2022-04-07 18:46:57 +02:00

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C++

//-*****************************************************************************
// Copyright (c) 2012, Pixar. All rights reserved. *
// *
// This license governs use of the accompanying software. If you *
// use the software, you accept this license. If you do not accept *
// the license, do not use the software. *
// *
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// The terms "reproduce," "reproduction," "derivative works," and *
// "distribution" have the same meaning here as under U.S. *
// copyright law. A "contribution" is the original software, or *
// any additions or changes to the software. *
// A "contributor" is any person or entity that distributes its *
// contribution under this license. *
// "Licensed patents" are a contributor's patent claims that read *
// directly on its contribution. *
// *
// 2. Grant of Rights *
// (A) Copyright Grant- Subject to the terms of this license, *
// including the license conditions and limitations in section 3, *
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// including the license conditions and limitations in section 3, *
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// royalty-free license under its licensed patents to make, have *
// made, use, sell, offer for sale, import, and/or otherwise *
// dispose of its contribution in the software or derivative works *
// of the contribution in the software. *
// *
// 3. Conditions and Limitations *
// (A) No Trademark License- This license does not grant you *
// rights to use any contributor's name, logo, or trademarks. *
// (B) If you bring a patent claim against any contributor over *
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// notices that are present in the software. *
// (D) If you distribute any portion of the software in source *
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// distribute any portion of the software in compiled or object *
// code form, you may only do so under a license that complies *
// with this license. *
// (E) The software is licensed "as-is." You bear the risk of *
// using it. The contributors give no express warranties, *
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//-*****************************************************************************
//-*****************************************************************************
// Written by Pixar Animation Studios, 2011-2012.
//-*****************************************************************************
#ifndef _PxDeepOutPixel_h_
#define _PxDeepOutPixel_h_
#include "PxDeepUtils.h"
namespace PxDeep {
//-*****************************************************************************
//-*****************************************************************************
// DEEP OUT PIXEL
//-*****************************************************************************
//-*****************************************************************************
// While constructing a deep out pixel from a dtex pixel, we reuse some
// temporary storage.
template <typename RGBA_T>
struct DeepOutPixel
{
size_t size() const
{
return deepFront.size();
}
void clear()
{
deepFront.clear();
deepBack.clear();
red.clear();
green.clear();
blue.clear();
alpha.clear();
}
void reserve( size_t N )
{
deepFront.reserve( N );
deepBack.reserve( N );
red.reserve( N );
green.reserve( N );
blue.reserve( N );
alpha.reserve( N );
}
void push_back( float i_depth,
RGBA_T i_alpha )
{
deepFront.push_back( i_depth );
deepBack.push_back( i_depth );
red.push_back( 0.0f );
green.push_back( 0.0f );
blue.push_back( 0.0f );
alpha.push_back( i_alpha );
}
void push_back( float i_deepFront,
float i_deepBack,
RGBA_T i_alpha )
{
deepFront.push_back( i_deepFront );
deepBack.push_back( i_deepBack );
red.push_back( 0.0f );
green.push_back( 0.0f );
blue.push_back( 0.0f );
alpha.push_back( i_alpha );
}
void push_back( float i_depth,
RGBA_T i_red,
RGBA_T i_green,
RGBA_T i_blue,
RGBA_T i_alpha )
{
deepFront.push_back( i_depth );
deepBack.push_back( i_depth );
red.push_back( i_red );
green.push_back( i_green );
blue.push_back( i_blue );
alpha.push_back( i_alpha );
}
void push_back( float i_deepFront,
float i_deepBack,
RGBA_T i_red,
RGBA_T i_green,
RGBA_T i_blue,
RGBA_T i_alpha )
{
deepFront.push_back( i_deepFront );
deepBack.push_back( i_deepBack );
red.push_back( i_red );
green.push_back( i_green );
blue.push_back( i_blue );
alpha.push_back( i_alpha );
}
std::vector<float> deepFront;
std::vector<float> deepBack;
std::vector<RGBA_T> red;
std::vector<RGBA_T> green;
std::vector<RGBA_T> blue;
std::vector<RGBA_T> alpha;
};
}
#endif