/*** Olive - Non-Linear Video Editor Copyright (C) 2020 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 "merge.h" namespace olive { MergeNode::MergeNode() { base_in_ = new NodeInput(this, QStringLiteral("base_in"), NodeValue::kTexture); blend_in_ = new NodeInput(this, QStringLiteral("blend_in"), NodeValue::kTexture); } Node *MergeNode::copy() const { return new MergeNode(); } QString MergeNode::Name() const { return tr("Merge"); } QString MergeNode::id() const { return QStringLiteral("org.olivevideoeditor.Olive.merge"); } QVector MergeNode::Category() const { return {kCategoryMath}; } QString MergeNode::Description() const { return tr("Merge two textures together."); } void MergeNode::Retranslate() { base_in_->set_name(tr("Base")); blend_in_->set_name(tr("Blend")); } ShaderCode MergeNode::GetShaderCode(const QString &shader_id) const { Q_UNUSED(shader_id) return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/alphaover.frag")); } NodeValueTable MergeNode::Value(NodeValueDatabase &value) const { ShaderJob job; job.InsertValue(base_in_, value); job.InsertValue(blend_in_, value); NodeValueTable table = value.Merge(); TexturePtr base_tex = job.GetValue(base_in_).data().value(); TexturePtr blend_tex = job.GetValue(blend_in_).data().value(); if (base_tex || blend_tex) { if (!base_tex || (blend_tex && blend_tex->channel_count() < VideoParams::kRGBAChannelCount)) { // We only have a blend texture or the blend texture is RGB only, no need to alpha over table.Push(job.GetValue(blend_in_)); } else if (!blend_tex) { // We only have a base texture, no need to alpha over table.Push(job.GetValue(base_in_)); } else { // We have both textures, push the job table.Push(NodeValue::kShaderJob, QVariant::fromValue(job), this); } } return table; } NodeInput *MergeNode::base_in() const { return base_in_; } NodeInput *MergeNode::blend_in() const { return blend_in_; } void MergeNode::Hash(QCryptographicHash &hash, const rational &time) const { // We do some hash optimization here. If only one of the inputs is connected, this node // functions as a passthrough so there's no alteration to the hash. The same is true if the // connected node happens to return nothing (a gap for instance). Therefore we only add our // fingerprint if the base AND the blend change the hash. Otherwise, we assume it's a passthrough. QByteArray current_result = hash.result(); bool base_changed_hash = false; bool blend_changed_hash = false; if (base_in_->IsConnected()) { base_in_->GetConnectedNode()->Hash(hash, time); QByteArray post_base_hash = hash.result(); base_changed_hash = (post_base_hash != current_result); current_result = post_base_hash; } if (blend_in_->IsConnected()) { blend_in_->GetConnectedNode()->Hash(hash, time); blend_changed_hash = (hash.result() != current_result); } if (base_changed_hash && blend_changed_hash) { // Something changed, so we'll add our fingerprint hash.addData(id().toUtf8()); } } }