427 lines
13 KiB
Rust
427 lines
13 KiB
Rust
// Oak Video Editor - Non-Linear Video Editor
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// Copyright (C) 2026 Oak Team
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//
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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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//
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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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//
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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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//! Stroke filter (C++ `src/node/src/filter/stroke/stroke.{h,cpp}`,
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//! `olive::StrokeFilterNode`).
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use crate::factory::NodeMeta;
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use crate::jobs::ShaderJobPayload;
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use crate::node::{Category, NodeBehavior, NodeCore};
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/// Texture input id (C++ `k_texture_input`). Type: texture; flags:
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/// not-keyframable; this is the node's effect input.
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pub const TEXTURE_INPUT: &str = "tex_in";
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/// Stroke color input id (C++ `k_color_input`). Type: color; default
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/// opaque white `(1.0, 1.0, 1.0, 1.0)`.
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pub const COLOR_INPUT: &str = "color_in";
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/// Stroke radius input id (C++ `k_radius_input`). Type: float; default
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/// `10.0`; properties: `min = 0.0`.
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pub const RADIUS_INPUT: &str = "radius_in";
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/// Stroke opacity input id (C++ `k_opacity_input`). Type: float;
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/// default `1.0`; properties: `view = percentage`, `min = 0.0`,
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/// `max = 1.0`.
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pub const OPACITY_INPUT: &str = "opacity_in";
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/// Inner-stroke toggle input id (C++ `k_inner_input`). Type: bool;
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/// default `false`.
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pub const INNER_INPUT: &str = "inner_in";
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/// Stroke filter node. Draws a colored outline around the opaque
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/// regions of the input. The C++ class declares no own member fields.
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pub struct StrokeFilterNode;
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/// Fragment shader (C++ `get_shader_code()` loads
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/// `:/shaders/stroke.frag` via FileFunctions for any request). Text
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/// copied verbatim from `engine/shaders/stroke.frag`.
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const SHADER_FRAG: &str = r#"// Node parameter inputs
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uniform sampler2D tex_in;
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uniform vec4 color_in;
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uniform float radius_in;
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uniform float opacity_in;
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uniform bool inner_in;
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uniform vec2 resolution_in;
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// Standard inputs
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uniform int ove_iteration;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main(void) {
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vec4 pixel_here = texture(tex_in, ove_texcoord);
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// Detect no-op situations
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if (radius_in == 0.0
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|| opacity_in == 0.0
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|| (inner_in && pixel_here.a == 0.0)
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|| (!inner_in && pixel_here.a == 1.0)) {
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// No-op, do nothing
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frag_color = pixel_here;
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return;
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}
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float radius = ceil(radius_in);
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float stroke_weight = 0.0;
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// Loop over box
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for (float i=-radius + 0.5; i<=radius; i += 2.0) {
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float x_coord = i / resolution_in.x;
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for (float j=-radius + 0.5; j<=radius; j += 2.0) {
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float y_coord = j / resolution_in.y;
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if (abs(length(vec2(i, j))) < radius) {
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// Get pixel here
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float alpha = texture(tex_in, ove_texcoord + vec2(x_coord, y_coord)).a;
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if (inner_in) {
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alpha = 1.0 - alpha;
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}
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stroke_weight += alpha;
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if (stroke_weight >= 1.0) {
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break;
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}
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}
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}
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if (stroke_weight >= 1.0) {
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stroke_weight = 1.0;
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break;
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}
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}
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stroke_weight *= opacity_in;
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if (inner_in) {
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stroke_weight *= pixel_here.a;
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}
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// Make RGBA color
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vec4 stroke_col = color_in * stroke_weight;
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if (inner_in) {
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// Alpha over the stroke over the texture
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stroke_col = pixel_here * (1.0 - stroke_col.a) + stroke_col;
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} else {
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// Alpha over the texture over the stroke
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stroke_col = stroke_col * (1.0 - pixel_here.a) + pixel_here;
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}
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frag_color = stroke_col;
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}
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"#;
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impl StrokeFilterNode {
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/// Fragment shader for any request (C++ `get_shader_code()` ignores
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/// the request id and always returns `stroke.frag`).
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fn shader_frag() -> &'static str {
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SHADER_FRAG
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}
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}
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impl NodeBehavior for StrokeFilterNode {
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/// Human-readable name (C++ `name()`).
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fn name(&self) -> &str {
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"Stroke"
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}
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/// Stable type id (C++ `id()`).
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fn type_id(&self) -> &str {
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"org.olivevideoeditor.Olive.stroke"
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}
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/// Categories (C++ `category()`).
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fn categories(&self) -> &[Category] {
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&[Category::Filter]
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}
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/// Description (C++ `description()`).
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fn description(&self) -> &str {
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"Creates a stroke outline around an image."
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}
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/// Localized input names (C++ `retranslate()`): `tex_in` -> "Input",
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/// `color_in` -> "Color", `radius_in` -> "Radius", `opacity_in` ->
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/// "Opacity", `inner_in` -> "Inner".
