#include "opacityeffect.h" #include "node/math/math/math.h" #include "widget/slider/floatslider.h" namespace olive { #define super Node const QString OpacityEffect::kTextureInput = QStringLiteral("tex_in"); const QString OpacityEffect::kValueInput = QStringLiteral("opacity_in"); OpacityEffect::OpacityEffect() { MathNode *math = new MathNode(); math->SetOperation(MathNode::kOpMultiply); SetNodePositionInContext(math, QPointF(0, 0)); AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable)); AddInput(kValueInput, NodeValue::kFloat, 1.0); SetInputProperty(kValueInput, QStringLiteral("view"), FloatSlider::kPercentage); SetInputProperty(kValueInput, QStringLiteral("min"), 0.0); SetInputProperty(kValueInput, QStringLiteral("max"), 1.0); } void OpacityEffect::Retranslate() { super::Retranslate(); SetInputName(kTextureInput, tr("Texture")); SetInputName(kValueInput, tr("Opacity")); } ShaderCode OpacityEffect::GetShaderCode(const QString &shader_id) const { Q_UNUSED(shader_id) return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity.frag")); } void OpacityEffect::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const { ShaderJob job; job.InsertValue(value); // If there's no texture, no need to run an operation if (!job.GetValue(kTextureInput).data().isNull()) { if (!qFuzzyCompare(job.GetValue(kValueInput).data().toDouble(), 1.0)) { job.SetAlphaChannelRequired(GenerateJob::kAlphaForceOn); table->Push(NodeValue::kShaderJob, QVariant::fromValue(job), this); } else { // 1.0 float is a no-op, so just push the texture table->Push(job.GetValue(kTextureInput)); } } } }