Welcome to mirror list, hosted at ThFree Co, Russian Federation.

COM_RenderLayersProg.h « operations « compositor « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 74664c128c0b0dc1fb3420cc42d58de61560014b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
/*
 * 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"

/**
 * 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]);

  /**
   * 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()
  {
    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 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);
};

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);
};

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);
};