nodes: implemented more distortion nodes
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 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 "wavedistortnode.h"
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namespace olive {
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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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const QString WaveDistortNode::kIntensityInput = QStringLiteral("intensity_in");
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const QString WaveDistortNode::kEvolutionInput = QStringLiteral("evolution_in");
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const QString WaveDistortNode::kVerticalInput = QStringLiteral("vertical_in");
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#define super Node
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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(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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SetFlags(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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}
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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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}
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QVector<Node::CategoryID> WaveDistortNode::Category() const
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{
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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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}
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void WaveDistortNode::Retranslate()
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{
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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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}
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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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}
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void WaveDistortNode::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.Insert(value);
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// If there's no texture, no need to run an operation
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if (job.Get(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(job.Get(kIntensityInput).toDouble())) {
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table->Push(NodeValue::kTexture, QVariant::fromValue(job), 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(job.Get(kTextureInput));
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}
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}
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}
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}
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