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/*
* 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:
* Jeroen Bakker
* Monique Dewanchand
*/
#include "COM_ColorSpillNode.h"
#include "BKE_node.h"
#include "COM_ColorSpillOperation.h"
ColorSpillNode::ColorSpillNode(bNode *editorNode) : Node(editorNode)
{
/* pass */
}
void ColorSpillNode::convertToOperations(NodeConverter &converter, const CompositorContext &/*context*/) const
{
bNode *editorsnode = getbNode();
NodeInput *inputSocketImage = this->getInputSocket(0);
NodeInput *inputSocketFac = this->getInputSocket(1);
NodeOutput *outputSocketImage = this->getOutputSocket(0);
ColorSpillOperation *operation;
operation = new ColorSpillOperation();
operation->setSettings((NodeColorspill *)editorsnode->storage);
operation->setSpillChannel(editorsnode->custom1 - 1); // Channel for spilling
operation->setSpillMethod(editorsnode->custom2); // Channel method
converter.addOperation(operation);
converter.mapInputSocket(inputSocketImage, operation->getInputSocket(0));
converter.mapInputSocket(inputSocketFac, operation->getInputSocket(1));
converter.mapOutputSocket(outputSocketImage, operation->getOutputSocket());
}
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