/*** Olive - Non-Linear Video Editor Copyright (C) 2022 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 "rippledistortnode.h" namespace olive { const QString RippleDistortNode::kTextureInput = QStringLiteral("tex_in"); const QString RippleDistortNode::kEvolutionInput = QStringLiteral("evolution_in"); const QString RippleDistortNode::kIntensityInput = QStringLiteral("intensity_in"); const QString RippleDistortNode::kFrequencyInput = QStringLiteral("frequency_in"); const QString RippleDistortNode::kPositionInput = QStringLiteral("position_in"); const QString RippleDistortNode::kStretchInput = QStringLiteral("stretch_in"); #define super Node RippleDistortNode::RippleDistortNode() { AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable)); AddInput(kEvolutionInput, NodeValue::kFloat, 0); AddInput(kIntensityInput, NodeValue::kFloat, 100); AddInput(kFrequencyInput, NodeValue::kFloat, 1); SetInputProperty(kFrequencyInput, QStringLiteral("base"), 0.01); AddInput(kPositionInput, NodeValue::kVec2, QVector2D(0, 0)); AddInput(kStretchInput, NodeValue::kBoolean, false); SetFlag(kVideoEffect); SetEffectInput(kTextureInput); gizmo_ = AddDraggableGizmo({ NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 0), NodeKeyframeTrackReference(NodeInput(this, kPositionInput), 1), }); gizmo_->SetShape(PointGizmo::kAnchorPoint); } QString RippleDistortNode::Name() const { return tr("Ripple"); } QString RippleDistortNode::id() const { return QStringLiteral("org.oliveeditor.Olive.ripple"); } QVector RippleDistortNode::Category() const { return {kCategoryDistort}; } QString RippleDistortNode::Description() const { return tr("Distorts an image with a ripple effect."); } void RippleDistortNode::Retranslate() { super::Retranslate(); SetInputName(kTextureInput, tr("Input")); SetInputName(kFrequencyInput, tr("Frequency")); SetInputName(kIntensityInput, tr("Intensity")); SetInputName(kEvolutionInput, tr("Evolution")); SetInputName(kPositionInput, tr("Position")); SetInputName(kStretchInput, tr("Stretch")); } ShaderCode RippleDistortNode::GetShaderCode(const ShaderRequest &request) const { Q_UNUSED(request) return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/ripple.frag")); } void RippleDistortNode::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const { // If there's no texture, no need to run an operation if (TexturePtr tex = value[kTextureInput].toTexture()) { // Only run shader if at least one of flip or flop are selected if (!qIsNull(value[kIntensityInput].toDouble())) { ShaderJob job(value); job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, tex->virtual_resolution(), this)); table->Push(NodeValue::kTexture, tex->toJob(job), this); } else { // If we're not flipping or flopping just push the texture table->Push(value[kTextureInput]); } } } void RippleDistortNode::UpdateGizmoPositions(const NodeValueRow &row, const NodeGlobals &globals) { if (TexturePtr tex = row[kTextureInput].toTexture()) { QPointF half_res(tex->virtual_resolution().x()/2, tex->virtual_resolution().y()/2); gizmo_->SetPoint(half_res + row[kPositionInput].toVec2().toPointF()); } } void RippleDistortNode::GizmoDragMove(double x, double y, const Qt::KeyboardModifiers &modifiers) { NodeInputDragger &x_drag = gizmo_->GetDraggers()[0]; NodeInputDragger &y_drag = gizmo_->GetDraggers()[1]; x_drag.Drag(x_drag.GetStartValue().toDouble() + x); y_drag.Drag(y_drag.GetStartValue().toDouble() + y); } }