Files
oak-editor/app/node/math/merge/merge.cpp
T
itsmattkc d7c5ac4b44 implement entire project in nodes
Project items are now represented directly in nodes opening up more versatility and possibilities. This is the first iteration of this and will be buggy. Need to test thoroughly.
2021-02-15 21:31:57 +11:00

136 lines
3.8 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2020 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/>.
***/
#include "merge.h"
namespace olive {
const QString MergeNode::kBaseIn = QStringLiteral("base_in");
const QString MergeNode::kBlendIn = QStringLiteral("blend_in");
MergeNode::MergeNode()
{
AddInput(kBaseIn, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
AddInput(kBlendIn, NodeValue::kTexture, InputFlags(kInputFlagNotKeyframable));
}
Node *MergeNode::copy() const
{
return new MergeNode();
}
QString MergeNode::Name() const
{
return tr("Merge");
}
QString MergeNode::id() const
{
return QStringLiteral("org.olivevideoeditor.Olive.merge");
}
QVector<Node::CategoryID> MergeNode::Category() const
{
return {kCategoryMath};
}
QString MergeNode::Description() const
{
return tr("Merge two textures together.");
}
void MergeNode::Retranslate()
{
SetInputName(kBaseIn, tr("Base"));
SetInputName(kBlendIn, tr("Blend"));
}
ShaderCode MergeNode::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/alphaover.frag"));
}
NodeValueTable MergeNode::Value(const QString &output, NodeValueDatabase &value) const
{
Q_UNUSED(output)
ShaderJob job;
job.InsertValue(this, kBaseIn, value);
job.InsertValue(this, kBlendIn, value);
NodeValueTable table = value.Merge();
TexturePtr base_tex = job.GetValue(kBaseIn).data().value<TexturePtr>();
TexturePtr blend_tex = job.GetValue(kBlendIn).data().value<TexturePtr>();
if (base_tex || blend_tex) {
if (!base_tex || (blend_tex && blend_tex->channel_count() < VideoParams::kRGBAChannelCount)) {
// We only have a blend texture or the blend texture is RGB only, no need to alpha over
table.Push(job.GetValue(kBlendIn));
} else if (!blend_tex) {
// We only have a base texture, no need to alpha over
table.Push(job.GetValue(kBaseIn));
} else {
// We have both textures, push the job
table.Push(NodeValue::kShaderJob, QVariant::fromValue(job), this);
}
}
return table;
}
void MergeNode::Hash(const QString &output, QCryptographicHash &hash, const rational &time) const
{
// We do some hash optimization here. If only one of the inputs is connected, this node
// functions as a passthrough so there's no alteration to the hash. The same is true if the
// connected node happens to return nothing (a gap for instance). Therefore we only add our
// fingerprint if the base AND the blend change the hash. Otherwise, we assume it's a passthrough.
QByteArray current_result = hash.result();
bool base_changed_hash = false;
bool blend_changed_hash = false;
if (IsInputConnected(kBaseIn)) {
GetConnectedNode(kBaseIn)->Hash(output, hash, time);
QByteArray post_base_hash = hash.result();
base_changed_hash = (post_base_hash != current_result);
current_result = post_base_hash;
}
if(IsInputConnected(kBlendIn)) {
GetConnectedNode(kBlendIn)->Hash(output, hash, time);
blend_changed_hash = (hash.result() != current_result);
}
if (base_changed_hash && blend_changed_hash) {
// Something changed, so we'll add our fingerprint
hash.addData(id().toUtf8());
}
}
}