/* * 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