Blender  V2.93
COM_TextureOperation.h
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1 /*
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3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
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9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * Copyright 2011, Blender Foundation.
17  */
18 
19 #pragma once
20 
21 #include "BLI_listbase.h"
22 #include "COM_NodeOperation.h"
23 #include "DNA_texture_types.h"
24 #include "MEM_guardedalloc.h"
25 
26 #include "RE_pipeline.h"
27 #include "RE_texture.h"
28 
29 namespace blender::compositor {
30 
37  private:
38  Tex *m_texture;
39  const RenderData *m_rd;
40  SocketReader *m_inputSize;
41  SocketReader *m_inputOffset;
42  struct ImagePool *m_pool;
43  bool m_sceneColorManage;
44 
45  protected:
49  void determineResolution(unsigned int resolution[2],
50  unsigned int preferredResolution[2]) override;
51 
56 
57  public:
58  void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override;
59 
61  {
62  this->m_texture = texture;
63  }
64  void initExecution() override;
65  void deinitExecution() override;
66  void setRenderData(const RenderData *rd)
67  {
68  this->m_rd = rd;
69  }
70  void setSceneColorManage(bool sceneColorManage)
71  {
72  this->m_sceneColorManage = sceneColorManage;
73  }
74 };
75 
77  public:
79 };
81  public:
83  void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override;
84 };
85 
86 } // namespace blender::compositor
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
Read Guarded memory(de)allocation.
#define output
NodeOperation contains calculation logic.
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
void setSceneColorManage(bool sceneColorManage)
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]) override
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel