Files
oak-editor/app/render/job/shaderjob.h
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

101 lines
2.1 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/>.
***/
#ifndef SHADERJOB_H
#define SHADERJOB_H
#include <QMatrix4x4>
#include "generatejob.h"
#include "render/texture.h"
namespace olive {
class ShaderJob : public GenerateJob {
public:
ShaderJob()
{
iterations_ = 1;
iterative_input_ = nullptr;
}
const QString& GetShaderID() const
{
return shader_id_;
}
void SetShaderID(const QString& id)
{
shader_id_ = id;
}
void SetIterations(int iterations, const NodeInput& iterative_input)
{
SetIterations(iterations, iterative_input.input());
}
void SetIterations(int iterations, const QString& iterative_input)
{
iterations_ = iterations;
iterative_input_ = iterative_input;
}
int GetIterationCount() const
{
return iterations_;
}
const QString& GetIterativeInput() const
{
return iterative_input_;
}
Texture::Interpolation GetInterpolation(const QString& id) const
{
return interpolation_.value(id, Texture::kDefaultInterpolation);
}
void SetInterpolation(const NodeInput& input, Texture::Interpolation interp)
{
interpolation_.insert(input.input(), interp);
}
void SetInterpolation(const QString& id, Texture::Interpolation interp)
{
interpolation_.insert(id, interp);
}
private:
QString shader_id_;
int iterations_;
QString iterative_input_;
QHash<QString, Texture::Interpolation> interpolation_;
};
}
Q_DECLARE_METATYPE(olive::ShaderJob)
#endif // SHADERJOB_H