change: change code style to Linux style except indent.
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@@ -20,7 +20,8 @@
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#include "wavedistortnode.h"
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namespace olive {
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namespace olive
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{
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const QString WaveDistortNode::kTextureInput = QStringLiteral("tex_in");
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const QString WaveDistortNode::kFrequencyInput = QStringLiteral("frequency_in");
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@@ -32,69 +33,73 @@ const QString WaveDistortNode::kVerticalInput = QStringLiteral("vertical_in");
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WaveDistortNode::WaveDistortNode()
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{
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AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
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AddInput(kTextureInput, NodeValue::kTexture,
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InputFlags(kInputFlagNotKeyframable));
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AddInput(kFrequencyInput, NodeValue::kFloat, 10);
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AddInput(kIntensityInput, NodeValue::kFloat, 10);
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AddInput(kEvolutionInput, NodeValue::kFloat, 0);
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AddInput(kFrequencyInput, NodeValue::kFloat, 10);
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AddInput(kIntensityInput, NodeValue::kFloat, 10);
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AddInput(kEvolutionInput, NodeValue::kFloat, 0);
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AddInput(kVerticalInput, NodeValue::kCombo, false);
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AddInput(kVerticalInput, NodeValue::kCombo, false);
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SetFlag(kVideoEffect);
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SetEffectInput(kTextureInput);
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SetFlag(kVideoEffect);
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SetEffectInput(kTextureInput);
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}
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QString WaveDistortNode::Name() const
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{
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return tr("Wave");
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return tr("Wave");
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}
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QString WaveDistortNode::id() const
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{
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return QStringLiteral("org.oliveeditor.Olive.wave");
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return QStringLiteral("org.oliveeditor.Olive.wave");
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}
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QVector<Node::CategoryID> WaveDistortNode::Category() const
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{
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return {kCategoryDistort};
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return { kCategoryDistort };
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}
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QString WaveDistortNode::Description() const
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{
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return tr("Distorts an image along a sine wave.");
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return tr("Distorts an image along a sine wave.");
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}
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void WaveDistortNode::Retranslate()
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{
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super::Retranslate();
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super::Retranslate();
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SetInputName(kTextureInput, tr("Input"));
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SetInputName(kFrequencyInput, tr("Frequency"));
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SetInputName(kIntensityInput, tr("Intensity"));
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SetInputName(kEvolutionInput, tr("Evolution"));
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SetInputName(kVerticalInput, tr("Direction"));
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SetComboBoxStrings(kVerticalInput, {tr("Horizontal"), tr("Vertical")});
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SetInputName(kTextureInput, tr("Input"));
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SetInputName(kFrequencyInput, tr("Frequency"));
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SetInputName(kIntensityInput, tr("Intensity"));
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SetInputName(kEvolutionInput, tr("Evolution"));
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SetInputName(kVerticalInput, tr("Direction"));
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SetComboBoxStrings(kVerticalInput, { tr("Horizontal"), tr("Vertical") });
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}
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ShaderCode WaveDistortNode::GetShaderCode(const ShaderRequest &request) const
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{
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Q_UNUSED(request)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/wave.frag"));
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Q_UNUSED(request)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/wave.frag"));
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}
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void WaveDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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void WaveDistortNode::Value(const NodeValueRow &value,
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const NodeGlobals &globals,
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NodeValueTable *table) const
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{
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// If there's no texture, no need to run an operation
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if (TexturePtr texture = value[kTextureInput].toTexture()) {
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// Only run shader if at least one of flip or flop are selected
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if (!qIsNull(value[kIntensityInput].toDouble())) {
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table->Push(NodeValue::kTexture, Texture::Job(texture->params(), ShaderJob(value)), this);
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} else {
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// If we're not flipping or flopping just push the texture
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table->Push(value[kTextureInput]);
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}
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}
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// If there's no texture, no need to run an operation
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if (TexturePtr texture = value[kTextureInput].toTexture()) {
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// Only run shader if at least one of flip or flop are selected
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if (!qIsNull(value[kIntensityInput].toDouble())) {
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table->Push(NodeValue::kTexture,
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Texture::Job(texture->params(), ShaderJob(value)),
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this);
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} else {
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// If we're not flipping or flopping just push the texture
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table->Push(value[kTextureInput]);
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}
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}
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}
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}
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