godot/thirdparty/oidn/core/filter.h
Juan Linietsky 1bea8e1eac New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10 15:59:09 -03:00

53 lines
2 KiB
C++

// ======================================================================== //
// Copyright 2009-2019 Intel Corporation //
// //
// Licensed under the Apache License, Version 2.0 (the "License"); //
// you may not use this file except in compliance with the License. //
// You may obtain a copy of the License at //
// //
// http://www.apache.org/licenses/LICENSE-2.0 //
// //
// Unless required by applicable law or agreed to in writing, software //
// distributed under the License is distributed on an "AS IS" BASIS, //
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
// See the License for the specific language governing permissions and //
// limitations under the License. //
// ======================================================================== //
#pragma once
#include "common.h"
#include "device.h"
#include "image.h"
namespace oidn {
class Filter : public RefCount
{
protected:
Ref<Device> device;
ProgressMonitorFunction progressFunc = nullptr;
void* progressUserPtr = nullptr;
bool dirty = true;
public:
explicit Filter(const Ref<Device>& device) : device(device) {}
virtual void setImage(const std::string& name, const Image& data) = 0;
virtual void set1i(const std::string& name, int value) = 0;
virtual int get1i(const std::string& name) = 0;
virtual void set1f(const std::string& name, float value) = 0;
virtual float get1f(const std::string& name) = 0;
void setProgressMonitorFunction(ProgressMonitorFunction func, void* userPtr);
virtual void commit() = 0;
virtual void execute() = 0;
Device* getDevice() { return device.get(); }
};
} // namespace oidn