Blender  V3.3
COM_TextureNode.cc
Go to the documentation of this file.
1 /* SPDX-License-Identifier: GPL-2.0-or-later
2  * Copyright 2011 Blender Foundation. */
3 
4 #include "COM_TextureNode.h"
5 #include "COM_TextureOperation.h"
6 
7 namespace blender::compositor {
8 
9 TextureNode::TextureNode(bNode *editor_node) : Node(editor_node)
10 {
11  /* pass */
12 }
13 
15  const CompositorContext &context) const
16 {
17  bNode *editor_node = this->get_bnode();
18  Tex *texture = (Tex *)editor_node->id;
19  TextureOperation *operation = new TextureOperation();
20  bool scene_color_manage = !STREQ(context.get_scene()->display_settings.display_device, "None");
21  operation->set_texture(texture);
22  operation->set_render_data(context.get_render_data());
23  operation->set_scene_color_manage(scene_color_manage);
24  converter.add_operation(operation);
25 
26  converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
27  converter.map_input_socket(get_input_socket(1), operation->get_input_socket(1));
28  converter.map_output_socket(get_output_socket(1), operation->get_output_socket());
29 
30  converter.add_preview(operation->get_output_socket());
31 
32  TextureAlphaOperation *alpha_operation = new TextureAlphaOperation();
33  alpha_operation->set_texture(texture);
34  alpha_operation->set_render_data(context.get_render_data());
35  alpha_operation->set_scene_color_manage(scene_color_manage);
36  converter.add_operation(alpha_operation);
37 
38  converter.map_input_socket(get_input_socket(0), alpha_operation->get_input_socket(0));
39  converter.map_input_socket(get_input_socket(1), alpha_operation->get_input_socket(1));
40  converter.map_output_socket(get_output_socket(0), alpha_operation->get_output_socket());
41 }
42 
43 } // namespace blender::compositor
#define STREQ(a, b)
Overall context of the compositor.
void map_output_socket(NodeOutput *node_socket, NodeOperationOutput *operation_socket)
void add_preview(NodeOperationOutput *output)
void add_operation(NodeOperation *operation)
void map_input_socket(NodeInput *node_socket, NodeOperationInput *operation_socket)
NodeOperationOutput * get_output_socket(unsigned int index=0)
NodeOperationInput * get_input_socket(unsigned int index)
NodeOutput * get_output_socket(unsigned int index=0) const
Definition: COM_Node.cc:84
bNode * get_bnode() const
get the reference to the SDNA bNode struct
Definition: COM_Node.h:64
NodeInput * get_input_socket(unsigned int index) const
Definition: COM_Node.cc:89
void set_scene_color_manage(bool scene_color_manage)
void convert_to_operations(NodeConverter &converter, const CompositorContext &context) const override
convert node to operation
struct ID * id