/*** 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; } }