Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSergey Sharybin <sergey.vfx@gmail.com>2013-09-05 13:39:38 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-09-05 13:39:38 +0400
commitc84b18790d220d9468aa817e78c16088bb0de57d (patch)
treeec24c92d00553bdc8dcb08295cfe30f8b9b3966e /source/blender/compositor/operations/COM_RenderLayersProg.h
parent890cafface050f9fbd954495a5768700df4cf21a (diff)
Merge some operations into a single file
This merges all mix operations into a COM_MixBaseOperation (naming could be better, but this way it corresponds to what's going on with math operations. Same was done with RenderLayers operations. Overall this gives 20% of bf_compositor library compilation time decrease. And it was rather annoying to have tens of files with just a single-line constructors anyway. TODO: - All Convert operations could also be merged into a single file, but that would require adding some ConvertBaseOperation to reduce code duplication (ideally). Leaving it unchanged for now. - Some operations' headers seems to be wrongly including MixOperation header, they need to include NodeOperation instead it seems. This is rather harmless, but would be nice to doublecheck on this eventually.
Diffstat (limited to 'source/blender/compositor/operations/COM_RenderLayersProg.h')
-rw-r--r--source/blender/compositor/operations/COM_RenderLayersProg.h208
1 files changed, 208 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_RenderLayersProg.h b/source/blender/compositor/operations/COM_RenderLayersProg.h
new file mode 100644
index 00000000000..48aaa47cc50
--- /dev/null
+++ b/source/blender/compositor/operations/COM_RenderLayersProg.h
@@ -0,0 +1,208 @@
+/*
+ * 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 executePixel(float output[4], float x, float y, PixelSampler sampler);
+};
+
+class RenderLayersAOOperation : public RenderLayersBaseProg {
+public:
+ RenderLayersAOOperation();
+};
+
+class RenderLayersAlphaProg : public RenderLayersBaseProg {
+public:
+ RenderLayersAlphaProg();
+ void executePixel(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();
+};
+
+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