83 lines
2.1 KiB
C++
83 lines
2.1 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_NodeOperation.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 NodeOperation {
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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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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[], unsigned int preferredResolution[]);
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/**
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* Constructor
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*/
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TextureBaseOperation();
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public:
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void executePixel(float *color, 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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};
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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 executePixel(float *color, float x, float y, PixelSampler sampler);
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};
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#endif
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