Blender  V3.3
COM_ConvertColorProfileOperation.h
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1 /* SPDX-License-Identifier: GPL-2.0-or-later
2  * Copyright 2011 Blender Foundation. */
3 
4 #pragma once
5 
6 #include "COM_NodeOperation.h"
7 
8 namespace blender::compositor {
9 
15  private:
19  SocketReader *input_operation_;
20 
24  int from_profile_;
25 
29  int to_profile_;
30 
34  bool predivided_;
35 
36  public:
41 
45  void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
46 
50  void init_execution() override;
51 
55  void deinit_execution() override;
56 
57  void set_from_color_profile(int color_profile)
58  {
59  from_profile_ = color_profile;
60  }
61  void set_to_color_profile(int color_profile)
62  {
63  to_profile_ = color_profile;
64  }
65  void set_predivided(bool predivided)
66  {
67  predivided_ = predivided;
68  }
69 };
70 
71 } // 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 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