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/* 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
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