100 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			2.6 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 *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 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 *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 renderpass;
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	int elementsize;
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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[], unsigned int preferredResolution[]);
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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->inputBuffer;}
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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->scene = scene;}
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	Scene *getScene() {return this->scene;}
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	void setLayerId(short layerId) {this->layerId = layerId;}
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	short getLayerId() {return this->layerId;}
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	void initExecution();
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	void deinitExecution();
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	void executePixel(float *output, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]);
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};
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#endif
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