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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.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup cmpnodes
*/
#include "BLI_math_vec_types.hh"
#include "UI_interface.h"
#include "UI_resources.h"
#include "GPU_state.h"
#include "GPU_texture.h"
#include "VPC_node_operation.hh"
#include "node_composite_util.hh"
/* **************** COMPOSITE ******************** */
namespace blender::nodes::node_composite_composite_cc {
static void cmp_node_composite_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image")).default_value({0.0f, 0.0f, 0.0f, 1.0f});
b.add_input<decl::Float>(N_("Alpha")).default_value(1.0f).min(0.0f).max(1.0f);
b.add_input<decl::Float>(N_("Z")).default_value(1.0f).min(0.0f).max(1.0f);
}
static void node_composit_buts_composite(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "use_alpha", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
using namespace blender::viewport_compositor;
class CompositeOperation : public NodeOperation {
public:
using NodeOperation::NodeOperation;
void execute() override
{
const Result &input_image = get_input("Image");
GPUTexture *viewport_texture = context().get_viewport_texture();
/* If the input image is a texture, copy the input texture to the viewport texture. */
if (input_image.is_texture()) {
/* Make sure any prior writes to the texture are reflected before copying it. */
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
GPU_texture_copy(viewport_texture, input_image.texture());
}
else {
/* Otherwise, if the input image is a single color value, clear the viewport texture to that
* color. */
GPU_texture_clear(viewport_texture, GPU_DATA_FLOAT, input_image.get_color_value());
}
}
/* The operation domain have the same dimensions of the viewport without any transformations. */
Domain compute_domain() override
{
return Domain(context().get_viewport_size());
}
};
static NodeOperation *get_compositor_operation(Context &context, DNode node)
{
return new CompositeOperation(context, node);
}
} // namespace blender::nodes::node_composite_composite_cc
void register_node_type_cmp_composite()
{
namespace file_ns = blender::nodes::node_composite_composite_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_COMPOSITE, "Composite", NODE_CLASS_OUTPUT);
ntype.declare = file_ns::cmp_node_composite_declare;
ntype.draw_buttons = file_ns::node_composit_buts_composite;
ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.flag |= NODE_PREVIEW;
ntype.no_muting = true;
nodeRegisterType(&ntype);
}
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