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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_LensDistortionNode.h"
#include "DNA_scene_types.h"
#include "COM_ExecutionSystem.h"
#include "COM_ProjectorLensDistortionOperation.h"
#include "COM_ScreenLensDistortionOperation.h"
LensDistortionNode::LensDistortionNode(bNode *editorNode) : Node(editorNode)
{
/* pass */
}
void LensDistortionNode::convertToOperations(ExecutionSystem *graph, CompositorContext *context)
{
bNode *editorNode = this->getbNode();
NodeLensDist *data = (NodeLensDist *)editorNode->storage;
if (data->proj) {
ProjectorLensDistortionOperation *operation = new ProjectorLensDistortionOperation();
operation->setbNode(editorNode);
this->getInputSocket(0)->relinkConnections(operation->getInputSocket(0), 0, graph);
this->getInputSocket(2)->relinkConnections(operation->getInputSocket(1), 2, graph);
this->getOutputSocket(0)->relinkConnections(operation->getOutputSocket(0));
operation->setData(data);
graph->addOperation(operation);
}
else {
ScreenLensDistortionOperation *operation = new ScreenLensDistortionOperation();
operation->setbNode(editorNode);
operation->setData(data);
if (!(this->getInputSocket(1)->isConnected() || this->getInputSocket(2)->isConnected()))
{
// no nodes connected to the distortion and dispersion. We can precalculate some values
float distortion = ((const bNodeSocketValueFloat *)this->getInputSocket(1)->getbNodeSocket()->default_value)->value;
float dispersion = ((const bNodeSocketValueFloat *)this->getInputSocket(2)->getbNodeSocket()->default_value)->value;
operation->setDistortionAndDispersion(distortion, dispersion);
}
this->getInputSocket(0)->relinkConnections(operation->getInputSocket(0), 0, graph);
this->getInputSocket(1)->relinkConnections(operation->getInputSocket(1), 1, graph);
this->getInputSocket(2)->relinkConnections(operation->getInputSocket(2), 2, graph);
this->getOutputSocket(0)->relinkConnections(operation->getOutputSocket(0));
graph->addOperation(operation);
}
}
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