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