Blender  V3.3
COM_ColorSpillOperation.h
Go to the documentation of this file.
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  int channel2_;
22  int channel3_;
23  float rmut_, gmut_, bmut_;
24 
25  public:
30 
34  void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
35 
36  void init_execution() override;
37  void deinit_execution() override;
38 
39  void set_settings(NodeColorspill *node_color_spill)
40  {
41  settings_ = node_color_spill;
42  }
43  void set_spill_channel(int channel)
44  {
45  spill_channel_ = channel;
46  }
47  void set_spill_method(int method)
48  {
49  spill_method_ = method;
50  }
51 
52  float calculate_map_value(float fac, float *input);
53 
55  const rcti &area,
56  Span<MemoryBuffer *> inputs) override;
57 };
58 
59 } // namespace blender::compositor
_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 set_settings(NodeColorspill *node_color_spill)
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
float calculate_map_value(float fac, float *input)
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
a MemoryBuffer contains access to the data of a chunk
NodeOperation contains calculation logic.
depth_tx sampler(1, ImageType::FLOAT_2D, "combined_tx") .sampler(2
ccl_global KernelShaderEvalInput ccl_global float * output
ccl_global KernelShaderEvalInput * input
static void area(int d1, int d2, int e1, int e2, float weights[2])
static bNodeSocketTemplate inputs[]