/* * Olive Community Edition - Non-Linear Video Editor * Copyright (C) 2025 Olive CE 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 "wavedistortnode.h" namespace olive { const QString WaveDistortNode::kTextureInput = QStringLiteral("tex_in"); const QString WaveDistortNode::kFrequencyInput = QStringLiteral("frequency_in"); const QString WaveDistortNode::kIntensityInput = QStringLiteral("intensity_in"); const QString WaveDistortNode::kEvolutionInput = QStringLiteral("evolution_in"); const QString WaveDistortNode::kVerticalInput = QStringLiteral("vertical_in"); #define super Node WaveDistortNode::WaveDistortNode() { AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable)); AddInput(kFrequencyInput, NodeValue::kFloat, 10); AddInput(kIntensityInput, NodeValue::kFloat, 10); AddInput(kEvolutionInput, NodeValue::kFloat, 0); AddInput(kVerticalInput, NodeValue::kCombo, false); SetFlag(kVideoEffect); SetEffectInput(kTextureInput); } QString WaveDistortNode::Name() const { return tr("Wave"); } QString WaveDistortNode::id() const { return QStringLiteral("org.oliveeditor.Olive.wave"); } QVector WaveDistortNode::Category() const { return { kCategoryDistort }; } QString WaveDistortNode::Description() const { return tr("Distorts an image along a sine wave."); } void WaveDistortNode::Retranslate() { super::Retranslate(); SetInputName(kTextureInput, tr("Input")); SetInputName(kFrequencyInput, tr("Frequency")); SetInputName(kIntensityInput, tr("Intensity")); SetInputName(kEvolutionInput, tr("Evolution")); SetInputName(kVerticalInput, tr("Direction")); SetComboBoxStrings(kVerticalInput, { tr("Horizontal"), tr("Vertical") }); } ShaderCode WaveDistortNode::GetShaderCode(const ShaderRequest &request) const { Q_UNUSED(request) return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/wave.frag")); } void WaveDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const { // If there's no texture, no need to run an operation if (TexturePtr texture = value[kTextureInput].toTexture()) { // Only run shader if at least one of flip or flop are selected if (!qIsNull(value[kIntensityInput].toDouble())) { table->Push(NodeValue::kTexture, Texture::Job(texture->params(), ShaderJob(value)), this); } else { // If we're not flipping or flopping just push the texture table->Push(value[kTextureInput]); } } } }