Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
80 lines
1.9 KiB
C++
80 lines
1.9 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_listbase.h"
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#include "COM_MultiThreadedOperation.h"
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#include "DNA_texture_types.h"
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#include "MEM_guardedalloc.h"
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#include "RE_pipeline.h"
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#include "RE_texture.h"
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namespace blender::compositor {
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/**
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* Base class for all renderlayeroperations
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*
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* \todo Rename to operation.
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*/
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class TextureBaseOperation : public MultiThreadedOperation {
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private:
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Tex *texture_;
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const RenderData *rd_;
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SocketReader *input_size_;
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SocketReader *input_offset_;
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struct ImagePool *pool_;
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bool scene_color_manage_;
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protected:
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/**
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* Determine the output resolution.
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*/
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void determine_canvas(const rcti &preferred_area, rcti &r_area) override;
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/**
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* Constructor
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*/
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TextureBaseOperation();
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public:
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void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
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void set_texture(Tex *texture)
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{
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texture_ = texture;
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}
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void init_execution() override;
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void deinit_execution() override;
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void set_render_data(const RenderData *rd)
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{
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rd_ = rd;
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}
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void set_scene_color_manage(bool scene_color_manage)
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{
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scene_color_manage_ = scene_color_manage;
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}
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void update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs) override;
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};
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class TextureOperation : public TextureBaseOperation {
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public:
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TextureOperation();
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};
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class TextureAlphaOperation : public TextureBaseOperation {
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public:
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TextureAlphaOperation();
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void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
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void update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs) override;
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};
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} // namespace blender::compositor
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