c566e408e4
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
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
/*
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* Copyright 2011, 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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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_TextureOperation_h
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#define _COM_TextureOperation_h
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#include "COM_SingleThreadedNodeOperation.h"
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#include "DNA_texture_types.h"
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#include "BLI_listbase.h"
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extern "C" {
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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#include "RE_render_ext.h"
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#include "MEM_guardedalloc.h"
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}
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/**
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* Base class for all renderlayeroperations
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*
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* @todo: rename to operation.
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*/
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class TextureBaseOperation : public SingleThreadedNodeOperation {
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private:
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Tex *m_texture;
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const RenderData *m_rd;
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SocketReader *m_inputSize;
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SocketReader *m_inputOffset;
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struct ImagePool *m_pool;
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bool m_sceneColorManage;
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protected:
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/**
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* Determine the output resolution. The resolution is retrieved from the Renderer
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*/
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void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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/**
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* Constructor
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*/
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TextureBaseOperation();
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MemoryBuffer *createMemoryBuffer(rcti *rect2);
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public:
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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void setTexture(Tex *texture) { this->m_texture = texture; }
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void initExecution();
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void deinitExecution();
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void setRenderData(const RenderData *rd) { this->m_rd = rd; }
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void setSceneColorManage(bool sceneColorManage) { this->m_sceneColorManage = sceneColorManage; }
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};
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class TextureOperation : public TextureBaseOperation {
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public:
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TextureOperation();
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};
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class TextureAlphaOperation : public TextureBaseOperation {
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public:
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TextureAlphaOperation();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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#endif
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