209 lines
5.1 KiB
C++
209 lines
5.1 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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_RenderLayersBaseProg_h
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#define _COM_RenderLayersBaseProg_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 "RE_shader_ext.h"
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# include "RE_render_ext.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 RenderLayersBaseProg : public NodeOperation {
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private:
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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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* 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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int m_renderpass;
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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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protected:
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/**
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* Constructor
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*/
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RenderLayersBaseProg(int renderpass, int elementsize);
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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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* 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 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 RenderLayersBaseProg {
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public:
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RenderLayersAOOperation();
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};
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class RenderLayersAlphaProg : public RenderLayersBaseProg {
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public:
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RenderLayersAlphaProg();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersColorOperation : public RenderLayersBaseProg {
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public:
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RenderLayersColorOperation();
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};
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class RenderLayersCyclesOperation : public RenderLayersBaseProg {
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public:
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RenderLayersCyclesOperation(int pass);
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};
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class RenderLayersDepthProg : public RenderLayersBaseProg {
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public:
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RenderLayersDepthProg();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersDiffuseOperation : public RenderLayersBaseProg {
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public:
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RenderLayersDiffuseOperation();
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};
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class RenderLayersEmitOperation : public RenderLayersBaseProg {
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public:
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RenderLayersEmitOperation();
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};
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class RenderLayersEnvironmentOperation : public RenderLayersBaseProg {
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public:
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RenderLayersEnvironmentOperation();
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};
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/// @todo rename to image operation
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class RenderLayersColorProg : public RenderLayersBaseProg {
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public:
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RenderLayersColorProg();
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};
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class RenderLayersIndirectOperation : public RenderLayersBaseProg {
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public:
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RenderLayersIndirectOperation();
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};
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class RenderLayersMaterialIndexOperation : public RenderLayersBaseProg {
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public:
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RenderLayersMaterialIndexOperation();
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};
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class RenderLayersMistOperation : public RenderLayersBaseProg {
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public:
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RenderLayersMistOperation();
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};
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class RenderLayersNormalOperation : public RenderLayersBaseProg {
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public:
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RenderLayersNormalOperation();
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};
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class RenderLayersObjectIndexOperation : public RenderLayersBaseProg {
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public:
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RenderLayersObjectIndexOperation();
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};
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class RenderLayersReflectionOperation : public RenderLayersBaseProg {
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public:
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RenderLayersReflectionOperation();
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};
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class RenderLayersRefractionOperation : public RenderLayersBaseProg {
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public:
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RenderLayersRefractionOperation();
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};
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class RenderLayersShadowOperation : public RenderLayersBaseProg {
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public:
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RenderLayersShadowOperation();
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};
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class RenderLayersSpecularOperation : public RenderLayersBaseProg {
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public:
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RenderLayersSpecularOperation();
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};
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class RenderLayersSpeedOperation : public RenderLayersBaseProg {
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public:
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RenderLayersSpeedOperation();
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};
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class RenderLayersUVOperation : public RenderLayersBaseProg {
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public:
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RenderLayersUVOperation();
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};
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#endif
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