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blender-archive/source/blender/compositor/nodes/COM_TextureNode.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

60 lines
2.4 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_TextureNode.h"
#include "COM_TextureOperation.h"
namespace blender::compositor {
TextureNode::TextureNode(bNode *editor_node) : Node(editor_node)
{
/* pass */
}
void TextureNode::convert_to_operations(NodeConverter &converter,
const CompositorContext &context) const
{
bNode *editor_node = this->get_bnode();
Tex *texture = (Tex *)editor_node->id;
TextureOperation *operation = new TextureOperation();
const ColorManagedDisplaySettings *display_settings = context.get_display_settings();
bool scene_color_manage = !STREQ(display_settings->display_device, "None");
operation->set_texture(texture);
operation->set_render_data(context.get_render_data());
operation->set_scene_color_manage(scene_color_manage);
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_output_socket(get_output_socket(1), operation->get_output_socket());
converter.add_preview(operation->get_output_socket());
TextureAlphaOperation *alpha_operation = new TextureAlphaOperation();
alpha_operation->set_texture(texture);
alpha_operation->set_render_data(context.get_render_data());
alpha_operation->set_scene_color_manage(scene_color_manage);
converter.add_operation(alpha_operation);
converter.map_input_socket(get_input_socket(0), alpha_operation->get_input_socket(0));
converter.map_input_socket(get_input_socket(1), alpha_operation->get_input_socket(1));
converter.map_output_socket(get_output_socket(0), alpha_operation->get_output_socket());
}
} // namespace blender::compositor