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oak-editor/app/node/distort/wave/wavedistortnode.cpp
T
2026-01-16 21:22:05 +08:00

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3.0 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2022 Olive Team
Modifications Copyright (C) 2025 mikesolar
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 "wavedistortnode.h"
namespace olive
{
const QString WaveDistortNode::kTextureInput = QStringLiteral("tex_in");
const QString WaveDistortNode::kFrequencyInput = QStringLiteral("frequency_in");
const QString WaveDistortNode::kIntensityInput = QStringLiteral("intensity_in");
const QString WaveDistortNode::kEvolutionInput = QStringLiteral("evolution_in");
const QString WaveDistortNode::kVerticalInput = QStringLiteral("vertical_in");
#define super Node
WaveDistortNode::WaveDistortNode()
{
AddInput(kTextureInput, NodeValue::kTexture,
InputFlags(kInputFlagNotKeyframable));
AddInput(kFrequencyInput, NodeValue::kFloat, 10);
AddInput(kIntensityInput, NodeValue::kFloat, 10);
AddInput(kEvolutionInput, NodeValue::kFloat, 0);
AddInput(kVerticalInput, NodeValue::kCombo, false);
SetFlag(kVideoEffect);
SetEffectInput(kTextureInput);
}
QString WaveDistortNode::Name() const
{
return tr("Wave");
}
QString WaveDistortNode::id() const
{
return QStringLiteral("org.oliveeditor.Olive.wave");
}
QVector<Node::CategoryID> WaveDistortNode::Category() const
{
return { kCategoryDistort };
}
QString WaveDistortNode::Description() const
{
return tr("Distorts an image along a sine wave.");
}
void WaveDistortNode::Retranslate()
{
super::Retranslate();
SetInputName(kTextureInput, tr("Input"));
SetInputName(kFrequencyInput, tr("Frequency"));
SetInputName(kIntensityInput, tr("Intensity"));
SetInputName(kEvolutionInput, tr("Evolution"));
SetInputName(kVerticalInput, tr("Direction"));
SetComboBoxStrings(kVerticalInput, { tr("Horizontal"), tr("Vertical") });
}
ShaderCode WaveDistortNode::GetShaderCode(const ShaderRequest &request) const
{
Q_UNUSED(request)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/wave.frag"));
}
void WaveDistortNode::Value(const NodeValueRow &value,
const NodeGlobals &globals,
NodeValueTable *table) const
{
// If there's no texture, no need to run an operation
if (TexturePtr texture = value[kTextureInput].toTexture()) {
// Only run shader if at least one of flip or flop are selected
if (!qIsNull(value[kIntensityInput].toDouble())) {
table->Push(NodeValue::kTexture,
Texture::Job(texture->params(), ShaderJob(value)),
this);
} else {
// If we're not flipping or flopping just push the texture
table->Push(value[kTextureInput]);
}
}
}
}