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fn input_name<'a>(&self, id: &'a str) -> &'a str {
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match id {
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TEXTURE_INPUT => "Input",
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COLOR_INPUT => "Color",
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RADIUS_INPUT => "Radius",
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OPACITY_INPUT => "Opacity",
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INNER_INPUT => "Inner",
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_ => id,
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}
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}
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/// Evaluate outputs (C++ `value()`): no texture -> push nothing;
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/// radius <= 0.0 or opacity <= 0.0 -> pass-through push of the input
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/// texture; otherwise push a shader job with `resolution_in` set to
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/// the texture's virtual resolution.
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///
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/// The job boxes a [`ShaderJobPayload`] that the renderer's resolve
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/// hook executes and replaces with the result texture; `resolution_in`
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/// is filled by the runner from the frame size, matching the C++
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/// `tex->virtual_resolution()` (`// CPP-PARITY: stroke.cpp` `value()`).
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fn value(
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&self,
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core: &NodeCore,
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inputs: &crate::value::NodeValueRow,
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time: oak_core::Rational,
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table: &mut crate::value::NodeValueTable,
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) {
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let tex = match inputs.get(TEXTURE_INPUT) {
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Some(tex @ crate::value::NodeValue::Texture(_)) => tex.clone(),
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_ => return,
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};
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let radius = match inputs.get(RADIUS_INPUT) {
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Some(v) => v.to_double(),
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None => core.value_at_time(RADIUS_INPUT, -1, time).to_double(),
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};
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let opacity = match inputs.get(OPACITY_INPUT) {
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Some(v) => v.to_double(),
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None => core.value_at_time(OPACITY_INPUT, -1, time).to_double(),
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};
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if radius > 0.0 && opacity > 0.0 {
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// The shader-job box (C++ ShaderJob): the behavior's type id
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// selects the fragment source; the effect input key locates the
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// main texture inside the params row.
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table.push(
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crate::value::ValueType::Texture,
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crate::value::NodeValue::Texture(crate::handle::make_owned(ShaderJobPayload {
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node_id: crate::id::NodeId::INVALID,
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time,
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iterations: 1,
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type_id: self.type_id().to_string(),
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shader_id: String::new(),
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effect_input: core.effect_input.clone(),
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params: inputs.clone(),
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iterative_input: String::new(),
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})),
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None,
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);
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} else {
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table.push(crate::value::ValueType::Texture, tex, None);
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}
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}
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/// Shader code request (C++ `get_shader_code()`): the request id is
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/// ignored; always returns the stroke fragment shader.
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fn shader_code(&self, _request: &str) -> Option<String> {
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Some(Self::shader_frag().to_string())
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}
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/// Deep copy (C++ `copy()`).
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fn duplicate(&self, _core: &NodeCore) -> Option<Box<dyn NodeBehavior>> {
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Some(Box::new(StrokeFilterNode))
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}
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}
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/// Constructor (C++ `StrokeFilterNode::StrokeFilterNode()`): adds
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/// `tex_in`, `color_in`, `radius_in`, `opacity_in`, `inner_in` with the
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/// defaults and properties documented on the constants, then sets the
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/// video-effect flag and the effect input.
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pub fn create() -> (NodeCore, Box<dyn NodeBehavior>) {
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let mut core = NodeCore::new();
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let mut tex = crate::input::Input::new(
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TEXTURE_INPUT,
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crate::value::ValueType::Texture,
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crate::value::NodeValue::None,
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);
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tex.flags |= crate::input::flags::NOT_KEYFRAMABLE;
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core.add_input(tex);
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let color = crate::input::Input::new(
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COLOR_INPUT,
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crate::value::ValueType::Color,
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crate::value::NodeValue::Color([1.0, 1.0, 1.0, 1.0]),
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);
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core.add_input(color);
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let mut radius = crate::input::Input::new(
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RADIUS_INPUT,
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crate::value::ValueType::Float,
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crate::value::NodeValue::Float(10.0),
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);
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radius.properties = vec![("min".to_string(), crate::value::NodeValue::Float(0.0))];
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core.add_input(radius);
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let mut opacity = crate::input::Input::new(
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OPACITY_INPUT,
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crate::value::ValueType::Float,
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crate::value::NodeValue::Float(1.0),
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);
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opacity.properties = vec![
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(
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"view".to_string(),
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crate::value::NodeValue::Text("percentage".into()),
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),
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("min".to_string(), crate::value::NodeValue::Float(0.0)),
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("max".to_string(), crate::value::NodeValue::Float(1.0)),
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];
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core.add_input(opacity);
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core.add_input(crate::input::Input::new(
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INNER_INPUT,
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crate::value::ValueType::Boolean,
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crate::value::NodeValue::Boolean(false),
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));
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core.flags |= crate::node::flags::VIDEO_EFFECT;
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core.effect_input = TEXTURE_INPUT.to_string();
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(core, Box::new(StrokeFilterNode))
