change: change code style to Linux style except indent.
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@@ -3,7 +3,8 @@
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#include "node/math/math/math.h"
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#include "widget/slider/floatslider.h"
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namespace olive {
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namespace olive
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{
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#define super Node
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@@ -12,55 +13,61 @@ const QString OpacityEffect::kValueInput = QStringLiteral("opacity_in");
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OpacityEffect::OpacityEffect()
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{
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MathNode *math = new MathNode();
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MathNode *math = new MathNode();
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math->SetOperation(MathNode::kOpMultiply);
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math->SetOperation(MathNode::kOpMultiply);
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SetNodePositionInContext(math, QPointF(0, 0));
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SetNodePositionInContext(math, QPointF(0, 0));
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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(kValueInput, NodeValue::kFloat, 1.0);
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SetInputProperty(kValueInput, QStringLiteral("view"), FloatSlider::kPercentage);
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SetInputProperty(kValueInput, QStringLiteral("min"), 0.0);
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SetInputProperty(kValueInput, QStringLiteral("max"), 1.0);
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AddInput(kValueInput, NodeValue::kFloat, 1.0);
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SetInputProperty(kValueInput, QStringLiteral("view"),
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FloatSlider::kPercentage);
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SetInputProperty(kValueInput, QStringLiteral("min"), 0.0);
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SetInputProperty(kValueInput, QStringLiteral("max"), 1.0);
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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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void OpacityEffect::Retranslate()
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{
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super::Retranslate();
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super::Retranslate();
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SetInputName(kTextureInput, tr("Texture"));
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SetInputName(kValueInput, tr("Opacity"));
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SetInputName(kTextureInput, tr("Texture"));
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SetInputName(kValueInput, tr("Opacity"));
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}
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ShaderCode OpacityEffect::GetShaderCode(const ShaderRequest &request) const
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{
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if (request.id == QStringLiteral("rgbmult")) {
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity_rgb.frag"));
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} else {
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity.frag"));
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}
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if (request.id == QStringLiteral("rgbmult")) {
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return ShaderCode(
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FileFunctions::ReadFileAsString(":/shaders/opacity_rgb.frag"));
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} else {
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return ShaderCode(
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FileFunctions::ReadFileAsString(":/shaders/opacity.frag"));
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}
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}
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void OpacityEffect::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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void OpacityEffect::Value(const NodeValueRow &value, 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 tex = value[kTextureInput].toTexture()) {
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if (TexturePtr opacity_tex = value[kValueInput].toTexture()) {
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ShaderJob job(value);
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job.SetShaderID(QStringLiteral("rgbmult"));
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table->Push(NodeValue::kTexture, tex->toJob(job), this);
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} else if (!qFuzzyCompare(value[kValueInput].toDouble(), 1.0)) {
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table->Push(NodeValue::kTexture, tex->toJob(ShaderJob(value)), this);
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} else {
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// 1.0 float is a no-op, so 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 tex = value[kTextureInput].toTexture()) {
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if (TexturePtr opacity_tex = value[kValueInput].toTexture()) {
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ShaderJob job(value);
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job.SetShaderID(QStringLiteral("rgbmult"));
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table->Push(NodeValue::kTexture, tex->toJob(job), this);
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} else if (!qFuzzyCompare(value[kValueInput].toDouble(), 1.0)) {
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table->Push(NodeValue::kTexture, tex->toJob(ShaderJob(value)),
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this);
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} else {
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// 1.0 float is a no-op, so 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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