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authorLukas Toenne <lukas.toenne@googlemail.com>2013-09-11 21:34:32 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2013-09-11 21:34:32 +0400
commitba68fea78b5fbbd45deeed0edaed46732a79cafe (patch)
treeb2d573ea5c27092aa8f0f685c9c7c5f09f11d31a /source/blender/compositor/operations/COM_RenderLayersProg.cpp
parentd396bd92ee13a1e996c30b9e49db974e3f7d5198 (diff)
Fix #36700, z-depth not rendering properly at (n*256)+1 dimensions.
The chunk indices for scheduling chunks based on a given area were calculated incorrectly. This caused chunks at the very border of the render (pixels 256..257) to be omitted, leading to incorrect values in the Z buffer of the test file, which in turn caused wrong normalization range and the resulting almost-white image. Also added a dedicated executePixel function for Z buffer to avoid any interpolation of Z values.
Diffstat (limited to 'source/blender/compositor/operations/COM_RenderLayersProg.cpp')
-rw-r--r--source/blender/compositor/operations/COM_RenderLayersProg.cpp21
1 files changed, 21 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_RenderLayersProg.cpp b/source/blender/compositor/operations/COM_RenderLayersProg.cpp
index 8a32502982c..ea6ad86d92c 100644
--- a/source/blender/compositor/operations/COM_RenderLayersProg.cpp
+++ b/source/blender/compositor/operations/COM_RenderLayersProg.cpp
@@ -234,6 +234,27 @@ RenderLayersDepthProg::RenderLayersDepthProg() : RenderLayersBaseProg(SCE_PASS_Z
this->addOutputSocket(COM_DT_VALUE);
}
+void RenderLayersDepthProg::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);
+ output[0] = inputBuffer[offset];
+ output[1] = 0.0f;
+ output[2] = 0.0f;
+ output[3] = 0.0f;
+ }
+}
+
/* ******** Render Layers Diffuse Operation ******** */
RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3)