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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.h
Manuel Castilla 1c42d4930a Cleanup: convert camelCase naming to snake_case in Compositor
To convert old code to the current convention and
use a single code style.
2021-10-13 23:41:14 +02:00

177 lines
4.8 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2011, Blender Foundation.
*/
#pragma once
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "COM_MultiThreadedOperation.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "RE_pipeline.h"
namespace blender::compositor {
/**
* Base class for all renderlayeroperations
*
* \todo Rename to operation.
*/
class RenderLayersProg : public MultiThreadedOperation {
protected:
/**
* Reference to the scene object.
*/
Scene *scene_;
/**
* layer_id of the layer where this operation needs to get its data from
*/
short layer_id_;
/**
* view_name of the view to use (unless another view is specified by the node
*/
const char *view_name_;
const MemoryBuffer *layer_buffer_;
/**
* Cached instance to the float buffer inside the layer.
* TODO: To be removed with tiled implementation.
*/
float *input_buffer_;
/**
* Render-pass where this operation needs to get its data from.
*/
std::string pass_name_;
int elementsize_;
/**
* \brief render data used for active rendering
*/
const RenderData *rd_;
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determine_canvas(const rcti &preferred_area, rcti &r_area) override;
/**
* retrieve the reference to the float buffer of the renderer.
*/
inline float *get_input_buffer()
{
return input_buffer_;
}
void do_interpolation(float output[4], float x, float y, PixelSampler sampler);
public:
/**
* Constructor
*/
RenderLayersProg(const char *pass_name, DataType type, int elementsize);
/**
* setter for the scene field. Will be called from
* \see RenderLayerNode to set the actual scene where
* the data will be retrieved from.
*/
void set_scene(Scene *scene)
{
scene_ = scene;
}
Scene *get_scene() const
{
return scene_;
}
void set_render_data(const RenderData *rd)
{
rd_ = rd;
}
void set_layer_id(short layer_id)
{
layer_id_ = layer_id;
}
short get_layer_id() const
{
return layer_id_;
}
void set_view_name(const char *view_name)
{
view_name_ = view_name;
}
const char *get_view_name()
{
return view_name_;
}
void init_execution() override;
void deinit_execution() override;
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
std::unique_ptr<MetaData> get_meta_data() override;
virtual void update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs) override;
};
class RenderLayersAOOperation : public RenderLayersProg {
public:
RenderLayersAOOperation(const char *pass_name, DataType type, int elementsize)
: RenderLayersProg(pass_name, type, elementsize)
{
}
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
void update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs) override;
};
class RenderLayersAlphaProg : public RenderLayersProg {
public:
RenderLayersAlphaProg(const char *pass_name, DataType type, int elementsize)
: RenderLayersProg(pass_name, type, elementsize)
{
}
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
void update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs) override;
};
class RenderLayersDepthProg : public RenderLayersProg {
public:
RenderLayersDepthProg(const char *pass_name, DataType type, int elementsize)
: RenderLayersProg(pass_name, type, elementsize)
{
}
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
void update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs) override;
};
} // namespace blender::compositor