Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered). This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing). Differential Revision: http://developer.blender.org/D7
72 lines
1.8 KiB
C++
72 lines
1.8 KiB
C++
/*
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* Copyright 2012, Blender Foundation.
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*
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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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* Contributor:
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* Dalai Felinto
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* Daniel Salazar
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*/
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#ifndef _COM_MapRangeOperation_h
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#define _COM_MapRangeOperation_h
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#include "COM_NodeOperation.h"
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#include "DNA_texture_types.h"
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/**
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* this program converts an input color to an output value.
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* it assumes we are in sRGB color space.
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*/
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class MapRangeOperation : public NodeOperation {
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private:
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/**
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* Cached reference to the inputProgram
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*/
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SocketReader *m_inputOperation;
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SocketReader *m_sourceMinOperation;
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SocketReader *m_sourceMaxOperation;
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SocketReader *m_destMinOperation;
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SocketReader *m_destMaxOperation;
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bool m_useClamp;
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public:
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/**
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* Default constructor
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*/
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MapRangeOperation();
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/**
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* the inner loop of this program
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*/
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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/**
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* Initialize the execution
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*/
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void initExecution();
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/**
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* Deinitialize the execution
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*/
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void deinitExecution();
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/**
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* Clamp the output
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*/
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void setUseClamp(bool value) { this->m_useClamp = value; }
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};
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#endif
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