66b1dfae89
* Passes renamed to samples * Camera lens radius renamed to aperature size/blades/rotation * Glass and fresnel nodes input is now index of refraction * Glossy and velvet fresnel socket removed * Mix/add closure node renamed to mix/add shader node * Blend weight node added for shader mixing weights There is some version patching code for reading existing files, but it's not perfect, so shaders may work a bit different.
99 lines
2.4 KiB
C++
99 lines
2.4 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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#ifndef __BUFFERS_H__
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#define __BUFFERS_H__
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#include "device_memory.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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struct float4;
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/* Render Buffers */
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class RenderBuffers {
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public:
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/* buffer dimensions */
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int width, height;
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/* float buffer */
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device_vector<float4> buffer;
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/* random number generator state */
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device_vector<uint> rng_state;
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/* mutex, must be locked manually by callers */
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thread_mutex mutex;
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RenderBuffers(Device *device);
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~RenderBuffers();
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void reset(Device *device, int width, int height);
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float4 *copy_from_device(float exposure, int sample);
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protected:
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void device_free();
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Device *device;
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};
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/* Display Buffer
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*
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* The buffer used for drawing during render, filled by tonemapping the render
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* buffers and converting to uchar4 storage. */
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class DisplayBuffer {
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public:
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/* buffer dimensions */
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int width, height;
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/* dimensions for how much of the buffer is actually ready for display.
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with progressive render we can be using only a subset of the buffer.
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if these are zero, it means nothing can be drawn yet */
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int draw_width, draw_height;
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/* draw alpha channel? */
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bool transparent;
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/* byte buffer for tonemapped result */
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device_vector<uchar4> rgba;
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/* mutex, must be locked manually by callers */
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thread_mutex mutex;
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DisplayBuffer(Device *device);
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~DisplayBuffer();
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void reset(Device *device, int width, int height);
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void write(Device *device, const string& filename);
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void draw_set(int width, int height);
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void draw(Device *device);
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bool draw_ready();
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protected:
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void draw_transparency_grid();
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void device_free();
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Device *device;
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};
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CCL_NAMESPACE_END
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#endif /* __BUFFERS_H__ */
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