diff options
author | Ton Roosendaal <ton@blender.org> | 2008-02-14 21:56:14 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2008-02-14 21:56:14 +0300 |
commit | 58046762f839edd132616bcc92610571ee592910 (patch) | |
tree | bb5f8f99369188cd291bf92668889a4f3b6ad112 | |
parent | 3c2adb1801d67e819ee4eea1f1a40c021db1f112 (diff) |
1) Revert previous commit, rendering negative won't work that simple...
Needs much more attention.
2) Fix for zcombine node:
- it skipped execution when no image rgba out was used
- didnt work for FSA yet
-rw-r--r-- | source/blender/makesdna/DNA_scene_types.h | 15 | ||||
-rw-r--r-- | source/blender/nodes/intern/CMP_nodes/CMP_zcombine.c | 61 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadeoutput.c | 21 |
3 files changed, 50 insertions, 47 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index e600b3ea242..a87722c42df 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -306,6 +306,19 @@ typedef struct RenderData { float simplify_aosss; } RenderData; +/* control render convert and shading engine */ +typedef struct RenderProfile { + struct RenderProfile *next, *prev; + char name[32]; + + short particle_perc; + short subsurf_max; + short shadbufsample_max; + short pad1; + + float ao_error, pad2; + +} RenderProfile; typedef struct GameFraming { float col[3]; @@ -330,7 +343,7 @@ typedef struct ImagePaintSettings { } ImagePaintSettings; typedef struct ParticleBrushData { - short size, strength; /* commong settings */ + short size, strength; /* common settings */ short step, invert; /* for specific brushes only */ } ParticleBrushData; diff --git a/source/blender/nodes/intern/CMP_nodes/CMP_zcombine.c b/source/blender/nodes/intern/CMP_nodes/CMP_zcombine.c index eb939100644..daf61609692 100644 --- a/source/blender/nodes/intern/CMP_nodes/CMP_zcombine.c +++ b/source/blender/nodes/intern/CMP_nodes/CMP_zcombine.c @@ -52,6 +52,9 @@ static void do_zcombine(bNode *node, float *out, float *src1, float *z1, float * } else { QUATCOPY(out, src2); + + if(node->custom1) + *z1= *z2; } } @@ -78,54 +81,57 @@ static void do_zcombine_add(bNode *node, float *out, float *col1, float *col2, f static void node_composit_exec_zcombine(void *data, bNode *node, bNodeStack **in, bNodeStack **out) { RenderData *rd= data; - + CompBuf *cbuf= in[0]->data; + CompBuf *zbuf; + /* stack order in: col z col z */ /* stack order out: col z */ - if(out[0]->hasoutput==0) + if(out[0]->hasoutput==0 && out[1]->hasoutput==0) return; /* no input image; do nothing now */ if(in[0]->data==NULL) { return; } - else if(rd->scemode & R_FULL_SAMPLE) { + + if(out[1]->hasoutput) { + /* copy or make a buffer for for the first z value, here we write result in */ + if(in[1]->data) + zbuf= dupalloc_compbuf(in[1]->data); + else { + float *zval; + int tot= cbuf->x*cbuf->y; + + zbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1); + for(zval= zbuf->rect; tot; tot--, zval++) + *zval= in[1]->vec[0]; + } + /* lazy coder hack */ + node->custom1= 1; + out[1]->data= zbuf; + } + else { + node->custom1= 0; + zbuf= in[1]->data; + } + + if(rd->scemode & R_FULL_SAMPLE) { /* make output size of first input image */ - CompBuf *cbuf= in[0]->data; CompBuf *stackbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_RGBA, 1); // allocs - composit4_pixel_processor(node, stackbuf, in[0]->data, in[0]->vec, in[1]->data, in[1]->vec, in[2]->data, in[2]->vec, + composit4_pixel_processor(node, stackbuf, in[0]->data, in[0]->vec, zbuf, in[1]->vec, in[2]->data, in[2]->vec, in[3]->data, in[3]->vec, do_zcombine, CB_RGBA, CB_VAL, CB_RGBA, CB_VAL); out[0]->data= stackbuf; } else { /* make output size of first input image */ - CompBuf *cbuf= in[0]->data; CompBuf *stackbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_RGBA, 1); /* allocs */ - CompBuf *zbuf, *mbuf; + CompBuf *mbuf; float *fp; int x; char *aabuf; - if(out[1]->hasoutput) { - /* copy or make a buffer for for the first z value, here we write result in */ - if(in[1]->data) - zbuf= dupalloc_compbuf(in[1]->data); - else { - float *zval; - int tot= cbuf->x*cbuf->y; - - zbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1); - for(zval= zbuf->rect; tot; tot--, zval++) - *zval= in[1]->vec[0]; - } - /* lazy coder hack */ - node->custom1= 1; - } - else { - node->custom1= 0; - zbuf= in[1]->data; - } /* make a mask based on comparison, optionally write zvalue */ mbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1); @@ -153,9 +159,8 @@ static void node_composit_exec_zcombine(void *data, bNode *node, bNodeStack **in MEM_freeN(aabuf); out[0]->data= stackbuf; - if(node->custom1) - out[1]->data= zbuf; } + } bNodeType cmp_node_zcombine= { diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c index 785baf5e684..de5cc044274 100644 --- a/source/blender/render/intern/source/shadeoutput.c +++ b/source/blender/render/intern/source/shadeoutput.c @@ -1516,25 +1516,10 @@ static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr) /* let's map negative light as if it mirrors positive light, otherwise negative values disappear */ static void wrld_exposure_correct(float *diff) { - float f= diff[0]; - - if(f>0.0f) - diff[0]= R.wrld.linfac*(1.0f-exp( f*R.wrld.logfac) ); - else - diff[0]= - R.wrld.linfac*(1.0f-exp( - f*R.wrld.logfac) ); - - f= diff[1]; - if(f>0.0f) - diff[1]= R.wrld.linfac*(1.0f-exp( f*R.wrld.logfac) ); - else - diff[1]= - R.wrld.linfac*(1.0f-exp( - f*R.wrld.logfac) ); - - f= diff[2]; - if(f>0.0f) - diff[2]= R.wrld.linfac*(1.0f-exp( f*R.wrld.logfac) ); - else - diff[2]= - R.wrld.linfac*(1.0f-exp( - f*R.wrld.logfac) ); + diff[0]= R.wrld.linfac*(1.0f-exp( diff[0]*R.wrld.logfac) ); + diff[1]= R.wrld.linfac*(1.0f-exp( diff[1]*R.wrld.logfac) ); + diff[2]= R.wrld.linfac*(1.0f-exp( diff[2]*R.wrld.logfac) ); } void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr) |