/* * Copyright 2011, Blender Foundation. * * 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. * * Contributor: * Jeroen Bakker * Monique Dewanchand */ #ifndef _COM_TextureOperation_h #define _COM_TextureOperation_h #include "COM_NodeOperation.h" #include "DNA_scene_types.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* texture; SocketReader *inputSize; SocketReader *inputOffset; protected: /** * Determine the output resolution. The resolution is retrieved from the Renderer */ void determineResolution(unsigned int resolution[], unsigned int preferredResolution[]); /** * Constructor */ TextureBaseOperation(); public: void executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]); void setTexture(Tex* texture) {this->texture = texture;} void initExecution(); void deinitExecution(); }; class TextureOperation:public TextureBaseOperation { public: TextureOperation(); }; class TextureAlphaOperation:public TextureBaseOperation { public: TextureAlphaOperation(); void executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]); }; #endif