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authorTon Roosendaal <ton@blender.org>2008-02-14 21:56:14 +0300
committerTon Roosendaal <ton@blender.org>2008-02-14 21:56:14 +0300
commit58046762f839edd132616bcc92610571ee592910 (patch)
treebb5f8f99369188cd291bf92668889a4f3b6ad112 /source/blender
parent3c2adb1801d67e819ee4eea1f1a40c021db1f112 (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
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/makesdna/DNA_scene_types.h15
-rw-r--r--source/blender/nodes/intern/CMP_nodes/CMP_zcombine.c61
-rw-r--r--source/blender/render/intern/source/shadeoutput.c21
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)