/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2011 Blender Foundation. */ #include "COM_ColorSpillNode.h" #include "COM_ColorSpillOperation.h" namespace blender::compositor { ColorSpillNode::ColorSpillNode(bNode *editor_node) : Node(editor_node) { /* pass */ } void ColorSpillNode::convert_to_operations(NodeConverter &converter, const CompositorContext & /*context*/) const { const bNode *editorsnode = get_bnode(); NodeInput *input_socket_image = this->get_input_socket(0); NodeInput *input_socket_fac = this->get_input_socket(1); NodeOutput *output_socket_image = this->get_output_socket(0); ColorSpillOperation *operation; operation = new ColorSpillOperation(); operation->set_settings((NodeColorspill *)editorsnode->storage); operation->set_spill_channel(editorsnode->custom1 - 1); /* Channel for spilling */ operation->set_spill_method(editorsnode->custom2); /* Channel method */ converter.add_operation(operation); converter.map_input_socket(input_socket_image, operation->get_input_socket(0)); converter.map_input_socket(input_socket_fac, operation->get_input_socket(1)); converter.map_output_socket(output_socket_image, operation->get_output_socket()); } } // namespace blender::compositor