tornavis/source/blender/compositor/realtime_compositor/COM_conversion_operation.hh

158 lines
4.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "GPU_shader.hh"
#include "COM_context.hh"
#include "COM_input_descriptor.hh"
#include "COM_result.hh"
#include "COM_simple_operation.hh"
namespace blender::realtime_compositor {
/* -------------------------------------------------------------------- */
/** \name Conversion Operation
*
* A simple operation that converts a result from a certain type to another. See the derived
* classes for more details.
* \{ */
class ConversionOperation : public SimpleOperation {
public:
using SimpleOperation::SimpleOperation;
/* If the input result is a single value, execute_single is called. Otherwise, the shader
* provided by get_conversion_shader is dispatched. */
void execute() override;
/* Determine if a conversion operation is needed for the input with the given result and
* descriptor. If it is not needed, return a null pointer. If it is needed, return an instance of
* the appropriate conversion operation. */
static SimpleOperation *construct_if_needed(Context &context,
const Result &input_result,
const InputDescriptor &input_descriptor);
protected:
/* Convert the input single value result to the output single value result. */
virtual void execute_single(const Result &input, Result &output) = 0;
/* Get the shader the will be used for conversion. */
virtual GPUShader *get_conversion_shader() const = 0;
/** \} */
}; // namespace blender::realtime_compositorclassConversionOperation:publicSimpleOperation
/* -------------------------------------------------------------------- */
/** \name Convert Float to Vector Operation
*
* Takes a float result and outputs a vector result. The first three components of the output are
* filled with the input float, while the fourth component is set to 1.
* \{ */
class ConvertFloatToVectorOperation : public ConversionOperation {
public:
ConvertFloatToVectorOperation(Context &context);
void execute_single(const Result &input, Result &output) override;
GPUShader *get_conversion_shader() const override;
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Convert Float to Color Operation
*
* Takes a float result and outputs a color result. All three color channels of the output are
* filled with the input float and the alpha channel is set to 1.
* \{ */
class ConvertFloatToColorOperation : public ConversionOperation {
public:
ConvertFloatToColorOperation(Context &context);
void execute_single(const Result &input, Result &output) override;
GPUShader *get_conversion_shader() const override;
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Convert Color to Float Operation
*
* Takes a color result and outputs a float result. The output is the average of the three color
* channels, the alpha channel is ignored.
* \{ */
class ConvertColorToFloatOperation : public ConversionOperation {
public:
ConvertColorToFloatOperation(Context &context);
void execute_single(const Result &input, Result &output) override;
GPUShader *get_conversion_shader() const override;
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Convert Color to Vector Operation
*
* Takes a color result and outputs a vector result. The output is an exact copy of the input since
* vectors are 4D.
* \{ */
class ConvertColorToVectorOperation : public ConversionOperation {
public:
ConvertColorToVectorOperation(Context &context);
void execute_single(const Result &input, Result &output) override;
GPUShader *get_conversion_shader() const override;
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Convert Vector to Float Operation
*
* Takes a vector result and outputs a float result. The output is the average of the three
* components.
* \{ */
class ConvertVectorToFloatOperation : public ConversionOperation {
public:
ConvertVectorToFloatOperation(Context &context);
void execute_single(const Result &input, Result &output) override;
GPUShader *get_conversion_shader() const override;
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Convert Vector to Color Operation
*
* Takes a vector result and outputs a color result. The output is a copy of the three vector
* components to the three color channels with the alpha channel set to 1.
* \{ */
class ConvertVectorToColorOperation : public ConversionOperation {
public:
ConvertVectorToColorOperation(Context &context);
void execute_single(const Result &input, Result &output) override;
GPUShader *get_conversion_shader() const override;
};
/** \} */
} // namespace blender::realtime_compositor