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/*
* 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;
const Scene *scene;
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();
void setScene(const Scene *scene) { this->scene = scene; }
};
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
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