Blender  V3.3
COM_ColorBalanceLGGOperation.h
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1 /* SPDX-License-Identifier: GPL-2.0-or-later
2  * Copyright 2011 Blender Foundation. */
3 
4 #pragma once
5 
7 
8 namespace blender::compositor {
9 
15  protected:
21 
22  float gain_[3];
23  float lift_[3];
24  float gamma_inv_[3];
25 
26  public:
31 
35  void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
36 
40  void init_execution() override;
41 
45  void deinit_execution() override;
46 
47  void set_gain(const float gain[3])
48  {
49  copy_v3_v3(gain_, gain);
50  }
51  void set_lift(const float lift[3])
52  {
53  copy_v3_v3(lift_, lift);
54  }
55  void set_gamma_inv(const float gamma_inv[3])
56  {
57  copy_v3_v3(gamma_inv_, gamma_inv);
58  }
59 
60  void update_memory_buffer_row(PixelCursor &p) override;
61 };
62 
63 } // namespace blender::compositor
MINLINE void copy_v3_v3(float r[3], const float a[3])
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
NodeOperation contains calculation logic.
depth_tx sampler(1, ImageType::FLOAT_2D, "combined_tx") .sampler(2
ccl_global KernelShaderEvalInput ccl_global float * output