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COM_TextureNode.cpp « nodes « compositor « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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_TextureNode.h"
#include "COM_ExecutionSystem.h"
#include "COM_TextureOperation.h"

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

void TextureNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const
{
	bNode *editorNode = this->getbNode();
	Tex *texture = (Tex *)editorNode->id;
	TextureOperation *operation = new TextureOperation();
	const ColorManagedDisplaySettings *displaySettings = context.getDisplaySettings();
	bool sceneColorManage = !STREQ(displaySettings->display_device, "None");
	operation->setTexture(texture);
	operation->setRenderData(context.getRenderData());
	operation->setSceneColorManage(sceneColorManage);
	converter.addOperation(operation);

	converter.mapInputSocket(getInputSocket(0), operation->getInputSocket(0));
	converter.mapInputSocket(getInputSocket(1), operation->getInputSocket(1));
	converter.mapOutputSocket(getOutputSocket(1), operation->getOutputSocket());

	converter.addPreview(operation->getOutputSocket());

	TextureAlphaOperation *alphaOperation = new TextureAlphaOperation();
	alphaOperation->setTexture(texture);
	alphaOperation->setRenderData(context.getRenderData());
	alphaOperation->setSceneColorManage(sceneColorManage);
	converter.addOperation(alphaOperation);

	converter.mapInputSocket(getInputSocket(0), alphaOperation->getInputSocket(0));
	converter.mapInputSocket(getInputSocket(1), alphaOperation->getInputSocket(1));
	converter.mapOutputSocket(getOutputSocket(0), alphaOperation->getOutputSocket());
}