolution(), nullptr, false, QStringLiteral("resolution"));
db.Insert(QStringLiteral("global"), global);
}
void NodeTraverser::PostProcessTable(const Node *node, const TimeRange &range, NodeValueTable &output_params)
{
bool got_cached_frame = false;
// Convert footage to image/sample buffers
QVariant cached_frame = GetCachedFrame(node, range.in());
if (!cached_frame.isNull()) {
output_params.Push(NodeValue::kTexture, cached_frame, node);
// No more to do here
got_cached_frame = true;
}
// Strip out any jobs or footage
QList<NodeValue> video_footage_to_retrieve;
QList<NodeValue> audio_footage_to_retrieve;
QList<NodeValue> shader_jobs_to_run;
QList<NodeValue> sample_jobs_to_run;
QList<NodeValue> generate_jobs_to_run;
for (int i=0; i<output_params.Count(); i++) {
const NodeValue& v = output_params.at(i);
QList<NodeValue>* take_this_value_list = nullptr;
if (v.type() == NodeValue::kFootage) {
Stream* s = Node::ValueToPtr<Stream>(v.data());
if (s) {
if (s->type() == Stream::kVideo) {
take_this_value_list = &video_footage_to_retrieve;
} else if (s->type() == Stream::kAudio) {
take_this_value_list = &audio_footage_to_retrieve;
}
}
} else if (v.type() == NodeValue::kShaderJob) {
take_this_value_list = &shader_jobs_to_run;
} else if (v.type() == NodeValue::kSampleJob) {
take_this_value_list = &sample_jobs_to_run;
} else if (v.type() == NodeValue::kGenerateJob) {
take_this_value_list = &generate_jobs_to_run;
}
if (take_this_value_list) {
take_this_value_list->append(output_params.TakeAt(i));
i--;
}
}
if (!got_cached_frame) {
// Retrieve video frames
foreach (const NodeValue& v, video_footage_to_retrieve) {
// Assume this is a VideoStream, we did a type check earlier in the function
VideoStream* stream = Node::ValueToPtr<VideoStream>(v.data());
if (stream->footage()->IsValid()) {
QVariant value = ProcessVideoFootage(stream, range.in());
if (!value.isNull()) {
output_params.Push(NodeValue::kTexture, value, node);
}
}
}
// Run shaders
foreach (const NodeValue& v, shader_jobs_to_run) {
QVariant value = ProcessShader(node, range, v.data().value<ShaderJob>());
if (!value.isNull()) {
output_params.Push(NodeValue::kTexture, value, node);
}
}
// Run generate jobs
foreach (const NodeValue& v, generate_jobs_to_run) {
QVariant value = ProcessFrameGeneration(node, v.data().value<GenerateJob>());
if (!value.isNull()) {
output_params.Push(NodeValue::kTexture, value, node);
}
}
}
// Retrieve audio samples
foreach (const NodeValue& v, audio_footage_to_retrieve) {
// Assume this is an AudioStream, we did a type check earlier in the function
AudioStream* stream = Node::ValueToPtr<AudioStream>(v.data());
if (stream->footage()->IsValid()) {
QVariant value = ProcessAudioFootage(stream, range);
if (!value.isNull()) {
output_params.Push(NodeValue::kSamples, value, node);
}
}
}
// Run any accelerated shader jobs
foreach (const NodeValue& v, sample_jobs_to_run) {
QVariant value = ProcessSamples(node, range, v.data().value<SampleJob>());
if (!value.isNull()) {
output_params.Push(NodeValue::kSamples, value, node);
}
}
}
}