Files
oak-editor/app/node/input/media/video/video.cpp
T
itsmattkc c62b59965e updated nodes for new input structure
Since all NodeInputs will generally only need their data type and default
value set once, we place it all into the constructor for cleaner and easier
to manage code.
2019-12-26 16:29:56 +11:00

69 lines
1.2 KiB
C++

#include "video.h"
#include <QDebug>
#include <QMatrix4x4>
#include <QOpenGLPixelTransferOptions>
#include "codec/ffmpeg/ffmpegdecoder.h"
#include "core.h"
#include "project/item/footage/footage.h"
#include "render/pixelservice.h"
VideoInput::VideoInput()
{
matrix_input_ = new NodeInput("matrix_in", NodeInput::kMatrix);
AddInput(matrix_input_);
}
Node *VideoInput::copy() const
{
return new VideoInput();
}
QString VideoInput::Name() const
{
return tr("Video Input");
}
QString VideoInput::id() const
{
return "org.olivevideoeditor.Olive.videoinput";
}
QString VideoInput::Category() const
{
return tr("Input");
}
QString VideoInput::Description() const
{
return tr("Import a video footage stream.");
}
NodeInput *VideoInput::matrix_input() const
{
return matrix_input_;
}
bool VideoInput::IsAccelerated() const
{
return true;
}
QString VideoInput::AcceleratedCodeVertex() const
{
return ReadFileAsString(":/shaders/videoinput.vert");
}
QString VideoInput::AcceleratedCodeFragment() const
{
return ReadFileAsString(":/shaders/videoinput.frag");
}
void VideoInput::Retranslate()
{
MediaInput::Retranslate();
matrix_input_->set_name(tr("Transform"));
}