Files
oak-editor/app/node/effect/opacity/opacityeffect.cpp
T

64 lines
1.7 KiB
C++

#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
{
Q_UNUSED(request)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/opacity.frag"));
}
void OpacityEffect::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
{
ShaderJob job;
job.Insert(value);
// If there's no texture, no need to run an operation
if (job.Get(kTextureInput).toTexture()) {
if (!qFuzzyCompare(job.Get(kValueInput).toDouble(), 1.0)) {
table->Push(NodeValue::kTexture, QVariant::fromValue(job), this);
} else {
// 1.0 float is a no-op, so just push the texture
table->Push(job.Get(kTextureInput));
}
}
}
}