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Diffstat (limited to 'source/blender/compositor/operations/COM_RenderLayersBaseProg.h')
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diff --git a/source/blender/compositor/operations/COM_RenderLayersBaseProg.h b/source/blender/compositor/operations/COM_RenderLayersBaseProg.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* scene;
+
+ /**
+ * layerId of the layer where this operation needs to get its data from
+ */
+ short layerId;
+
+ /**
+ * cached instance to the float buffer inside the layer
+ */
+ float* inputBuffer;
+
+ /**
+ * renderpass where this operation needs to get its data from
+ */
+ int renderpass;
+
+ int elementsize;
+
+protected:
+ /**
+ * Constructor
+ */
+ RenderLayersBaseProg(int renderpass, int elementsize);
+
+ /**
+ * Determine the output resolution. The resolution is retrieved from the Renderer
+ */
+ void determineResolution(unsigned int resolution[], unsigned int preferredResolution[]);
+
+ /**
+ * retrieve the reference to the float buffer of the renderer.
+ */
+ inline float* getInputBuffer() {return this->inputBuffer;}
+
+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->scene = scene;}
+ Scene* getScene() {return this->scene;}
+ void setLayerId(short layerId) {this->layerId = layerId;}
+ short getLayerId() {return this->layerId;}
+ void initExecution();
+ void deinitExecution();
+ void executePixel(float* output, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]);
+
+};
+
+#endif