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authorTon Roosendaal <ton@blender.org>2008-10-14 14:44:22 +0400
committerTon Roosendaal <ton@blender.org>2008-10-14 14:44:22 +0400
commit882997ddffa4a2b7a77cc001001b26563bcbd9fa (patch)
treeb50da19dd281b4eb316c5fbaa1b3f2410b6e7ab7 /source/blender/render
parent0196890ebfb774903d8df2ef8ae440a051a5b8a0 (diff)
Bugfix #17830
Index OB pass didn't support FSA for Ztransp. Also made buttons to set black/white for non-RGBA images hide in Image Window, the Curves color code only supports 4 channels atm.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/include/zbuf.h1
-rw-r--r--source/blender/render/intern/source/zbuf.c83
2 files changed, 22 insertions, 62 deletions
diff --git a/source/blender/render/intern/include/zbuf.h b/source/blender/render/intern/include/zbuf.h
index 346ed653977..b6d0c656f63 100644
--- a/source/blender/render/intern/include/zbuf.h
+++ b/source/blender/render/intern/include/zbuf.h
@@ -53,7 +53,6 @@ void zbuffer_shadow(struct Render *re, float winmat[][4], struct LampRen *lar, i
void zbuffer_solid(struct RenderPart *pa, struct RenderLayer *rl, void (*fillfunc)(struct RenderPart*, struct ZSpan*, int, void*), void *data);
unsigned short *zbuffer_transp_shade(struct RenderPart *pa, struct RenderLayer *rl, float *pass, struct ListBase *psmlist);
-void convert_zbuf_to_distbuf(struct RenderPart *pa, struct RenderLayer *rl);
void zbuffer_sss(RenderPart *pa, unsigned int lay, void *handle, void (*func)(void*, int, int, int, int, int));
int zbuffer_strands_abuf(struct Render *re, struct RenderPart *pa, struct RenderLayer *rl, struct APixstrand *apixbuf, struct ListBase *apsmbase, struct StrandShadeCache *cache);
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 0ddcf78b8f0..509ac81c58b 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -3570,19 +3570,15 @@ void add_transp_speed(RenderLayer *rl, int offset, float *speed, float alpha, in
}
}
-static void add_transp_obindex(RenderLayer *rl, int offset, int obi)
+static void add_transp_obindex(RenderLayer *rl, int offset, Object *ob)
{
- ObjectRen *obr= R.objectinstance[obi].obr;
-
- if(obr->ob) {
- RenderPass *rpass;
-
- for(rpass= rl->passes.first; rpass; rpass= rpass->next) {
- if(rpass->passtype == SCE_PASS_INDEXOB) {
- float *fp= rpass->rect + offset;
- *fp= (float)obr->ob->index;
- break;
- }
+ RenderPass *rpass;
+
+ for(rpass= rl->passes.first; rpass; rpass= rpass->next) {
+ if(rpass->passtype == SCE_PASS_INDEXOB) {
+ float *fp= rpass->rect + offset;
+ *fp= (float)ob->index;
+ break;
}
}
}
@@ -4009,10 +4005,11 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
ShadeResult samp_shr[16]; /* MAX_OSA */
ZTranspRow zrow[MAX_ZROW];
StrandShadeCache *sscache= NULL;
+ RenderLayer *rlpp[RE_MAX_OSA];
float sampalpha, alpha, *passrect= pass;
intptr_t *rdrect;
- int x, y, crop=0, a, b, totface, totsample, doztra;
- int addpassflag, offs= 0, od, addzbuf, osa = (R.osa? R.osa: 1);
+ int x, y, crop=0, a, b, totface, totfullsample, totsample, doztra;
+ int addpassflag, offs= 0, od, osa = (R.osa? R.osa: 1);
unsigned short *ztramask= NULL, filled;
/* looks nicer for calling code */
@@ -4034,7 +4031,6 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
/* general shader info, passes */
shade_sample_initialize(&ssamp, pa, rl);
addpassflag= rl->passflag & ~(SCE_PASS_COMBINED);
- addzbuf= rl->passflag & SCE_PASS_Z;
if(R.osa)
sampalpha= 1.0f/(float)R.osa;
@@ -4062,6 +4058,9 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
aprect= APixbuf;
aprectstrand= APixbufstrand;
rdrect= pa->rectdaps;
+
+ /* needed for correct zbuf/index pass */
+ totfullsample= get_sample_layers(pa, rl, rlpp);
/* irregular shadowb buffer creation */
if(R.r.mode & R_SHADOW)
@@ -4164,13 +4163,14 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
qsort(zrow, totface, sizeof(ZTranspRow), vergzvlak);
}
- /* zbuffer and index pass for transparent, no AA or filters */
- if(addzbuf)
- if(pa->rectz[od]>zrow[totface-1].z)
- pa->rectz[od]= zrow[totface-1].z;
-
- if(addpassflag & SCE_PASS_INDEXOB)
- add_transp_obindex(rl, od, zrow[totface-1].obi);
+ /* front face does index pass for transparent, no AA or filters, but yes FSA */
+ if(addpassflag & SCE_PASS_INDEXOB) {
+ ObjectRen *obr= R.objectinstance[zrow[totface-1].obi].obr;
+ if(obr->ob) {
+ for(a= 0; a<totfullsample; a++)
+ add_transp_obindex(rlpp[a], od, obr->ob);
+ }
+ }
/* for each mask-sample we alpha-under colors. then in end it's added using filter */
memset(samp_shr, 0, sizeof(ShadeResult)*osa);
@@ -4287,45 +4287,6 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
return ztramask;
}
-/* *************** */
-
-/* uses part zbuffer values to convert into distances from camera in renderlayer */
-void convert_zbuf_to_distbuf(RenderPart *pa, RenderLayer *rl)
-{
- RenderPass *rpass;
- float *rectzf, zco;
- int a, *rectz, ortho= R.r.mode & R_ORTHO;
-
- if(pa->rectz==NULL) return;
- for(rpass= rl->passes.first; rpass; rpass= rpass->next)
- if(rpass->passtype==SCE_PASS_Z)
- break;
-
- if(rpass==NULL) {
- printf("called convert zbuf wrong...\n");
- return;
- }
-
- rectzf= rpass->rect;
- rectz= pa->rectz;
-
- for(a=pa->rectx*pa->recty; a>0; a--, rectz++, rectzf++) {
- if(*rectz>=0x7FFFFFF0)
- *rectzf= 10e10;
- else {
- /* inverse of zbuf calc: zbuf = MAXZ*hoco_z/hoco_w */
- /* or: (R.winmat[3][2] - zco*R.winmat[3][3])/(R.winmat[2][2] - R.winmat[2][3]*zco); */
- /* if ortho [2][3] is zero, else [3][3] is zero */
-
- zco= ((float)*rectz)/2147483647.0f;
- if(ortho)
- *rectzf= (R.winmat[3][2] - zco*R.winmat[3][3])/(R.winmat[2][2]);
- else
- *rectzf= (R.winmat[3][2])/(R.winmat[2][2] - R.winmat[2][3]*zco);
- }
- }
-}
-
/* end of zbuf.c */