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oak-editor/app/node/distort/flip/flipdistortnode.cpp
T
2025-08-05 17:12:49 +08:00

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2.6 KiB
C++

/*
* Olive Community Edition - Non-Linear Video Editor
* Copyright (C) 2025 Olive CE 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 "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);
SetFlag(kVideoEffect);
SetEffectInput(kTextureInput);
}
QString FlipDistortNode::Name() const
{
return tr("Flip");
}
QString FlipDistortNode::id() const
{
return QStringLiteral("org.oliveeditor.Olive.flip");
}
QVector<Node::CategoryID> 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]);
}
}
}
}