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Diffstat (limited to '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 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