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authorSergey Sharybin <sergey.vfx@gmail.com>2013-09-05 13:39:38 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-09-05 13:39:38 +0400
commitc84b18790d220d9468aa817e78c16088bb0de57d (patch)
treeec24c92d00553bdc8dcb08295cfe30f8b9b3966e /source/blender/compositor/operations/COM_RenderLayersProg.cpp
parent890cafface050f9fbd954495a5768700df4cf21a (diff)
Merge some operations into a single file
This merges all mix operations into a COM_MixBaseOperation (naming could be better, but this way it corresponds to what's going on with math operations. Same was done with RenderLayers operations. Overall this gives 20% of bf_compositor library compilation time decrease. And it was rather annoying to have tens of files with just a single-line constructors anyway. TODO: - All Convert operations could also be merged into a single file, but that would require adding some ConvertBaseOperation to reduce code duplication (ideally). Leaving it unchanged for now. - Some operations' headers seems to be wrongly including MixOperation header, they need to include NodeOperation instead it seems. This is rather harmless, but would be nice to doublecheck on this eventually.
Diffstat (limited to 'source/blender/compositor/operations/COM_RenderLayersProg.cpp')
-rw-r--r--source/blender/compositor/operations/COM_RenderLayersProg.cpp340
1 files changed, 340 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_RenderLayersProg.cpp b/source/blender/compositor/operations/COM_RenderLayersProg.cpp
new file mode 100644
index 00000000000..8a32502982c
--- /dev/null
+++ b/source/blender/compositor/operations/COM_RenderLayersProg.cpp
@@ -0,0 +1,340 @@
+/*
+ * 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.
+ *
+ * Contributor:
+ * Jeroen Bakker
+ * Monique Dewanchand
+ */
+
+#include "COM_RenderLayersProg.h"
+
+#include "BLI_listbase.h"
+#include "DNA_scene_types.h"
+
+extern "C" {
+ #include "RE_pipeline.h"
+ #include "RE_shader_ext.h"
+ #include "RE_render_ext.h"
+}
+
+/* ******** Render Layers Base Prog ******** */
+
+RenderLayersBaseProg::RenderLayersBaseProg(int renderpass, int elementsize) : NodeOperation()
+{
+ this->m_renderpass = renderpass;
+ this->setScene(NULL);
+ this->m_inputBuffer = NULL;
+ this->m_elementsize = elementsize;
+ this->m_rd = NULL;
+}
+
+
+void RenderLayersBaseProg::initExecution()
+{
+ Scene *scene = this->getScene();
+ Render *re = (scene) ? RE_GetRender(scene->id.name) : NULL;
+ RenderResult *rr = NULL;
+
+ if (re)
+ rr = RE_AcquireResultRead(re);
+
+ if (rr) {
+ SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&scene->r.layers, getLayerId());
+ if (srl) {
+
+ RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
+ if (rl && rl->rectf) {
+ this->m_inputBuffer = RE_RenderLayerGetPass(rl, this->m_renderpass);
+
+ if (this->m_inputBuffer == NULL || this->m_renderpass == SCE_PASS_COMBINED) {
+ this->m_inputBuffer = rl->rectf;
+ }
+ }
+ }
+ }
+ if (re) {
+ RE_ReleaseResult(re);
+ re = NULL;
+ }
+}
+
+void RenderLayersBaseProg::doInterpolation(float output[4], float x, float y, PixelSampler sampler)
+{
+ unsigned int offset;
+ int ix, iy;
+ int width = this->getWidth(), height = this->getHeight();
+
+ switch (sampler) {
+ case COM_PS_NEAREST:
+ ix = x;
+ iy = y;
+ offset = (iy * width + ix) * this->m_elementsize;
+
+ if (this->m_elementsize == 1)
+ output[0] = this->m_inputBuffer[offset];
+ else if (this->m_elementsize == 3)
+ copy_v3_v3(output, &this->m_inputBuffer[offset]);
+ else
+ copy_v4_v4(output, &this->m_inputBuffer[offset]);
+
+ break;
+
+ case COM_PS_BILINEAR:
+ BLI_bilinear_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
+ break;
+
+ case COM_PS_BICUBIC:
+ BLI_bicubic_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
+ break;
+ }
+
+ if (this->m_elementsize == 1) {
+ output[1] = 0.0f;
+ output[2] = 0.0f;
+ output[3] = 0.0f;
+ }
+ else if (this->m_elementsize == 3) {
+ output[3] = 1.0f;
+ }
+}
+
+void RenderLayersBaseProg::executePixel(float output[4], float x, float y, PixelSampler sampler)
+{
+#if 0
+ const RenderData *rd = this->m_rd;
+
+ int dx = 0, dy = 0;
+
+ if (rd->mode & R_BORDER && rd->mode & R_CROP) {
+ /* see comment in executeRegion describing coordinate mapping,
+ * here it simply goes other way around
+ */
+ int full_width = rd->xsch * rd->size / 100;
+ int full_height = rd->ysch * rd->size / 100;
+
+ dx = rd->border.xmin * full_width - (full_width - this->getWidth()) / 2.0f;
+ dy = rd->border.ymin * full_height - (full_height - this->getHeight()) / 2.0f;
+ }
+
+ int ix = x - dx;
+ int iy = y - dy;
+#else
+ int ix = x;
+ int iy = y;
+#endif
+
+ if (this->m_inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
+ zero_v4(output);
+ }
+ else {
+ doInterpolation(output, ix, iy, sampler);
+ }
+}
+
+void RenderLayersBaseProg::deinitExecution()
+{
+ this->m_inputBuffer = NULL;
