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blender-archive/source/blender/compositor/nodes/COM_LensDistortionNode.cc
Hans Goudey 91d9f46aec Cleanup: Use const for node data in compositor
Push the const usage a bit further for compositor nodes, so that they
are more explicit about not modifying original nodes from the editor.

Differential Revision: https://developer.blender.org/D15822
2022-08-31 12:06:13 -05:00

50 lines
1.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2011 Blender Foundation. */
#include "COM_LensDistortionNode.h"
#include "COM_ProjectorLensDistortionOperation.h"
#include "COM_ScreenLensDistortionOperation.h"
namespace blender::compositor {
LensDistortionNode::LensDistortionNode(bNode *editor_node) : Node(editor_node)
{
/* pass */
}
void LensDistortionNode::convert_to_operations(NodeConverter &converter,
const CompositorContext & /*context*/) const
{
const bNode *editor_node = this->get_bnode();
NodeLensDist *data = (NodeLensDist *)editor_node->storage;
if (data->proj) {
ProjectorLensDistortionOperation *operation = new ProjectorLensDistortionOperation();
converter.add_operation(operation);
converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
converter.map_input_socket(get_input_socket(2), operation->get_input_socket(1));
converter.map_output_socket(get_output_socket(0), operation->get_output_socket(0));
}
else {
ScreenLensDistortionOperation *operation = new ScreenLensDistortionOperation();
operation->set_fit(data->fit);
operation->set_jitter(data->jit);
if (!get_input_socket(1)->is_linked()) {
operation->set_distortion(get_input_socket(1)->get_editor_value_float());
}
if (!get_input_socket(2)->is_linked()) {
operation->set_dispersion(get_input_socket(2)->get_editor_value_float());
}
converter.add_operation(operation);
converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
converter.map_input_socket(get_input_socket(1), operation->get_input_socket(1));
converter.map_input_socket(get_input_socket(2), operation->get_input_socket(2));
converter.map_output_socket(get_output_socket(0), operation->get_output_socket(0));
}
}
} // namespace blender::compositor