Noise node (#1848)
* Add a noise generator node * Cleanup * Correctly name CMakeLists.txt * Typo
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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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