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.
79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef NODETRAVERSER_H
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#define NODETRAVERSER_H
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#include <QVector2D>
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#include "codec/decoder.h"
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#include "common/cancelableobject.h"
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#include "node/output/track/track.h"
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#include "project/item/footage/stream.h"
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#include "value.h"
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namespace olive {
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class NodeTraverser : public CancelableObject
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{
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public:
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NodeTraverser() = default;
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NodeValueTable GenerateTable(const Node *n, const QString &output, const TimeRange &range);
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NodeValueTable GenerateTable(const NodeOutput& output, const TimeRange &range)
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{
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return GenerateTable(output.node(), output.output(), range);
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}
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NodeValueDatabase GenerateDatabase(const Node *node, const TimeRange &range);
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protected:
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NodeValueTable ProcessInput(const Node *node, const QString &input, const TimeRange &range);
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virtual NodeValueTable GenerateBlockTable(const Track *track, const TimeRange& range);
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virtual QVariant ProcessVideoFootage(VideoStream* stream, const rational &input_time);
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virtual QVariant ProcessAudioFootage(AudioStream* stream, const TimeRange &input_time);
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virtual QVariant ProcessShader(const Node *node, const TimeRange &range, const ShaderJob& job);
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virtual QVariant ProcessSamples(const Node *node, const TimeRange &range, const SampleJob &job);
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virtual QVariant ProcessFrameGeneration(const Node *node, const GenerateJob& job);
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virtual QVariant GetCachedFrame(const Node *node, const rational &time);
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void AddGlobalsToDatabase(NodeValueDatabase& db, const TimeRange &range) const;
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virtual QVector2D GenerateResolution() const
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{
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return QVector2D(0, 0);
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}
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private:
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void PostProcessTable(const Node *node, const TimeRange &range, NodeValueTable &output_params);
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};
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}
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#endif // NODETRAVERSER_H
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