/*** 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 "flipdistortnode.h" namespace olive { const QString FlipDistortNode::kTextureInput = QStringLiteral("tex_in"); const QString FlipDistortNode::kHorizontalInput = QStringLiteral("horiz_in"); const QString FlipDistortNode::kVerticalInput = QStringLiteral("vert_in"); #define super Node FlipDistortNode::FlipDistortNode() { AddInput(kTextureInput, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable)); AddInput(kHorizontalInput, NodeValue::kBoolean, false); AddInput(kVerticalInput, NodeValue::kBoolean, false); SetFlags(kVideoEffect); SetEffectInput(kTextureInput); } QString FlipDistortNode::Name() const { return tr("Flip"); } QString FlipDistortNode::id() const { return QStringLiteral("org.oliveeditor.Olive.flip"); } QVector FlipDistortNode::Category() const { return {kCategoryDistort}; } QString FlipDistortNode::Description() const { return tr("Flips an image horizontally or vertically"); } void FlipDistortNode::Retranslate() { super::Retranslate(); SetInputName(kTextureInput, tr("Input")); SetInputName(kHorizontalInput, tr("Horizontal")); SetInputName(kVerticalInput, tr("Vertical")); } ShaderCode FlipDistortNode::GetShaderCode(const ShaderRequest &request) const { Q_UNUSED(request) return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/flip.frag")); } void FlipDistortNode::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 (value[kHorizontalInput].toBool() || value[kVerticalInput].toBool()) { table->Push(NodeValue::kTexture, tex->toJob(ShaderJob(value)), this); } else { // If we're not flipping or flopping just push the texture table->Push(value[kTextureInput]); } } } }