Files
oak-editor/app/node/block/transition/crossdissolve/crossdissolvetransition.cpp
T
itsmattkc 81c1922911 use strings to connect nodes
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.
2021-02-09 15:48:37 +11:00

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