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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.h

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/*
* Copyright 2011, Blender Foundation.
*
* 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.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
*/
#ifndef _COM_RenderLayersBaseProg_h
#define _COM_RenderLayersBaseProg_h
#include "COM_NodeOperation.h"
#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BKE_image.h"
extern "C" {
# include "RE_pipeline.h"
# include "RE_shader_ext.h"
# include "RE_render_ext.h"
# include "MEM_guardedalloc.h"
}
/**
* Base class for all renderlayeroperations
*
* @todo: rename to operation.
*/
class RenderLayersBaseProg : public NodeOperation {
private:
/**
* Reference to the scene object.
*/
Scene *m_scene;
/**
* layerId of the layer where this operation needs to get its data from
*/
short m_layerId;
/**
* cached instance to the float buffer inside the layer
*/
float *m_inputBuffer;
/**
* renderpass where this operation needs to get its data from
*/
int m_renderpass;
int m_elementsize;
/**
* @brief render data used for active rendering
*/
const RenderData *m_rd;
protected:
/**
* Constructor
*/
RenderLayersBaseProg(int renderpass, int elementsize);
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
/**
* retrieve the reference to the float buffer of the renderer.
*/
inline float *getInputBuffer() { return this->m_inputBuffer; }
void doInterpolation(float output[4], float x, float y, PixelSampler sampler);
public:
/**
* setter for the scene field. Will be called from
* @see RenderLayerNode to set the actual scene where
* the data will be retrieved from.
*/
void setScene(Scene *scene) { this->m_scene = scene; }
Scene *getScene() { return this->m_scene; }
void setRenderData(const RenderData *rd) { this->m_rd = rd; }
void setLayerId(short layerId) { this->m_layerId = layerId; }
short getLayerId() { return this->m_layerId; }
void initExecution();
void deinitExecution();
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class RenderLayersAOOperation : public RenderLayersBaseProg {
public:
RenderLayersAOOperation();
};
class RenderLayersAlphaProg : public RenderLayersBaseProg {
public:
RenderLayersAlphaProg();
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class RenderLayersColorOperation : public RenderLayersBaseProg {
public:
RenderLayersColorOperation();
};
class RenderLayersCyclesOperation : public RenderLayersBaseProg {
public:
RenderLayersCyclesOperation(int pass);
};
class RenderLayersDepthProg : public RenderLayersBaseProg {
public:
RenderLayersDepthProg();
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class RenderLayersDiffuseOperation : public RenderLayersBaseProg {
public:
RenderLayersDiffuseOperation();
};
class RenderLayersEmitOperation : public RenderLayersBaseProg {
public:
RenderLayersEmitOperation();
};
class RenderLayersEnvironmentOperation : public RenderLayersBaseProg {
public:
RenderLayersEnvironmentOperation();
};
/// @todo rename to image operation
class RenderLayersColorProg : public RenderLayersBaseProg {
public:
RenderLayersColorProg();
};
class RenderLayersIndirectOperation : public RenderLayersBaseProg {
public:
RenderLayersIndirectOperation();
};
class RenderLayersMaterialIndexOperation : public RenderLayersBaseProg {
public:
RenderLayersMaterialIndexOperation();
};
class RenderLayersMistOperation : public RenderLayersBaseProg {
public:
RenderLayersMistOperation();
};
class RenderLayersNormalOperation : public RenderLayersBaseProg {
public:
RenderLayersNormalOperation();
};
class RenderLayersObjectIndexOperation : public RenderLayersBaseProg {
public:
RenderLayersObjectIndexOperation();
};
class RenderLayersReflectionOperation : public RenderLayersBaseProg {
public:
RenderLayersReflectionOperation();
};
class RenderLayersRefractionOperation : public RenderLayersBaseProg {
public:
RenderLayersRefractionOperation();
};
class RenderLayersShadowOperation : public RenderLayersBaseProg {
public:
RenderLayersShadowOperation();
};
class RenderLayersSpecularOperation : public RenderLayersBaseProg {
public:
RenderLayersSpecularOperation();
};
class RenderLayersSpeedOperation : public RenderLayersBaseProg {
public:
RenderLayersSpeedOperation();
};
class RenderLayersUVOperation : public RenderLayersBaseProg {
public:
RenderLayersUVOperation();
};
#endif