#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); SetFlags(kVideoEffect); SetEffectInput(kTextureInput); } void OpacityEffect::Retranslate() { super::Retranslate(); SetInputName(kTextureInput, tr("Texture")); SetInputName(kValueInput, tr("Opacity")); } ShaderCode OpacityEffect::GetShaderCode(const ShaderRequest &request) const { if (request.id == QStringLiteral("rgbmult")) { return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity_rgb.frag")); } else { return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity.frag")); } } void OpacityEffect::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()) { if (TexturePtr opacity_tex = value[kValueInput].toTexture()) { ShaderJob job(value); job.SetShaderID(QStringLiteral("rgbmult")); table->Push(NodeValue::kTexture, tex->toJob(job), this); } else if (!qFuzzyCompare(value[kValueInput].toDouble(), 1.0)) { table->Push(NodeValue::kTexture, tex->toJob(ShaderJob(value)), this); } else { // 1.0 float is a no-op, so just push the texture table->Push(value[kTextureInput]); } } } }