Cleanup: convert camelCase naming to snake_case in Compositor
To convert old code to the current convention and use a single code style.
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@@ -21,51 +21,51 @@
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namespace blender::compositor {
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MaskNode::MaskNode(bNode *editorNode) : Node(editorNode)
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MaskNode::MaskNode(bNode *editor_node) : Node(editor_node)
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{
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/* pass */
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}
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void MaskNode::convertToOperations(NodeConverter &converter,
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const CompositorContext &context) const
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void MaskNode::convert_to_operations(NodeConverter &converter,
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const CompositorContext &context) const
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{
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const RenderData *rd = context.getRenderData();
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const float render_size_factor = context.getRenderPercentageAsFactor();
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const RenderData *rd = context.get_render_data();
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const float render_size_factor = context.get_render_percentage_as_factor();
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NodeOutput *outputMask = this->getOutputSocket(0);
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NodeOutput *output_mask = this->get_output_socket(0);
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bNode *editorNode = this->getbNode();
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NodeMask *data = (NodeMask *)editorNode->storage;
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Mask *mask = (Mask *)editorNode->id;
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bNode *editor_node = this->get_bnode();
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NodeMask *data = (NodeMask *)editor_node->storage;
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Mask *mask = (Mask *)editor_node->id;
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/* Always connect the output image. */
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MaskOperation *operation = new MaskOperation();
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if (editorNode->custom1 & CMP_NODEFLAG_MASK_FIXED) {
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operation->setMaskWidth(data->size_x);
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operation->setMaskHeight(data->size_y);
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if (editor_node->custom1 & CMP_NODEFLAG_MASK_FIXED) {
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operation->set_mask_width(data->size_x);
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operation->set_mask_height(data->size_y);
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}
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else if (editorNode->custom1 & CMP_NODEFLAG_MASK_FIXED_SCENE) {
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operation->setMaskWidth(data->size_x * render_size_factor);
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operation->setMaskHeight(data->size_y * render_size_factor);
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else if (editor_node->custom1 & CMP_NODEFLAG_MASK_FIXED_SCENE) {
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operation->set_mask_width(data->size_x * render_size_factor);
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operation->set_mask_height(data->size_y * render_size_factor);
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}
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else {
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operation->setMaskWidth(rd->xsch * render_size_factor);
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operation->setMaskHeight(rd->ysch * render_size_factor);
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operation->set_mask_width(rd->xsch * render_size_factor);
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operation->set_mask_height(rd->ysch * render_size_factor);
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}
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operation->setMask(mask);
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operation->setFramenumber(context.getFramenumber());
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operation->setFeather((bool)(editorNode->custom1 & CMP_NODEFLAG_MASK_NO_FEATHER) == 0);
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operation->set_mask(mask);
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operation->set_framenumber(context.get_framenumber());
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operation->set_feather((bool)(editor_node->custom1 & CMP_NODEFLAG_MASK_NO_FEATHER) == 0);
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if ((editorNode->custom1 & CMP_NODEFLAG_MASK_MOTION_BLUR) && (editorNode->custom2 > 1) &&
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(editorNode->custom3 > FLT_EPSILON)) {
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operation->setMotionBlurSamples(editorNode->custom2);
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operation->setMotionBlurShutter(editorNode->custom3);
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if ((editor_node->custom1 & CMP_NODEFLAG_MASK_MOTION_BLUR) && (editor_node->custom2 > 1) &&
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(editor_node->custom3 > FLT_EPSILON)) {
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operation->set_motion_blur_samples(editor_node->custom2);
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operation->set_motion_blur_shutter(editor_node->custom3);
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}
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converter.addOperation(operation);
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converter.mapOutputSocket(outputMask, operation->getOutputSocket());
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converter.add_operation(operation);
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converter.map_output_socket(output_mask, operation->get_output_socket());
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}
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} // namespace blender::compositor
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