This commit extends the OFX plugin support in Olive by: - Initializing and scanning for OFX plugins - Updating PluginNode to handle OFX plugin parameters and inputs - Adding necessary methods and properties for OFX plugin integration - Enhancing NodeFactory to include OFX plugin nodes - Refactoring and renaming OliveInstance to OlivePluginInstance - Introducing new classes for parameter handling (ParamInstance) - Adding PluginJob for rendering OFX plugins - Adjusting CMakeLists.txt files to include new source files
83 lines
2.8 KiB
C++
83 lines
2.8 KiB
C++
/*
|
|
* Olive Community Edition - Non-Linear Video Editor
|
|
* Copyright (C) 2025 Olive CE 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 PLUGIN_NODES_H
|
|
#define PLUGIN_NODES_H
|
|
#include "ofxhImageEffectAPI.h"
|
|
#include "ofxhPluginCache.h"
|
|
#include "node/node.h"
|
|
|
|
namespace olive
|
|
{
|
|
namespace plugin
|
|
{
|
|
const QString kTextureInput = QStringLiteral("tex_in");
|
|
|
|
class PluginNode : public olive::Node{
|
|
public:
|
|
PluginNode(OFX::Host::ImageEffect::ImageEffectPlugin* plugin) ;
|
|
|
|
|
|
QString Name() const override;
|
|
QString id() const override;
|
|
QVector<CategoryID> Category() const override;
|
|
QString Description() const override;
|
|
|
|
void AddPushButton();
|
|
void AddPage();
|
|
Node *copy() const override;
|
|
/**
|
|
* @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.
|
|
*/
|
|
void Value(const NodeValueRow &value,
|
|
const NodeGlobals &globals, NodeValueTable *table) const override;
|
|
|
|
/**
|
|
* @brief If Value() pushes a ShaderJob, this is the function that will process them.
|
|
*/
|
|
virtual void ProcessSamples(const NodeValueRow &values,
|
|
const SampleBuffer &input, SampleBuffer &output,
|
|
int index) const;
|
|
|
|
/**
|
|
* @brief If Value() pushes a GenerateJob, override this function for the image to create
|
|
*
|
|
* @param frame
|
|
*
|
|
* The destination buffer. It will already be allocated and ready for writing to.
|
|
*/
|
|
virtual void GenerateFrame(FramePtr frame, const GenerateJob &job) const;
|
|
|
|
};
|
|
|
|
}
|
|
}
|
|
|
|
|
|
#endif //PLUGIN_H
|