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.
97 lines
2.6 KiB
C++
97 lines
2.6 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 "crossdissolvetransition.h"
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namespace olive {
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CrossDissolveTransition::CrossDissolveTransition()
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{
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}
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Node *CrossDissolveTransition::copy() const
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{
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return new CrossDissolveTransition();
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}
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QString CrossDissolveTransition::Name() const
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{
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return tr("Cross Dissolve");
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}
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QString CrossDissolveTransition::id() const
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{
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return QStringLiteral("org.olivevideoeditor.Olive.crossdissolve");
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}
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QVector<Node::CategoryID> CrossDissolveTransition::Category() const
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{
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return {kCategoryTransition};
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}
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QString CrossDissolveTransition::Description() const
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{
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return tr("Smoothly transition between two clips.");
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}
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ShaderCode CrossDissolveTransition::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/crossdissolve.frag"), QString());
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}
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void CrossDissolveTransition::ShaderJobEvent(NodeValueDatabase &value, ShaderJob &job) const
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{
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Q_UNUSED(value)
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job.SetAlphaChannelRequired(true);
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}
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void CrossDissolveTransition::SampleJobEvent(SampleBufferPtr from_samples, SampleBufferPtr to_samples, SampleBufferPtr out_samples, double time_in) const
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{
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for (int i=0; i<out_samples->sample_count(); i++) {
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double this_sample_time = out_samples->audio_params().samples_to_time(i).toDouble() + time_in;
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double progress = GetTotalProgress(this_sample_time);
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for (int j=0; j<out_samples->audio_params().channel_count(); j++) {
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out_samples->data()[j][i] = 0;
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if (from_samples) {
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if (i < from_samples->sample_count()) {
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out_samples->data()[j][i] += from_samples->data()[j][i] * TransformCurve(1.0 - progress);
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}
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}
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if (to_samples) {
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// Offset input samples from the end
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int in_index = i - (out_samples->sample_count() - to_samples->sample_count());
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if (in_index >= 0) {
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out_samples->data()[j][i] += to_samples->data()[j][in_index] * TransformCurve(progress);
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}
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}
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}
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}
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}
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}
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