/* * 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 "BLI_listbase.h" #include "COM_NodeOperation.h" #include "DNA_texture_types.h" #include "MEM_guardedalloc.h" extern "C" { #include "RE_pipeline.h" #include "RE_render_ext.h" #include "RE_shader_ext.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