This makes the node system somewhat more high-level with the intent of making working with them far more flexible and stable. By making the architecture more abstracted, it becomes far less rigid which should allow us to do even more with it and make it much less crash prone.
85 lines
2.0 KiB
C++
85 lines
2.0 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "solid.h"
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#include "render/color.h"
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namespace olive {
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const QString SolidGenerator::kColorInput = QStringLiteral("color_in");
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SolidGenerator::SolidGenerator()
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{
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// Default to a color that isn't black
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AddInput(kColorInput, NodeValue::kColor, QVariant::fromValue(Color(1.0f, 0.0f, 0.0f, 1.0f)));
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}
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Node *SolidGenerator::copy() const
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{
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return new SolidGenerator();
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}
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QString SolidGenerator::Name() const
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{
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return tr("Solid");
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}
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QString SolidGenerator::id() const
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{
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return QStringLiteral("org.olivevideoeditor.Olive.solidgenerator");
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}
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QVector<Node::CategoryID> SolidGenerator::Category() const
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{
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return {kCategoryGenerator};
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}
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QString SolidGenerator::Description() const
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{
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return tr("Generate a solid color.");
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}
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void SolidGenerator::Retranslate()
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{
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SetInputName(kColorInput, tr("Color"));
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}
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NodeValueTable SolidGenerator::Value(const QString &output, NodeValueDatabase &value) const
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{
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Q_UNUSED(output)
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ShaderJob job;
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job.InsertValue(this, kColorInput, value);
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NodeValueTable table = value.Merge();
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table.Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
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return table;
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}
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ShaderCode SolidGenerator::GetShaderCode(const QString &shader_id) const
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{
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Q_UNUSED(shader_id)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/solid.frag"));
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}
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}
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