Welcome to mirror list, hosted at ThFree Co, Russian Federation.

COM_conversion_operation.hh « realtime_compositor « compositor « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 15e1d0722ea9e49407ca3f19acb51fbc30753bc4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
/* SPDX-License-Identifier: GPL-2.0-or-later */

#pragma once

#include "GPU_shader.h"

#include "COM_context.hh"
#include "COM_input_descriptor.hh"
#include "COM_result.hh"
#include "COM_simple_operation.hh"

namespace blender::realtime_compositor {

/* -------------------------------------------------------------------------------------------------
 * Conversion Operation
 *
 * A simple operation that converts a result from a certain type to another. See the derived
 * classes for more details. */
class ConversionOperation : public SimpleOperation {
 public:
  using SimpleOperation::SimpleOperation;

  /* If the input result is a single value, execute_single is called. Otherwise, the shader
   * provided by get_conversion_shader is dispatched. */
  void execute() override;

  /* Determine if a conversion operation is needed for the input with the given result and
   * descriptor. If it is not needed, return a null pointer. If it is needed, return an instance of
   * the appropriate conversion operation. */
  static SimpleOperation *construct_if_needed(Context &context,
                                              const Result &input_result,
                                              const InputDescriptor &input_descriptor);

 protected:
  /* Convert the input single value result to the output single value result. */
  virtual void execute_single(const Result &input, Result &output) = 0;

  /* Get the shader the will be used for conversion. */
  virtual GPUShader *get_conversion_shader() const = 0;
};

/* -------------------------------------------------------------------------------------------------
 * Convert Float To Vector Operation
 *
 * Takes a float result and outputs a vector result. All three components of the output are filled
 * with the input float. */
class ConvertFloatToVectorOperation : public ConversionOperation {
 public:
  ConvertFloatToVectorOperation(Context &context);

  void execute_single(const Result &input, Result &output) override;

  GPUShader *get_conversion_shader() const override;
};

/* -------------------------------------------------------------------------------------------------
 * Convert Float To Color Operation
 *
 * Takes a float result and outputs a color result. All three color channels of the output are
 * filled with the input float and the alpha channel is set to 1. */
class ConvertFloatToColorOperation : public ConversionOperation {
 public:
  ConvertFloatToColorOperation(Context &context);

  void execute_single(const Result &input, Result &output) override;

  GPUShader *get_conversion_shader() const override;
};

/* -------------------------------------------------------------------------------------------------
 * Convert Color To Float Operation
 *
 * Takes a color result and outputs a float result. The output is the average of the three color
 * channels, the alpha channel is ignored. */
class ConvertColorToFloatOperation : public ConversionOperation {
 public:
  ConvertColorToFloatOperation(Context &context);

  void execute_single(const Result &input, Result &output) override;

  GPUShader *get_conversion_shader() const override;
};

/* -------------------------------------------------------------------------------------------------
 * Convert Color To Vector Operation
 *
 * Takes a color result and outputs a vector result. The output is a copy of the three color
 * channels to the three vector components. */
class ConvertColorToVectorOperation : public ConversionOperation {
 public:
  ConvertColorToVectorOperation(Context &context);

  void execute_single(const Result &input, Result &output) override;

  GPUShader *get_conversion_shader() const override;
};

/* -------------------------------------------------------------------------------------------------
 * Convert Vector To Float Operation
 *
 * Takes a vector result and outputs a float result. The output is the average of the three
 * components. */
class ConvertVectorToFloatOperation : public ConversionOperation {
 public:
  ConvertVectorToFloatOperation(Context &context);

  void execute_single(const Result &input, Result &output) override;

  GPUShader *get_conversion_shader() const override;
};

/* -------------------------------------------------------------------------------------------------
 * Convert Vector To Color Operation
 *
 * Takes a vector result and outputs a color result. The output is a copy of the three vector
 * components to the three color channels with the alpha channel set to 1. */
class ConvertVectorToColorOperation : public ConversionOperation {
 public:
  ConvertVectorToColorOperation(Context &context);

  void execute_single(const Result &input, Result &output) override;

  GPUShader *get_conversion_shader() const override;
};

}  // namespace blender::realtime_compositor