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oak-editor/app/node/traverser.cpp
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/***
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 (NodeInput* input, node->parameters()) {
if (IsCancelled()) {
return NodeValueDatabase();
}
TimeRange input_time = node->InputTimeAdjustment(input, range);
database.Insert(input, ProcessInput(input, input_time));
}
AddGlobalsToDatabase(database, range);
return database;
}
NodeValueTable NodeTraverser::ProcessInput(NodeInput* input, const TimeRange& range)
{
// If input is connected, retrieve value directly
if (input->IsConnected()) {
// Value will equal something from the connected node, follow it
return GenerateTable(input->GetConnectedNode(), range);
} else {
// Store node
Node* node = static_cast<Node*>(input->parent());
QVariant return_val;
if (input->IsArray()) {
// Value is an array, we will return a list of NodeValueTables
QVector<NodeValueTable> array_tbl(input->ArraySize());
for (int i=0; i<array_tbl.size(); i++) {
NodeValueTable& sub_tbl = array_tbl[i];
if (input->IsConnected(i)) {
sub_tbl = GenerateTable(input->GetConnectedNode(i), range);
} else {
QVariant input_value = input->GetValueAtTime(range.in(), i);
sub_tbl.Push(input->GetDataType(), input_value, node);
}
}
return_val = QVariant::fromValue(array_tbl);
} else {
// Not connected or an array, just pull the immediate
return_val = input->GetValueAtTime(range.in());
}
NodeValueTable return_table;
return_table.Push(input->GetDataType(), return_val, node, true);
return return_table;
}
}
NodeValueTable NodeTraverser::GenerateTable(const Node *n, 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(database);
PostProcessTable(n, range, table);
return table;
}
NodeValueTable NodeTraverser::GenerateTable(const Node *n, const rational &in, const rational &out)
{
return GenerateTable(n, TimeRange(in, out));
}
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, 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);
}
}
}
}