diff options
author | Aidan Haile <tactical_fluke> | 2021-07-15 23:15:47 +0300 |
---|---|---|
committer | Manuel Castilla <manzanillawork@gmail.com> | 2021-07-15 23:23:31 +0300 |
commit | 98c4224ff032a746a54cc04b6d9a485620de0f4a (patch) | |
tree | 4e83ecf406bd832e0d0179c60427f665595f082b /source/blender/compositor/nodes | |
parent | eccd03a826b1c1465f28f93d35ca21359a6dc4e5 (diff) |
Fix T49944: Compositor ID Mask Anti-Aliasing not working
Replaces current ID Mask node Anti-Aliasing operation by SMAA
operations with default settings as proposed by Jeroen Bakker.
SMAA produces smoother edges.
Reviewed By: manzanilla
Differential Revision: https://developer.blender.org/D11881
Diffstat (limited to 'source/blender/compositor/nodes')
-rw-r--r-- | source/blender/compositor/nodes/COM_IDMaskNode.cc | 26 |
1 files changed, 21 insertions, 5 deletions
diff --git a/source/blender/compositor/nodes/COM_IDMaskNode.cc b/source/blender/compositor/nodes/COM_IDMaskNode.cc index 9798dabd035..b51e79f2dea 100644 --- a/source/blender/compositor/nodes/COM_IDMaskNode.cc +++ b/source/blender/compositor/nodes/COM_IDMaskNode.cc @@ -17,9 +17,9 @@ */ #include "COM_IDMaskNode.h" -#include "COM_AntiAliasOperation.h" #include "COM_ExecutionSystem.h" #include "COM_IDMaskOperation.h" +#include "COM_SMAAOperation.h" namespace blender::compositor { @@ -42,11 +42,27 @@ void IDMaskNode::convertToOperations(NodeConverter &converter, converter.mapOutputSocket(getOutputSocket(0), operation->getOutputSocket(0)); } else { - AntiAliasOperation *antiAliasOperation = new AntiAliasOperation(); - converter.addOperation(antiAliasOperation); + SMAAEdgeDetectionOperation *operation1 = nullptr; - converter.addLink(operation->getOutputSocket(), antiAliasOperation->getInputSocket(0)); - converter.mapOutputSocket(getOutputSocket(0), antiAliasOperation->getOutputSocket(0)); + operation1 = new SMAAEdgeDetectionOperation(); + converter.addOperation(operation1); + + converter.addLink(operation->getOutputSocket(0), operation1->getInputSocket(0)); + + /* Blending Weight Calculation Pixel Shader (Second Pass). */ + SMAABlendingWeightCalculationOperation *operation2 = + new SMAABlendingWeightCalculationOperation(); + converter.addOperation(operation2); + + converter.addLink(operation1->getOutputSocket(), operation2->getInputSocket(0)); + + /* Neighborhood Blending Pixel Shader (Third Pass). */ + SMAANeighborhoodBlendingOperation *operation3 = new SMAANeighborhoodBlendingOperation(); + converter.addOperation(operation3); + + converter.addLink(operation->getOutputSocket(0), operation3->getInputSocket(0)); + converter.addLink(operation2->getOutputSocket(), operation3->getInputSocket(1)); + converter.mapOutputSocket(getOutputSocket(0), operation3->getOutputSocket()); } } |