/* * Copyright 2011, Blender Foundation. * * 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 2 * 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, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor: Campbell Barton */ #include "COM_DespeckleNode.h" #include "DNA_scene_types.h" #include "COM_ExecutionSystem.h" #include "COM_DespeckleOperation.h" #include "BLI_math.h" DespeckleNode::DespeckleNode(bNode *editorNode) : Node(editorNode) { /* pass */ } void DespeckleNode::convertToOperations(NodeConverter &converter, const CompositorContext &/*context*/) const { bNode *editorNode = this->getbNode(); NodeInput *inputSocket = this->getInputSocket(0); NodeInput *inputImageSocket = this->getInputSocket(1); NodeOutput *outputSocket = this->getOutputSocket(0); DespeckleOperation *operation = new DespeckleOperation(); operation->setThreshold(editorNode->custom3); operation->setThresholdNeighbor(editorNode->custom4); converter.addOperation(operation); converter.mapInputSocket(inputImageSocket, operation->getInputSocket(0)); converter.mapInputSocket(inputSocket, operation->getInputSocket(1)); converter.mapOutputSocket(outputSocket, operation->getOutputSocket()); converter.addPreview(operation->getOutputSocket(0)); }