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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
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