Noise node (#1848)
* Add a noise generator node * Cleanup * Correctly name CMakeLists.txt * Typo
This commit is contained in:
@@ -33,6 +33,7 @@
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#include "distort/transform/transformdistortnode.h"
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#include "effect/opacity/opacityeffect.h"
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#include "generator/matrix/matrix.h"
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#include "generator/noise/noise.h"
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#include "generator/polygon/polygon.h"
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#include "generator/shape/shapenode.h"
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#include "generator/solid/solid.h"
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@@ -255,6 +256,8 @@ Node *NodeFactory::CreateFromFactoryIndex(const NodeFactory::InternalID &id)
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return new NodeGroup();
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case kOpacityEffect:
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return new OpacityEffect();
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case kNoiseGenerator:
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return new NoiseGeneratorNode();
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case kInternalNodeCount:
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break;
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@@ -63,6 +63,7 @@ public:
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kShapeGenerator,
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kGroupNode,
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kOpacityEffect,
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kNoiseGenerator,
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// Count value
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kInternalNodeCount
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@@ -15,6 +15,7 @@
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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add_subdirectory(matrix)
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add_subdirectory(noise)
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add_subdirectory(polygon)
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add_subdirectory(shape)
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add_subdirectory(solid)
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@@ -0,0 +1,22 @@
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# Olive - Non-Linear Video Editor
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# Copyright (C) 2021 Olive 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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set(OLIVE_SOURCES
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${OLIVE_SOURCES}
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node/generator/noise/noise.h
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node/generator/noise/noise.cpp
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PARENT_SCOPE
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)
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@@ -0,0 +1,82 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2021 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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#include "noise.h"
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namespace olive {
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const QString NoiseGeneratorNode::kColorInput = QStringLiteral("color_in");
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const QString NoiseGeneratorNode::kStrengthInput = QStringLiteral("strength_in");
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NoiseGeneratorNode::NoiseGeneratorNode()
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{
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AddInput(kStrengthInput, NodeValue::kFloat, 20);
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AddInput(kColorInput, NodeValue::kBoolean, false);
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}
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Node* NoiseGeneratorNode::copy() const
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{
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return new NoiseGeneratorNode();
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}
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QString NoiseGeneratorNode::Name() const
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{
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return tr("Noise");
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}
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QString NoiseGeneratorNode::id() const
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{
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return QStringLiteral("org.olivevideoeditor.Olive.noise");
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}
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QVector<Node::CategoryID> NoiseGeneratorNode::Category() const
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{
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return {kCategoryGenerator};
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}
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QString NoiseGeneratorNode::Description() const
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{
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return tr("Generates noise patterns");
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}
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void NoiseGeneratorNode::Retranslate()
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{
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SetInputName(kStrengthInput, tr("Strength"));
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SetInputName(kColorInput, tr("Color"));
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}
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ShaderCode NoiseGeneratorNode::GetShaderCode(const QString& shader_id) const {
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Q_UNUSED(shader_id)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/noise.frag"));
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}
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void NoiseGeneratorNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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ShaderJob job;
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job.InsertValue(value);
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job.InsertValue(QStringLiteral("time_in"), NodeValue(NodeValue::kFloat, globals.time().in().toDouble(), this));
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table->Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
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}
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}
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@@ -0,0 +1,53 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2021 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 NOISEGENERATORNODE_H
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#define NOISEGENERATORNODE_H
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#include "node/node.h"
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namespace olive {
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class NoiseGeneratorNode : public Node {
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Q_OBJECT
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public:
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NoiseGeneratorNode();
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NODE_DEFAULT_DESTRUCTOR(NoiseGeneratorNode)
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virtual Node *copy() const override;
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virtual QString Name() const override;
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virtual QString id() const override;
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virtual QVector<CategoryID> Category() const override;
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virtual QString Description() const override;
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virtual void Retranslate() override;
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virtual ShaderCode GetShaderCode(const QString &shader_id) const override;
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virtual void Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const override;
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static const QString kColorInput;
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static const QString kStrengthInput;
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};
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} // namespace olive
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#endif // NOISEGENERATORNODE_H
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@@ -0,0 +1,38 @@
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uniform float time_in;
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varying vec2 ove_texcoord;
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uniform float strength_in;
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uniform bool color_in;
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//uniform bool blend;
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// precision lowp float;
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float PHI = 1.61803398874989484820459 * 00000.1; // Golden Ratio
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float PI = 3.14159265358979323846264 * 00000.1; // PI
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float SQ2 = 1.41421356237309504880169 * 10000.0; // Square Root of Two
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bool isNan( float val )
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{
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return ( val < 0.0 || 0.0 < val || val == 0.0 ) ? false : true;
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// important: some nVidias failed to cope with version below.
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// Probably wrong optimization.
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/*return ( val <= 0.0 || 0.0 <= val ) ? false : true;*/
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// Taken from: https://stackoverflow.com/questions/11810158/how-to-deal-with-nan-or-inf-in-opengl-es-2-0-shaders
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}
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float gold_noise(vec2 coordinate, float seed){
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float value = fract(tan(distance(coordinate*(seed+PHI), vec2(PHI, PI)))*SQ2)*(strength_in*0.01);
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return isNan(value) ? 0.0 : value;
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}
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void main(void) {
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vec3 noise;
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if (color_in) {
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noise = vec3(gold_noise(ove_texcoord, time_in + 42069.0), gold_noise(ove_texcoord, time_in + 69220.0), gold_noise(ove_texcoord, time_in + 1337.0));
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} else {
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noise = vec3(gold_noise(ove_texcoord, time_in + 69420.0));
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}
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gl_FragColor = vec4(noise, 1.0);
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}
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