This flag is only used a few small cases, so instead of setting the flag for every node only set the required flag for the nodes that require it. Mostly the flag is used to set `ntype.flag = NODE_PREVIEW` For nodes that should have previews by default which is only some compositor nodes and some texture nodes. The frame node also sets the `NODE_BACKGROUND` flag. All other nodes were setting a flag of 0 which has no purpose. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13699
91 lines
3.1 KiB
C++
91 lines
3.1 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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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup cmpnodes
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*/
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#include "RNA_access.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "node_composite_util.hh"
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namespace blender::nodes {
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static void cmp_node_tonemap_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
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b.add_output<decl::Color>(N_("Image"));
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}
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} // namespace blender::nodes
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static void node_composit_init_tonemap(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeTonemap *ntm = MEM_cnew<NodeTonemap>(__func__);
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ntm->type = 1;
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ntm->key = 0.18;
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ntm->offset = 1;
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ntm->gamma = 1;
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ntm->f = 0;
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ntm->m = 0; /* Actual value is set according to input. */
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/* Default a of 1 works well with natural HDR images, but not always so for CGI.
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* Maybe should use 0 or at least lower initial value instead. */
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ntm->a = 1;
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ntm->c = 0;
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node->storage = ntm;
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}
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static void node_composit_buts_tonemap(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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uiLayout *col;
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col = uiLayoutColumn(layout, false);
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uiItemR(col, ptr, "tonemap_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
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if (RNA_enum_get(ptr, "tonemap_type") == 0) {
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uiItemR(col, ptr, "key", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
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uiItemR(col, ptr, "offset", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
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uiItemR(col, ptr, "gamma", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
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}
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else {
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uiItemR(col, ptr, "intensity", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
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uiItemR(
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col, ptr, "contrast", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
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uiItemR(
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col, ptr, "adaptation", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
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uiItemR(
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col, ptr, "correction", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
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}
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}
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void register_node_type_cmp_tonemap()
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{
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static bNodeType ntype;
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cmp_node_type_base(&ntype, CMP_NODE_TONEMAP, "Tonemap", NODE_CLASS_OP_COLOR);
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ntype.declare = blender::nodes::cmp_node_tonemap_declare;
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ntype.draw_buttons = node_composit_buts_tonemap;
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node_type_init(&ntype, node_composit_init_tonemap);
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node_type_storage(&ntype, "NodeTonemap", node_free_standard_storage, node_copy_standard_storage);
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nodeRegisterType(&ntype);
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}
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