To convert old code to the current convention and use a single code style.
166 lines
4.9 KiB
C++
166 lines
4.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2013, Blender Foundation.
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*/
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#include "BLI_utildefines.h"
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#include "COM_Node.h"
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#include "COM_NodeOperationBuilder.h"
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#include "COM_SetColorOperation.h"
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#include "COM_SetValueOperation.h"
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#include "COM_SetVectorOperation.h"
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#include "COM_SocketProxyOperation.h"
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#include "COM_NodeConverter.h" /* own include */
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namespace blender::compositor {
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NodeConverter::NodeConverter(NodeOperationBuilder *builder) : builder_(builder)
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{
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}
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void NodeConverter::add_operation(NodeOperation *operation)
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{
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builder_->add_operation(operation);
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}
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void NodeConverter::map_input_socket(NodeInput *node_socket, NodeOperationInput *operation_socket)
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{
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builder_->map_input_socket(node_socket, operation_socket);
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}
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void NodeConverter::map_output_socket(NodeOutput *node_socket,
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NodeOperationOutput *operation_socket)
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{
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builder_->map_output_socket(node_socket, operation_socket);
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}
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void NodeConverter::add_link(NodeOperationOutput *from, NodeOperationInput *to)
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{
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builder_->add_link(from, to);
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}
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void NodeConverter::add_preview(NodeOperationOutput *output)
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{
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builder_->add_preview(output);
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}
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void NodeConverter::add_node_input_preview(NodeInput *input)
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{
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builder_->add_node_input_preview(input);
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}
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NodeOperation *NodeConverter::set_invalid_output(NodeOutput *output)
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{
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/* this is a really bad situation - bring on the pink! - so artists know this is bad */
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const float warning_color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
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SetColorOperation *operation = new SetColorOperation();
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operation->set_channels(warning_color);
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builder_->add_operation(operation);
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builder_->map_output_socket(output, operation->get_output_socket());
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return operation;
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}
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NodeOperationOutput *NodeConverter::add_input_proxy(NodeInput *input, bool use_conversion)
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{
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SocketProxyOperation *proxy = new SocketProxyOperation(input->get_data_type(), use_conversion);
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builder_->add_operation(proxy);
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builder_->map_input_socket(input, proxy->get_input_socket(0));
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return proxy->get_output_socket();
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}
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NodeOperationInput *NodeConverter::add_output_proxy(NodeOutput *output, bool use_conversion)
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{
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SocketProxyOperation *proxy = new SocketProxyOperation(output->get_data_type(), use_conversion);
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builder_->add_operation(proxy);
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builder_->map_output_socket(output, proxy->get_output_socket());
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return proxy->get_input_socket(0);
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}
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void NodeConverter::add_input_value(NodeOperationInput *input, float value)
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{
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SetValueOperation *operation = new SetValueOperation();
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operation->set_value(value);
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builder_->add_operation(operation);
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builder_->add_link(operation->get_output_socket(), input);
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}
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void NodeConverter::add_input_color(NodeOperationInput *input, const float value[4])
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{
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SetColorOperation *operation = new SetColorOperation();
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operation->set_channels(value);
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builder_->add_operation(operation);
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builder_->add_link(operation->get_output_socket(), input);
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}
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void NodeConverter::add_input_vector(NodeOperationInput *input, const float value[3])
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{
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SetVectorOperation *operation = new SetVectorOperation();
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operation->set_vector(value);
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builder_->add_operation(operation);
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builder_->add_link(operation->get_output_socket(), input);
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}
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void NodeConverter::add_output_value(NodeOutput *output, float value)
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{
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SetValueOperation *operation = new SetValueOperation();
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operation->set_value(value);
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builder_->add_operation(operation);
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builder_->map_output_socket(output, operation->get_output_socket());
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}
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void NodeConverter::add_output_color(NodeOutput *output, const float value[4])
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{
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SetColorOperation *operation = new SetColorOperation();
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operation->set_channels(value);
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builder_->add_operation(operation);
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builder_->map_output_socket(output, operation->get_output_socket());
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}
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void NodeConverter::add_output_vector(NodeOutput *output, const float value[3])
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{
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SetVectorOperation *operation = new SetVectorOperation();
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operation->set_vector(value);
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builder_->add_operation(operation);
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builder_->map_output_socket(output, operation->get_output_socket());
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}
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void NodeConverter::register_viewer(ViewerOperation *viewer)
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{
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builder_->register_viewer(viewer);
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}
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ViewerOperation *NodeConverter::active_viewer() const
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{
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return builder_->active_viewer();
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}
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} // namespace blender::compositor
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