/* * 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 { 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; /** * 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; /** * 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 setViewName(const char *viewName) { this->m_viewName = viewName; } const char *getViewName() { return this->m_viewName; } void initExecution(); void deinitExecution(); void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); }; class RenderLayersAOOperation : public RenderLayersBaseProg { public: RenderLayersAOOperation(); void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); }; class RenderLayersAlphaProg : public RenderLayersBaseProg { public: RenderLayersAlphaProg(); void executePixelSampled(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(); void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); }; 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(); }; #ifdef WITH_CYCLES_DEBUG class RenderLayersCyclesDebugOperation : public RenderLayersBaseProg { public: RenderLayersCyclesDebugOperation(int pass, int debug_pass_type); }; #endif #endif