Использование шейдера в The Foundry Nuke

Есть ли способ применить шейдер в плагине?

Я пытаюсь реализовать сглаживание, но все мои попытки потерпели неудачу: \

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Решение

Используйте это просто:

#include <fstream>
#include <sstream>

#include "DDImage/Knobs.h"#include "DDImage/DDMath.h"#include "DDImage/ViewerContext.h"#include "DDImage/Iop.h"#include "DDImage/PixelIop.h"#include "DDImage/Row.h"
using namespace DD::Image;

////////////////////////////////////////////////////////////////
/// GPU File Shader Op.

class GPUFileShader : public DD::Image::PixelIop
{

const char* shaderFile_;
std::string currShaderFile_;
std::string shader_;
int version_;
int currVersion_;

const char* gpuEngine_body() const
{
return shader_.c_str();
}

void pixel_engine(const Row& in, int y, int x, int r, ChannelMask channels, Row& out)
{
foreach(z, channels) {
const float* inptr = in[z] + x;
const float* END = inptr + (r - x);
float* outptr = out.writable(z) + x;
while (inptr < END)
*outptr++ = *inptr++;
}
}

void in_channels(int, DD::Image::ChannelSet& c) const { } // return c unchanged

public:
GPUFileShader(Node* node)
: PixelIop(node)
, shaderFile_(0)
, version_(0)
, currVersion_(0)
{ }

void knobs(Knob_Callback f)
{
File_knob(f, &shaderFile_, "shader_file", "OpenGL Shading Language file");
}

void _validate(bool)
{
if (!shaderFile_)
return;

if (version_ != currVersion_ || currShaderFile_ != std::string(shaderFile_)) {
std::ifstream ifs(shaderFile_);
if (!ifs) {
Iop::error("Error reading shader file.");
return;
}
std::stringstream str;
std::copy(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>(), std::ostreambuf_iterator<char>(str));
shader_ = str.str();
currVersion_ = version_;
currShaderFile_.assign(shaderFile_);
}

copy_info(0);
}

static const DD::Image::Op::Description d;
const char* Class() const { return d.name; }
const char* node_help() const { return "GPU Op which gets initialised from a file. Customise for proprietary formats. Default assumes OpenGL shading language code."; }

};

static Op* GPUFileShader_c(Node* node) { return new GPUFileShader(node); }
const Op::Description GPUFileShader::d("GPUFileShader", GPUFileShader_c);
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