blender/intern/cycles/render/buffers.h
Brecht Van Lommel 66b1dfae89 Cycles: tweaks to properties and nodes
* 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.
2011-09-16 13:14:02 +00:00

99 lines
2.4 KiB
C++

/*
* 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.
*/
#ifndef __BUFFERS_H__
#define __BUFFERS_H__
#include "device_memory.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
struct float4;
/* Render Buffers */
class RenderBuffers {
public:
/* buffer dimensions */
int width, height;
/* float buffer */
device_vector<float4> buffer;
/* random number generator state */
device_vector<uint> rng_state;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
RenderBuffers(Device *device);
~RenderBuffers();
void reset(Device *device, int width, int height);
float4 *copy_from_device(float exposure, int sample);
protected:
void device_free();
Device *device;
};
/* Display Buffer
*
* The buffer used for drawing during render, filled by tonemapping the render
* buffers and converting to uchar4 storage. */
class DisplayBuffer {
public:
/* buffer dimensions */
int width, height;
/* dimensions for how much of the buffer is actually ready for display.
with progressive render we can be using only a subset of the buffer.
if these are zero, it means nothing can be drawn yet */
int draw_width, draw_height;
/* draw alpha channel? */
bool transparent;
/* byte buffer for tonemapped result */
device_vector<uchar4> rgba;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
DisplayBuffer(Device *device);
~DisplayBuffer();
void reset(Device *device, int width, int height);
void write(Device *device, const string& filename);
void draw_set(int width, int height);
void draw(Device *device);
bool draw_ready();
protected:
void draw_transparency_grid();
void device_free();
Device *device;
};
CCL_NAMESPACE_END
#endif /* __BUFFERS_H__ */