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::node::NodeBehavior;
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use crate::value::{NodeValue, NodeValueTable, ValueType};
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use oak_core::Rational;
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fn tex() -> NodeValue {
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NodeValue::Texture(crate::handle::CHandle::null())
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}
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#[test]
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fn input_names() {
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let n = StrokeFilterNode;
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assert_eq!(n.input_name(TEXTURE_INPUT), "Input");
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assert_eq!(n.input_name(COLOR_INPUT), "Color");
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assert_eq!(n.input_name(RADIUS_INPUT), "Radius");
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assert_eq!(n.input_name(OPACITY_INPUT), "Opacity");
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assert_eq!(n.input_name(INNER_INPUT), "Inner");
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}
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#[test]
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fn create_wires_inputs_and_flags() {
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let (core, behavior) = create();
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assert_eq!(behavior.type_id(), "org.olivevideoeditor.Olive.stroke");
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assert_eq!(
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core.get_input(COLOR_INPUT).unwrap().default,
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NodeValue::Color([1.0, 1.0, 1.0, 1.0])
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);
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assert_eq!(
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core.get_input(RADIUS_INPUT).unwrap().default,
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NodeValue::Float(10.0)
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);
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assert_eq!(
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core.get_input(OPACITY_INPUT).unwrap().default,
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NodeValue::Float(1.0)
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);
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assert_eq!(core.effect_input, TEXTURE_INPUT);
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assert_ne!(core.flags & crate::node::flags::VIDEO_EFFECT, 0);
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}
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#[test]
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fn value_no_texture_pushes_nothing() {
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let (core, behavior) = create();
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let mut table = NodeValueTable::default();
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behavior.value(
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&core,
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&crate::value::NodeValueRow::default(),
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Rational::new(0, 1),
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&mut table,
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);
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assert!(table.is_empty());
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}
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#[test]
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fn value_zero_radius_passes_texture_through() {
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let (mut core, behavior) = create();
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core.set_standard_value(RADIUS_INPUT, -1, NodeValue::Float(0.0));
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core.set_standard_value(OPACITY_INPUT, -1, NodeValue::Float(1.0));
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let tex = tex();
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let inputs = crate::value::NodeValueRow::from([(TEXTURE_INPUT.to_string(), tex.clone())]);
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let mut table = NodeValueTable::default();
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behavior.value(&core, &inputs, Rational::new(0, 1), &mut table);
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assert_eq!(table.get(ValueType::Texture), Some(&tex));
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}
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#[test]
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fn value_zero_opacity_passes_texture_through() {
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let (mut core, behavior) = create();
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core.set_standard_value(RADIUS_INPUT, -1, NodeValue::Float(10.0));
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core.set_standard_value(OPACITY_INPUT, -1, NodeValue::Float(0.0));
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let tex = tex();
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let inputs = crate::value::NodeValueRow::from([(TEXTURE_INPUT.to_string(), tex.clone())]);
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let mut table = NodeValueTable::default();
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behavior.value(&core, &inputs, Rational::new(0, 1), &mut table);
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assert_eq!(table.get(ValueType::Texture), Some(&tex));
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}
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#[test]
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fn value_positive_radius_and_opacity_pushes_job_payload() {
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let (core, behavior) = create();
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let inputs = crate::value::NodeValueRow::from([
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(TEXTURE_INPUT.to_string(), tex()),
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(RADIUS_INPUT.to_string(), NodeValue::Float(5.0)),
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(OPACITY_INPUT.to_string(), NodeValue::Float(0.5)),
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]);
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let mut table = NodeValueTable::default();
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behavior.value(&core, &inputs, Rational::new(0, 1), &mut table);
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match table.get(ValueType::Texture) {
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Some(NodeValue::Texture(h)) => {
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let payload = unsafe { crate::handle::get_checked::<ShaderJobPayload>(h) }
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.expect("shader job payload boxed");
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assert_eq!(payload.type_id, "org.olivevideoeditor.Olive.stroke");
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assert_eq!(payload.shader_id, "");
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assert_eq!(payload.iterations, 1);
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assert_eq!(payload.effect_input, TEXTURE_INPUT);
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assert_eq!(payload.iterative_input, "");
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assert!(payload.params.contains_key(RADIUS_INPUT));
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}
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_ => panic!("texture expected"),
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}
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}
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#[test]
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fn shader_code_returns_stroke_shader() {
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let n = StrokeFilterNode;
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let code = n.shader_code("anything").unwrap();
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assert!(code.contains("uniform float radius_in;"));
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assert!(code.contains("stroke_weight *= opacity_in;"));
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}
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#[test]
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fn duplicate_clones() {
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let (core, behavior) = create();
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let dup = behavior.duplicate(&core).unwrap();
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assert_eq!(dup.name(), "Stroke");
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}
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}
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/// Register this node type (C++ `k_stroke_filter` in
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/// `factory.cpp::create_from_factory_index`).
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pub fn register(meta: &mut Vec<NodeMeta>) {
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meta.push(NodeMeta {
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type_id: "org.olivevideoeditor.Olive.stroke",
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name: "Stroke",
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categories: &[Category::Filter],
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create,
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});
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}
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