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