/* * 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. * * Copyright 2011, Blender Foundation. */ #pragma once #include "BLI_listbase.h" #include "BLI_utildefines.h" #include "COM_NodeOperation.h" #include "DNA_scene_types.h" #include "MEM_guardedalloc.h" #include "RE_pipeline.h" namespace blender::compositor { /** * Base class for all renderlayeroperations * * \todo: rename to operation. */ class RenderLayersProg : public NodeOperation { protected: /** * Reference to the scene object. */ Scene *m_scene; /** * layerId of the layer where this operation needs to get its data from */ short m_layerId; /** * viewName of the view to use (unless another view is specified by the node */ const char *m_viewName; /** * cached instance to the float buffer inside the layer */ float *m_inputBuffer; /** * Render-pass where this operation needs to get its data from. */ std::string m_passName; int m_elementsize; /** * \brief render data used for active rendering */ const RenderData *m_rd; /** * Determine the output resolution. The resolution is retrieved from the Renderer */ void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]) override; /** * 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: /** * Constructor */ RenderLayersProg(const char *passName, DataType type, int elementsize); /** * 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() const { return this->m_scene; } void setRenderData(const RenderData *rd) { this->m_rd = rd; } void setLayerId(short layerId) { this->m_layerId = layerId; } short getLayerId() const { return this->m_layerId; } void setViewName(const char *viewName) { this->m_viewName = viewName; } const char *getViewName() { return this->m_viewName; } void initExecution() override; void deinitExecution() override; void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override; std::unique_ptr getMetaData() override; }; class RenderLayersAOOperation : public RenderLayersProg { public: RenderLayersAOOperation(const char *passName, DataType type, int elementsize) : RenderLayersProg(passName, type, elementsize) { } void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override; }; class RenderLayersAlphaProg : public RenderLayersProg { public: RenderLayersAlphaProg(const char *passName, DataType type, int elementsize) : RenderLayersProg(passName, type, elementsize) { } void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override; }; class RenderLayersDepthProg : public RenderLayersProg { public: RenderLayersDepthProg(const char *passName, DataType type, int elementsize) : RenderLayersProg(passName, type, elementsize) { } void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override; }; } // namespace blender::compositor