std::vector<EffectBlueprint *> alternatives; // Must all have the same amount of inputs. Pointers to make things easier for Lua.
std::vector<Index> inputs; // One for each input of alternatives[0] (ie., typically 0 or 1, occasionally 2).
- std::vector<Index> disablers; // If any of these are disabled (IdentityEffect chosen), so should this one.
+
+ // If any of these effects are disabled (IdentityEffect chosen)
+ // or enabled (not chosen) as determined by <condition>, so should this one.
+ struct Disabler {
+ Index block_idx;
+ enum {
+ DISABLE_IF_OTHER_DISABLED,
+
+ // This a promise from the user; ie., we don't disable automatically
+ // (see comments in find_disabled_blocks()).
+ DISABLE_IF_OTHER_ENABLED
+ } condition;
+ std::string declaration_point; // For error messages.
+ };
+ std::vector<Disabler> disablers;
int currently_chosen_alternative = 0;
// What alternative to use if the block is disabled.
// Points to an alternative with IDENTITY_EFFECT if it exists
std::map<std::string, float> float_parameters;
std::map<std::string, std::array<float, 3>> vec3_parameters;
std::map<std::string, std::array<float, 4>> vec4_parameters;
+
+ std::string declaration_point; // For error messages.
+
+ // Only for AUTO_WHITE_BALANCE_EFFECT. Points to the parent block with is_input = true,
+ // so that we know which signal to get the white balance from.
+ const Block *white_balance_controller_block = nullptr;
};
int Block_display(lua_State* L);
int Block_enable_if(lua_State *L);
int Block_disable(lua_State *L);
int Block_always_disable_if_disabled(lua_State *L);
+int Block_promise_to_disable_if_enabled(lua_State *L);
int Block_set_int(lua_State *L);
int Block_set_float(lua_State *L);
int Block_set_vec3(lua_State *L);
movit::Effect *instantiate_effects(const Block *block, size_t chain_idx, Instantiation *instantiation);
size_t compute_chain_number_for_block(size_t block_idx, const std::bitset<256> &disabled) const;
- static void find_inputs_for_block(lua_State *L, Scene *scene, Block *block);
+ static void find_inputs_for_block(lua_State *L, Scene *scene, Block *block, int first_input_idx = 3);
+ static Block *find_block_from_arg(lua_State *L, Scene *scene, int idx);
// Find out which blocks (indexed by position in the “blocks” array),
// if any, are disabled in a given instantiation. A disabled block is
// it returns true.
bool is_noncanonical_chain(size_t chain_idx) const;
+ // For a given block, find any parents it may have that are inputs.
+ // If there is more than one, throws an error. If there are zero,
+ // returns nullptr (should probably also be an error).
+ const Block *find_root_input_block(lua_State *L, const Block *block);
+
public:
Scene(Theme *theme, float aspect_nom, float aspect_denom);
size_t compute_chain_number(bool is_main_chain) const;
static int add_input(lua_State *L);
static int add_effect(lua_State *L);
static int add_optional_effect(lua_State *L);
+ static int add_white_balance(lua_State *L);
static int finalize(lua_State *L);
};