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.
125 lines
3.4 KiB
C++
125 lines
3.4 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 MATHNODEBASE_H
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#define MATHNODEBASE_H
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#include "node/node.h"
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namespace olive {
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class MathNodeBase : public Node
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{
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public:
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MathNodeBase() = default;
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enum Operation {
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kOpAdd,
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kOpSubtract,
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kOpMultiply,
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kOpDivide,
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kOpPower
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};
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protected:
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enum Pairing {
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kPairNone = -1,
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kPairNumberNumber,
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kPairVecVec,
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kPairMatrixMatrix,
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kPairColorColor,
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kPairTextureTexture,
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kPairVecNumber,
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kPairMatrixVec,
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kPairNumberColor,
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kPairTextureNumber,
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kPairTextureColor,
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kPairTextureMatrix,
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kPairSampleSample,
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kPairSampleNumber,
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kPairCount
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};
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class PairingCalculator {
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public:
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PairingCalculator(const NodeValueTable &table_a, const NodeValueTable &table_b);
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bool FoundMostLikelyPairing() const;
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Pairing GetMostLikelyPairing() const;
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const NodeValue& GetMostLikelyValueA() const;
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const NodeValue& GetMostLikelyValueB() const;
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private:
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static QVector<int> GetPairLikelihood(const NodeValueTable& table);
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Pairing most_likely_pairing_;
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NodeValue most_likely_value_a_;
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NodeValue most_likely_value_b_;
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};
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template<typename T, typename U>
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static T PerformAll(Operation operation, T a, U b);
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template<typename T, typename U>
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static T PerformMultDiv(Operation operation, T a, U b);
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template<typename T, typename U>
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static T PerformAddSub(Operation operation, T a, U b);
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template<typename T, typename U>
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static T PerformMult(Operation operation, T a, U b);
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template<typename T, typename U>
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static T PerformAddSubMult(Operation operation, T a, U b);
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template<typename T, typename U>
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static T PerformAddSubMultDiv(Operation operation, T a, U b);
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static QString GetShaderUniformType(const NodeValue::Type& type);
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static QString GetShaderVariableCall(const QString& input_id, const NodeValue::Type& type, const QString &coord_op = QString());
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static QVector4D RetrieveVector(const NodeValue& val);
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static float RetrieveNumber(const NodeValue& val);
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static bool NumberIsNoOp(const Operation& op, const float& number);
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ShaderCode GetShaderCodeInternal(const QString &shader_id, const QString ¶m_a_in, const QString ¶m_b_in) const;
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void PushVector(NodeValueTable* output, NodeValue::Type type, const QVector4D& vec) const;
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NodeValueTable ValueInternal(NodeValueDatabase &value, Operation operation, Pairing pairing, const QString& param_a_in, const NodeValue &val_a, const QString& param_b_in, const NodeValue& val_b) const;
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void ProcessSamplesInternal(NodeValueDatabase &values, Operation operation, const QString& param_a_in, const QString& param_b_in, const SampleBufferPtr input, SampleBufferPtr output, int index) const;
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};
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}
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#endif // MATHNODEBASE_H
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