This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/compositor/nodes/COM_AntiAliasingNode.cc
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

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

43 lines
1.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2017 Blender Foundation. */
#include "COM_AntiAliasingNode.h"
#include "COM_SMAAOperation.h"
namespace blender::compositor {
void AntiAliasingNode::convert_to_operations(NodeConverter &converter,
const CompositorContext & /*context*/) const
{
bNode *node = this->get_bnode();
NodeAntiAliasingData *data = (NodeAntiAliasingData *)node->storage;
/* Edge Detection (First Pass) */
SMAAEdgeDetectionOperation *operation1 = nullptr;
operation1 = new SMAAEdgeDetectionOperation();
operation1->set_threshold(data->threshold);
operation1->set_local_contrast_adaptation_factor(data->contrast_limit);
converter.add_operation(operation1);
converter.map_input_socket(get_input_socket(0), operation1->get_input_socket(0));
/* Blending Weight Calculation Pixel Shader (Second Pass) */
SMAABlendingWeightCalculationOperation *operation2 =
new SMAABlendingWeightCalculationOperation();
operation2->set_corner_rounding(data->corner_rounding);
converter.add_operation(operation2);
converter.add_link(operation1->get_output_socket(), operation2->get_input_socket(0));
/* Neighborhood Blending Pixel Shader (Third Pass) */
SMAANeighborhoodBlendingOperation *operation3 = new SMAANeighborhoodBlendingOperation();
converter.add_operation(operation3);
converter.map_input_socket(get_input_socket(0), operation3->get_input_socket(0));
converter.add_link(operation2->get_output_socket(), operation3->get_input_socket(1));
converter.map_output_socket(get_output_socket(0), operation3->get_output_socket());
}
} // namespace blender::compositor