Files
oak-editor/app/render/job/shaderjob.h
T
ThomasWilshawanditsmattkc f5b4729a19 Corner pin (#1851)
* Start adding a corner pin node

* Start gizmo support

* Correctly setup QVector2d inputs

* Missing breaks were causing incorect data to be set

* Add ability to override vertex coords

* Get perspective pin working

* Cleanup

* Add none perspective corner pin

* Small optimisation

* Improve comments, clean up and fix bug in job optimisation

* [skip ci] cornerpin: Improve description

* Move GL extension from shader to standard preamble.

* Use #version 130 for mobile GPU compatibility

* Cache half resolution

* Use built in NodeInputDragger::GetStartValue

* Pass cnst references to avoid deep copies

Co-authored-by: itsmattkc <itsmattkc@gmail.com>
2022-03-02 19:38:12 -08:00

119 lines
2.5 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2021 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/>.
***/
#ifndef SHADERJOB_H
#define SHADERJOB_H
#include <QMatrix4x4>
#include <QVector>
#include "generatejob.h"
#include "render/texture.h"
namespace olive {
class ShaderJob : public GenerateJob {
public:
ShaderJob()
{
iterations_ = 1;
iterative_input_ = nullptr;
}
const QString& GetShaderID() const
{
return shader_id_;
}
void SetShaderID(const QString& id)
{
shader_id_ = id;
}
void SetIterations(int iterations, const NodeInput& iterative_input)
{
SetIterations(iterations, iterative_input.input());
}
void SetIterations(int iterations, const QString& iterative_input)
{
iterations_ = iterations;
iterative_input_ = iterative_input;
}
int GetIterationCount() const
{
return iterations_;
}
const QString& GetIterativeInput() const
{
return iterative_input_;
}
Texture::Interpolation GetInterpolation(const QString& id) const
{
return interpolation_.value(id, Texture::kDefaultInterpolation);
}
const QHash<QString, Texture::Interpolation> &GetInterpolationMap() const
{
return interpolation_;
}
void SetInterpolation(const NodeInput& input, Texture::Interpolation interp)
{
interpolation_.insert(input.input(), interp);
}
void SetInterpolation(const QString& id, Texture::Interpolation interp)
{
interpolation_.insert(id, interp);
}
void SetVertexCoordinates(const QVector<float> &vertex_coords)
{
vertex_overrides_ = vertex_coords;
}
const QVector<float>& GetVertexCoordinates()
{
return vertex_overrides_;
}
private:
QString shader_id_;
int iterations_;
QString iterative_input_;
QHash<QString, Texture::Interpolation> interpolation_;
QVector<float> vertex_overrides_;
};
}
Q_DECLARE_METATYPE(olive::ShaderJob)
#endif // SHADERJOB_H