This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/compositor/operations/COM_TextureOperation.h
Campbell Barton 3316853323 Cleanup: conform headers to have license first
Also remove doxy comments for licenses and add missing GPL header.
2019-02-18 08:22:11 +11:00

81 lines
2.2 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2011, Blender Foundation.
*/
#ifndef __COM_TEXTUREOPERATION_H__
#define __COM_TEXTUREOPERATION_H__
#include "COM_NodeOperation.h"
#include "DNA_texture_types.h"
#include "BLI_listbase.h"
extern "C" {
# include "RE_pipeline.h"
# include "RE_shader_ext.h"
# include "RE_render_ext.h"
# include "MEM_guardedalloc.h"
}
/**
* Base class for all renderlayeroperations
*
* \todo: rename to operation.
*/
class TextureBaseOperation : public NodeOperation {
private:
Tex *m_texture;
const RenderData *m_rd;
SocketReader *m_inputSize;
SocketReader *m_inputOffset;
struct ImagePool *m_pool;
bool m_sceneColorManage;
protected:
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
/**
* Constructor
*/
TextureBaseOperation();
public:
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
void setTexture(Tex *texture) { this->m_texture = texture; }
void initExecution();
void deinitExecution();
void setRenderData(const RenderData *rd) { this->m_rd = rd; }
void setSceneColorManage(bool sceneColorManage) { this->m_sceneColorManage = sceneColorManage; }
};
class TextureOperation : public TextureBaseOperation {
public:
TextureOperation();
};
class TextureAlphaOperation : public TextureBaseOperation {
public:
TextureAlphaOperation();
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
#endif