Files
oak-editor/app/node/generator/solid/solid.cpp
T
itsmattkc 065fc9e10e miscellaneous shader changes
Since sequence resolution is provided to the nodes now, it no longer needs to be a global in the shaders
Removed some unused shaders
Added default params to ShaderCode to allow skipping types that aren't used
2020-11-22 10:31:37 +11:00

84 lines
2.0 KiB
C++

/***
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 <http://www.gnu.org/licenses/>.
***/
#include "solid.h"
#include "render/color.h"
namespace olive {
SolidGenerator::SolidGenerator()
{
// Default to a color that isn't black
color_input_ = new NodeInput("color_in",
NodeInput::kColor,
QVariant::fromValue(Color(1.0f, 0.0f, 0.0f, 1.0f)));
AddInput(color_input_);
}
Node *SolidGenerator::copy() const
{
return new SolidGenerator();
}
QString SolidGenerator::Name() const
{
return tr("Solid");
}
QString SolidGenerator::id() const
{
return QStringLiteral("org.olivevideoeditor.Olive.solidgenerator");
}
QVector<Node::CategoryID> SolidGenerator::Category() const
{
return {kCategoryGenerator};
}
QString SolidGenerator::Description() const
{
return tr("Generate a solid color.");
}
void SolidGenerator::Retranslate()
{
color_input_->set_name(tr("Color"));
}
NodeValueTable SolidGenerator::Value(NodeValueDatabase &value) const
{
ShaderJob job;
job.InsertValue(color_input_, value);
NodeValueTable table = value.Merge();
table.Push(NodeParam::kShaderJob, QVariant::fromValue(job), this);
return table;
}
ShaderCode SolidGenerator::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/solid.frag"));
}
}