+}
+
+void RenderLayersBaseProg::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
+{
+ Scene *sce = this->getScene();
+ Render *re = (sce) ? RE_GetRender(sce->id.name) : NULL;
+ RenderResult *rr = NULL;
+
+ resolution[0] = 0;
+ resolution[1] = 0;
+
+ if (re)
+ rr = RE_AcquireResultRead(re);
+
+ if (rr) {
+ SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&sce->r.layers, getLayerId());
+ if (srl) {
+ RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
+ if (rl && rl->rectf) {
+ resolution[0] = rl->rectx;
+ resolution[1] = rl->recty;
+ }
+ }
+ }
+
+ if (re)
+ RE_ReleaseResult(re);
+
+}
+
+/* ******** Render Layers AO Operation ******** */
+
+RenderLayersAOOperation::RenderLayersAOOperation() : RenderLayersBaseProg(SCE_PASS_AO, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Alpha Operation ******** */
+
+RenderLayersAlphaProg::RenderLayersAlphaProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
+{
+ this->addOutputSocket(COM_DT_VALUE);
+}
+
+void RenderLayersAlphaProg::executePixel(float output[4], float x, float y, PixelSampler sampler)
+{
+ int ix = x;
+ int iy = y;
+ float *inputBuffer = this->getInputBuffer();
+
+ if (inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
+ output[0] = 0.0f;
+ output[1] = 0.0f;
+ output[2] = 0.0f;
+ output[3] = 0.0f;
+ }
+ else {
+ unsigned int offset = (iy * this->getWidth() + ix) * 4;
+ output[0] = inputBuffer[offset + 3];
+ output[1] = 0.0f;
+ output[2] = 0.0f;
+ output[3] = 0.0f;
+ }
+}
+
+/* ******** Render Layers Color Operation ******** */
+
+RenderLayersColorOperation::RenderLayersColorOperation() : RenderLayersBaseProg(SCE_PASS_RGBA, 4)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Cycles Operation ******** */
+
+RenderLayersCyclesOperation::RenderLayersCyclesOperation(int pass) : RenderLayersBaseProg(pass, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Depth Operation ******** */
+
+RenderLayersDepthProg::RenderLayersDepthProg() : RenderLayersBaseProg(SCE_PASS_Z, 1)
+{
+ this->addOutputSocket(COM_DT_VALUE);
+}
+
+/* ******** Render Layers Diffuse Operation ******** */
+
+RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Emit Operation ******** */
+
+RenderLayersEmitOperation::RenderLayersEmitOperation() : RenderLayersBaseProg(SCE_PASS_EMIT, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Environment Operation ******** */
+
+RenderLayersEnvironmentOperation::RenderLayersEnvironmentOperation() : RenderLayersBaseProg(SCE_PASS_ENVIRONMENT, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Image Operation ******** */
+
+RenderLayersColorProg::RenderLayersColorProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Indirect Operation ******** */
+
+RenderLayersIndirectOperation::RenderLayersIndirectOperation() : RenderLayersBaseProg(SCE_PASS_INDIRECT, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Material Index Operation ******** */
+
+RenderLayersMaterialIndexOperation::RenderLayersMaterialIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXMA, 1)
+{
+ this->addOutputSocket(COM_DT_VALUE);
+}
+
+/* ******** Render Layers Mist Operation ******** */
+
+RenderLayersMistOperation::RenderLayersMistOperation() : RenderLayersBaseProg(SCE_PASS_MIST, 1)
+{
+ this->addOutputSocket(COM_DT_VALUE);
+}
+
+/* ******** Render Layers Normal Operation ******** */
+
+RenderLayersNormalOperation::RenderLayersNormalOperation() : RenderLayersBaseProg(SCE_PASS_NORMAL, 3)
+{
+ this->addOutputSocket(COM_DT_VECTOR);
+}
+
+/* ******** Render Layers Object Index Operation ******** */
+
+RenderLayersObjectIndexOperation::RenderLayersObjectIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXOB, 1)
+{
+ this->addOutputSocket(COM_DT_VALUE);
+}
+
+/* ******** Render Layers Reflection Operation ******** */
+
+RenderLayersReflectionOperation::RenderLayersReflectionOperation() : RenderLayersBaseProg(SCE_PASS_REFLECT, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Refraction Operation ******** */
+
+RenderLayersRefractionOperation::RenderLayersRefractionOperation() : RenderLayersBaseProg(SCE_PASS_REFRACT, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Shadow Operation ******** */
+
+RenderLayersShadowOperation::RenderLayersShadowOperation() : RenderLayersBaseProg(SCE_PASS_SHADOW, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Specular Operation ******** */
+
+RenderLayersSpecularOperation::RenderLayersSpecularOperation() : RenderLayersBaseProg(SCE_PASS_SPEC, 3)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers Speed Operation ******** */
+
+RenderLayersSpeedOperation::RenderLayersSpeedOperation() : RenderLayersBaseProg(SCE_PASS_VECTOR, 4)
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+
+/* ******** Render Layers UV Operation ******** */
+
+RenderLayersUVOperation::RenderLayersUVOperation() : RenderLayersBaseProg(SCE_PASS_UV, 3)
+{
+ this->addOutputSocket(COM_DT_VECTOR);
+}