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blender-archive/source/blender/compositor/nodes/COM_MixNode.cc
Manuel Castilla 1c42d4930a Cleanup: convert camelCase naming to snake_case in Compositor
To convert old code to the current convention and
use a single code style.
2021-10-13 23:41:14 +02:00

115 lines
3.6 KiB
C++

/*
* 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.
*
* Copyright 2011, Blender Foundation.
*/
#include "COM_MixNode.h"
#include "COM_MixOperation.h"
#include "DNA_material_types.h" /* the ramp types */
namespace blender::compositor {
MixNode::MixNode(bNode *editor_node) : Node(editor_node)
{
/* pass */
}
void MixNode::convert_to_operations(NodeConverter &converter,
const CompositorContext & /*context*/) const
{
NodeInput *value_socket = this->get_input_socket(0);
NodeInput *color1Socket = this->get_input_socket(1);
NodeInput *color2Socket = this->get_input_socket(2);
NodeOutput *output_socket = this->get_output_socket(0);
bNode *editor_node = this->get_bnode();
bool use_alpha_premultiply = (this->get_bnode()->custom2 & 1) != 0;
bool use_clamp = (this->get_bnode()->custom2 & 2) != 0;
MixBaseOperation *convert_prog;
switch (editor_node->custom1) {
case MA_RAMP_ADD:
convert_prog = new MixAddOperation();
break;
case MA_RAMP_MULT:
convert_prog = new MixMultiplyOperation();
break;
case MA_RAMP_LIGHT:
convert_prog = new MixLightenOperation();
break;
case MA_RAMP_BURN:
convert_prog = new MixColorBurnOperation();
break;
case MA_RAMP_HUE:
convert_prog = new MixHueOperation();
break;
case MA_RAMP_COLOR:
convert_prog = new MixColorOperation();
break;
case MA_RAMP_SOFT:
convert_prog = new MixSoftLightOperation();
break;
case MA_RAMP_SCREEN:
convert_prog = new MixScreenOperation();
break;
case MA_RAMP_LINEAR:
convert_prog = new MixLinearLightOperation();
break;
case MA_RAMP_DIFF:
convert_prog = new MixDifferenceOperation();
break;
case MA_RAMP_SAT:
convert_prog = new MixSaturationOperation();
break;
case MA_RAMP_DIV:
convert_prog = new MixDivideOperation();
break;
case MA_RAMP_SUB:
convert_prog = new MixSubtractOperation();
break;
case MA_RAMP_DARK:
convert_prog = new MixDarkenOperation();
break;
case MA_RAMP_OVERLAY:
convert_prog = new MixOverlayOperation();
break;
case MA_RAMP_VAL:
convert_prog = new MixValueOperation();
break;
case MA_RAMP_DODGE:
convert_prog = new MixDodgeOperation();
break;
case MA_RAMP_BLEND:
default:
convert_prog = new MixBlendOperation();
break;
}
convert_prog->set_use_value_alpha_multiply(use_alpha_premultiply);
convert_prog->set_use_clamp(use_clamp);
converter.add_operation(convert_prog);
converter.map_input_socket(value_socket, convert_prog->get_input_socket(0));
converter.map_input_socket(color1Socket, convert_prog->get_input_socket(1));
converter.map_input_socket(color2Socket, convert_prog->get_input_socket(2));
converter.map_output_socket(output_socket, convert_prog->get_output_socket(0));
converter.add_preview(convert_prog->get_output_socket(0));
}
} // namespace blender::compositor