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blender-archive/source/blender/compositor/intern/COM_NodeConverter.cc
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

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While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

151 lines
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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation. */
#include "BLI_utildefines.h"
#include "COM_Node.h"
#include "COM_NodeOperationBuilder.h"
#include "COM_SetColorOperation.h"
#include "COM_SetValueOperation.h"
#include "COM_SetVectorOperation.h"
#include "COM_SocketProxyOperation.h"
#include "COM_NodeConverter.h" /* own include */
namespace blender::compositor {
NodeConverter::NodeConverter(NodeOperationBuilder *builder) : builder_(builder)
{
}
void NodeConverter::add_operation(NodeOperation *operation)
{
builder_->add_operation(operation);
}
void NodeConverter::map_input_socket(NodeInput *node_socket, NodeOperationInput *operation_socket)
{
builder_->map_input_socket(node_socket, operation_socket);
}
void NodeConverter::map_output_socket(NodeOutput *node_socket,
NodeOperationOutput *operation_socket)
{
builder_->map_output_socket(node_socket, operation_socket);
}
void NodeConverter::add_link(NodeOperationOutput *from, NodeOperationInput *to)
{
builder_->add_link(from, to);
}
void NodeConverter::add_preview(NodeOperationOutput *output)
{
builder_->add_preview(output);
}
void NodeConverter::add_node_input_preview(NodeInput *input)
{
builder_->add_node_input_preview(input);
}
NodeOperation *NodeConverter::set_invalid_output(NodeOutput *output)
{
/* this is a really bad situation - bring on the pink! - so artists know this is bad */
const float warning_color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
SetColorOperation *operation = new SetColorOperation();
operation->set_channels(warning_color);
builder_->add_operation(operation);
builder_->map_output_socket(output, operation->get_output_socket());
return operation;
}
NodeOperationOutput *NodeConverter::add_input_proxy(NodeInput *input, bool use_conversion)
{
SocketProxyOperation *proxy = new SocketProxyOperation(input->get_data_type(), use_conversion);
builder_->add_operation(proxy);
builder_->map_input_socket(input, proxy->get_input_socket(0));
return proxy->get_output_socket();
}
NodeOperationInput *NodeConverter::add_output_proxy(NodeOutput *output, bool use_conversion)
{
SocketProxyOperation *proxy = new SocketProxyOperation(output->get_data_type(), use_conversion);
builder_->add_operation(proxy);
builder_->map_output_socket(output, proxy->get_output_socket());
return proxy->get_input_socket(0);
}
void NodeConverter::add_input_value(NodeOperationInput *input, float value)
{
SetValueOperation *operation = new SetValueOperation();
operation->set_value(value);
builder_->add_operation(operation);
builder_->add_link(operation->get_output_socket(), input);
}
void NodeConverter::add_input_color(NodeOperationInput *input, const float value[4])
{
SetColorOperation *operation = new SetColorOperation();
operation->set_channels(value);
builder_->add_operation(operation);
builder_->add_link(operation->get_output_socket(), input);
}
void NodeConverter::add_input_vector(NodeOperationInput *input, const float value[3])
{
SetVectorOperation *operation = new SetVectorOperation();
operation->set_vector(value);
builder_->add_operation(operation);
builder_->add_link(operation->get_output_socket(), input);
}
void NodeConverter::add_output_value(NodeOutput *output, float value)
{
SetValueOperation *operation = new SetValueOperation();
operation->set_value(value);
builder_->add_operation(operation);
builder_->map_output_socket(output, operation->get_output_socket());
}
void NodeConverter::add_output_color(NodeOutput *output, const float value[4])
{
SetColorOperation *operation = new SetColorOperation();
operation->set_channels(value);
builder_->add_operation(operation);
builder_->map_output_socket(output, operation->get_output_socket());
}
void NodeConverter::add_output_vector(NodeOutput *output, const float value[3])
{
SetVectorOperation *operation = new SetVectorOperation();
operation->set_vector(value);
builder_->add_operation(operation);
builder_->map_output_socket(output, operation->get_output_socket());
}
void NodeConverter::register_viewer(ViewerOperation *viewer)
{
builder_->register_viewer(viewer);
}
ViewerOperation *NodeConverter::active_viewer() const
{
return builder_->active_viewer();
}
} // namespace blender::compositor