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			126 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright 2011, Blender Foundation.
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 *
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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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#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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