In preparation of the removal of blender internal render we moved the vectorblur code that was placed in the render package (legacy) to the compositor. The compositor is only using this code even the blender internal renderer did not use the code at all.
130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_RenderLayersBaseProg_h
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#define _COM_RenderLayersBaseProg_h
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#include "COM_NodeOperation.h"
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#include "DNA_scene_types.h"
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#include "BLI_listbase.h"
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#include "BKE_image.h"
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extern "C" {
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# include "RE_pipeline.h"
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# include "MEM_guardedalloc.h"
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}
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/**
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* Base class for all renderlayeroperations
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*
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* @todo: rename to operation.
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*/
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class RenderLayersProg : public NodeOperation {
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protected:
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/**
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* Reference to the scene object.
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*/
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Scene *m_scene;
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/**
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* layerId of the layer where this operation needs to get its data from
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*/
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short m_layerId;
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/**
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* viewName of the view to use (unless another view is specified by the node
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*/
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const char *m_viewName;
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/**
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* cached instance to the float buffer inside the layer
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*/
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float *m_inputBuffer;
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/**
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* renderpass where this operation needs to get its data from
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*/
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std::string m_passName;
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int m_elementsize;
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/**
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* @brief render data used for active rendering
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*/
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const RenderData *m_rd;
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/**
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* Determine the output resolution. The resolution is retrieved from the Renderer
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*/
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void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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/**
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* retrieve the reference to the float buffer of the renderer.
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*/
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inline float *getInputBuffer() { return this->m_inputBuffer; }
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void doInterpolation(float output[4], float x, float y, PixelSampler sampler);
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public:
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/**
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* Constructor
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*/
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RenderLayersProg(const char *passName, DataType type, int elementsize);
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/**
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* setter for the scene field. Will be called from
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* @see RenderLayerNode to set the actual scene where
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* the data will be retrieved from.
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*/
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void setScene(Scene *scene) { this->m_scene = scene; }
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Scene *getScene() { return this->m_scene; }
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void setRenderData(const RenderData *rd) { this->m_rd = rd; }
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void setLayerId(short layerId) { this->m_layerId = layerId; }
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short getLayerId() { return this->m_layerId; }
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void setViewName(const char *viewName) { this->m_viewName = viewName; }
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const char *getViewName() { return this->m_viewName; }
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void initExecution();
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void deinitExecution();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersAOOperation : public RenderLayersProg {
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public:
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RenderLayersAOOperation(const char *passName, DataType type, int elementsize)
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: RenderLayersProg(passName, type, elementsize) {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersAlphaProg : public RenderLayersProg {
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public:
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RenderLayersAlphaProg(const char *passName, DataType type, int elementsize)
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: RenderLayersProg(passName, type, elementsize) {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersDepthProg : public RenderLayersProg {
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public:
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RenderLayersDepthProg(const char *passName, DataType type, int elementsize)
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: RenderLayersProg(passName, type, elementsize) {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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#endif
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