The nodes now have more control over how their accelerated shaders/sample functions are run, as well as how items are popped off the value tables. This allows for various optimizations that we didn't have access to before.
84 lines
2.0 KiB
C++
84 lines
2.0 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2019 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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OLIVE_NAMESPACE_ENTER
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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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color_input_ = new NodeInput("color_in",
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NodeInput::kColor,
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QVariant::fromValue(Color(1.0f, 0.0f, 0.0f, 1.0f)));
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AddInput(color_input_);
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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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QList<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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color_input_->set_name(tr("Color"));
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}
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NodeValueTable SolidGenerator::Value(NodeValueDatabase &value) const
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{
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ShaderJob job;
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job.InsertValue(color_input_, value);
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NodeValueTable table = value.Merge();
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table.Push(NodeParam::kShaderJob, QVariant::fromValue(job), this);
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return table;
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}
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ShaderCode SolidGenerator::GetShaderCode(const QByteArray &shader_id) const
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{
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Q_UNUSED(shader_id)
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return ShaderCode(ReadFileAsString(":/shaders/solid.frag"), QString());
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}
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OLIVE_NAMESPACE_EXIT
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