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/*
 * 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.
 *
 * Copyright 2011, Blender Foundation.
 */

#include "COM_ColorBalanceNode.h"
#include "BKE_node.h"
#include "COM_ColorBalanceASCCDLOperation.h"
#include "COM_ColorBalanceLGGOperation.h"
#include "COM_ExecutionSystem.h"
#include "COM_MixOperation.h"

namespace blender::compositor {

ColorBalanceNode::ColorBalanceNode(bNode *editorNode) : Node(editorNode)
{
  /* pass */
}

void ColorBalanceNode::convertToOperations(NodeConverter &converter,
                                           const CompositorContext & /*context*/) const
{
  bNode *node = this->getbNode();
  NodeColorBalance *n = (NodeColorBalance *)node->storage;

  NodeInput *inputSocket = this->getInputSocket(0);
  NodeInput *inputImageSocket = this->getInputSocket(1);
  NodeOutput *outputSocket = this->getOutputSocket(0);

  NodeOperation *operation;
  if (node->custom1 == 0) {
    ColorBalanceLGGOperation *operationLGG = new ColorBalanceLGGOperation();

    float lift_lgg[3], gamma_inv[3];
    for (int c = 0; c < 3; c++) {
      lift_lgg[c] = 2.0f - n->lift[c];
      gamma_inv[c] = (n->gamma[c] != 0.0f) ? 1.0f / n->gamma[c] : 1000000.0f;
    }

    operationLGG->setGain(n->gain);
    operationLGG->setLift(lift_lgg);
    operationLGG->setGammaInv(gamma_inv);
    operation = operationLGG;
  }
  else {
    ColorBalanceASCCDLOperation *operationCDL = new ColorBalanceASCCDLOperation();

    float offset[3];
    copy_v3_fl(offset, n->offset_basis);
    add_v3_v3(offset, n->offset);

    operationCDL->setOffset(offset);
    operationCDL->setPower(n->power);
    operationCDL->setSlope(n->slope);
    operation = operationCDL;
  }
  converter.addOperation(operation);

  converter.mapInputSocket(inputSocket, operation->getInputSocket(0));
  converter.mapInputSocket(inputImageSocket, operation->getInputSocket(1));
  converter.mapOutputSocket(outputSocket, operation->getOutputSocket(0));
}

}  // namespace blender::compositor