/***
Olive - Non-Linear Video Editor
Copyright (C) 2021 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
***/
#include "shapenode.h"
namespace olive {
#define super ShapeNodeBase
QString ShapeNode::kTypeInput = QStringLiteral("type_in");
ShapeNode::ShapeNode()
{
PrependInput(kTypeInput, NodeValue::kCombo);
}
QString ShapeNode::Name() const
{
return tr("Shape");
}
QString ShapeNode::id() const
{
return QStringLiteral("org.olivevideoeditor.Olive.shape");
}
QVector ShapeNode::Category() const
{
return {kCategoryGenerator};
}
QString ShapeNode::Description() const
{
return tr("Generate a 2D primitive shape.");
}
void ShapeNode::Retranslate()
{
super::Retranslate();
SetInputName(kTypeInput, tr("Type"));
// Coordinate with Type enum
SetComboBoxStrings(kTypeInput, {tr("Rectangle"), tr("Ellipse")});
}
ShaderCode ShapeNode::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/shape.frag")));
}
NodeValueTable ShapeNode::Value(const QString &output, NodeValueDatabase &value) const
{
Q_UNUSED(output)
ShaderJob job;
job.InsertValue(this, kTypeInput, value);
job.InsertValue(this, kPositionInput, value);
job.InsertValue(this, kSizeInput, value);
job.InsertValue(this, kColorInput, value);
job.InsertValue(QStringLiteral("resolution_in"), value[QStringLiteral("global")].GetWithMeta(NodeValue::kVec2, QStringLiteral("resolution")));
job.SetAlphaChannelRequired(GenerateJob::kAlphaForceOn);
NodeValueTable table = value.Merge();
table.Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
return table;
}
}