Blender  V3.3
COM_MovieClipAttributeOperation.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 #include "COM_NodeOperation.h"
8 #include "DNA_movieclip_types.h"
9 
10 namespace blender::compositor {
11 
12 typedef enum MovieClipAttribute {
23  private:
24  MovieClip *clip_;
25  float value_;
26  int framenumber_;
27  bool invert_;
28  MovieClipAttribute attribute_;
29  bool is_value_calculated_;
30  NodeOperationInput *stabilization_resolution_socket_;
31 
32  public:
37 
38  void init_execution() override;
39 
43  void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
44  void determine_canvas(const rcti &preferred_area, rcti &r_area) override;
45 
46  const float *get_constant_elem() override;
47 
49  {
50  clip_ = clip;
51  }
52  void set_framenumber(int framenumber)
53  {
54  framenumber_ = framenumber;
55  }
57  {
58  attribute_ = attribute;
59  }
60  void set_invert(bool invert)
61  {
62  invert_ = invert;
63  }
64 
69  {
70  stabilization_resolution_socket_ = input_socket;
71  }
72 
73  private:
74  void calc_value();
75 };
76 
77 } // 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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its and value channels Color Retrieve a color attribute
void determine_canvas(const rcti &preferred_area, rcti &r_area) override
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
void set_socket_input_resolution_for_stabilization(NodeOperationInput *input_socket)
depth_tx sampler(1, ImageType::FLOAT_2D, "combined_tx") .sampler(2
CCL_NAMESPACE_BEGIN ccl_device float invert(float color, float factor)
Definition: invert.h:8
ccl_global KernelShaderEvalInput ccl_global float * output