126 lines
3.7 KiB
C++
126 lines
3.7 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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#ifndef __COM_RENDERLAYERSPROG_H__
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#define __COM_RENDERLAYERSPROG_H__
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#include "COM_NodeOperation.h"
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#include "DNA_scene_types.h"
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#include "BLI_listbase.h"
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#include "BKE_image.h"
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extern "C" {
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# include "RE_pipeline.h"
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# include "MEM_guardedalloc.h"
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}
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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 NodeOperation {
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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 *m_scene;
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/**
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* layerId of the layer where this operation needs to get its data from
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*/
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short m_layerId;
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/**
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* viewName of the view to use (unless another view is specified by the node
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*/
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const char *m_viewName;
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/**
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* cached instance to the float buffer inside the layer
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*/
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float *m_inputBuffer;
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/**
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* renderpass where this operation needs to get its data from
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*/
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std::string m_passName;
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int m_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 *m_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 determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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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 *getInputBuffer() { return this->m_inputBuffer; }
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void doInterpolation(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 *passName, 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 setScene(Scene *scene) { this->m_scene = scene; }
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Scene *getScene() { return this->m_scene; }
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void setRenderData(const RenderData *rd) { this->m_rd = rd; }
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void setLayerId(short layerId) { this->m_layerId = layerId; }
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short getLayerId() { return this->m_layerId; }
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void setViewName(const char *viewName) { this->m_viewName = viewName; }
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const char *getViewName() { return this->m_viewName; }
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void initExecution();
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void deinitExecution();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersAOOperation : public RenderLayersProg {
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public:
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RenderLayersAOOperation(const char *passName, DataType type, int elementsize)
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: RenderLayersProg(passName, type, elementsize) {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersAlphaProg : public RenderLayersProg {
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public:
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RenderLayersAlphaProg(const char *passName, DataType type, int elementsize)
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: RenderLayersProg(passName, type, elementsize) {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersDepthProg : public RenderLayersProg {
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public:
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RenderLayersDepthProg(const char *passName, DataType type, int elementsize)
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: RenderLayersProg(passName, type, elementsize) {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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#endif
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