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authorTon Roosendaal <ton@blender.org>2008-01-24 18:03:34 +0300
committerTon Roosendaal <ton@blender.org>2008-01-24 18:03:34 +0300
commit5219b56e920bb6e133bcbca04a70a78d714b9b76 (patch)
tree1da9345eb24661310713f4d0666d2795054b866d /source
parentfcff2e0c5f6b824ded71a4ee0a92e38dc06a3a6f (diff)
Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered in seperate render-layers, for postpro effects and vblur. How to efficiently create a mask image you can put *over* the character for the grass? Solution has two parts; this commits allows any layer inside of the renderlayers to become a Z-mask (Z values for solid gets filled in, but not rendered). Second part of commit is render option "Only render stuff that's in front of a zbuffer value that was filled in (saves render time)
Diffstat (limited to 'source')
-rw-r--r--source/blender/makesdna/DNA_scene_types.h4
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h2
-rw-r--r--source/blender/render/intern/include/zbuf.h2
-rw-r--r--source/blender/render/intern/source/pipeline.c1
-rw-r--r--source/blender/render/intern/source/rendercore.c4
-rw-r--r--source/blender/render/intern/source/zbuf.c6
-rw-r--r--source/blender/src/buttons_scene.c16
7 files changed, 21 insertions, 14 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index b342bc5afe8..58c15ade575 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -120,7 +120,11 @@ typedef struct SceneRenderLayer {
struct Group *light_override;
unsigned int lay; /* scene->lay itself has priority over this */
+ unsigned int lay_zmask; /* has to be after lay, this is for Z-masking */
int layflag;
+
+ int pad;
+
int passflag; /* pass_xor has to be after passflag */
int pass_xor;
} SceneRenderLayer;
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index 846b0867a76..de12f75300e 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -73,7 +73,7 @@ typedef struct RenderLayer {
/* copy of RenderData */
char name[RE_MAXNAME];
- unsigned int lay;
+ unsigned int lay, lay_zmask;
int layflag, passflag, pass_xor;
struct Material *mat_override;
diff --git a/source/blender/render/intern/include/zbuf.h b/source/blender/render/intern/include/zbuf.h
index 1d202fa45fa..8feb18a7ab8 100644
--- a/source/blender/render/intern/include/zbuf.h
+++ b/source/blender/render/intern/include/zbuf.h
@@ -48,7 +48,7 @@ void projectverto(float *v1, float winmat[][4], float *adr);
int testclip(float *v);
void zbuffer_shadow(struct Render *re, float winmat[][4], struct LampRen *lar, int *rectz, int size, float jitx, float jity);
-void zbuffer_solid(struct RenderPart *pa, unsigned int layer, short layflag, void (*fillfunc)(struct RenderPart*, struct ZSpan*, int, void*), void *data);
+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);
unsigned short *zbuffer_strands_shade(struct Render *re, struct RenderPart *pa, struct RenderLayer *rl, float *pass);
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 43f0a0d13e7..2011be226fa 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -505,6 +505,7 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop, int
strcpy(rl->name, srl->name);
rl->lay= srl->lay;
+ rl->lay_zmask= srl->lay_zmask;
rl->layflag= srl->layflag;
rl->passflag= srl->passflag;
rl->pass_xor= srl->pass_xor;
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 50f3142f95a..531594e2ece 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -897,7 +897,7 @@ void zbufshadeDA_tile(RenderPart *pa)
sdata.rl= rl;
sdata.psmlist= &psmlist;
sdata.edgerect= edgerect;
- zbuffer_solid(pa, rl->lay, rl->layflag, make_pixelstructs, &sdata);
+ zbuffer_solid(pa, rl, make_pixelstructs, &sdata);
if(R.test_break()) break;
}
@@ -1063,7 +1063,7 @@ void zbufshade_tile(RenderPart *pa)
shade_sample_initialize(&ssamp, pa, rl);
addpassflag= rl->passflag & ~(SCE_PASS_Z|SCE_PASS_COMBINED);
- zbuffer_solid(pa, rl->lay, rl->layflag, NULL, NULL);
+ zbuffer_solid(pa, rl, NULL, NULL);
if(!R.test_break()) { /* NOTE: this if() is not consistant */
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index a8b6dfec667..3198b771815 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -1925,7 +1925,7 @@ void zbufclip4(ZSpan *zspan, int obi, int zvlnr, float *f1, float *f2, float *f3
/* ***************** ZBUFFER MAIN ROUTINES **************** */
-void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag, void(*fillfunc)(RenderPart*, ZSpan*, int, void*), void *data)
+void zbuffer_solid(RenderPart *pa, RenderLayer *rl, void(*fillfunc)(RenderPart*, ZSpan*, int, void*), void *data)
{
ZbufProjectCache cache[ZBUF_PROJECT_CACHE_SIZE];
ZSpan zspans[16], *zspan; /* 16 = RE_MAX_OSA */
@@ -1935,7 +1935,9 @@ void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag, void(*fillfu
ObjectInstanceRen *obi;
ObjectRen *obr;
float winmat[4][4], bounds[4], ho1[4], ho2[4], ho3[4], ho4[4]={0};
+ unsigned int lay= rl->lay, lay_zmask= rl->lay_zmask;
int i, v, zvlnr, zsample, samples, c1, c2, c3, c4=0;
+ short layflag= rl->layflag;
short nofill=0, env=0, wire=0, all_z= layflag & SCE_LAY_ALL_Z;
samples= (R.osa? R.osa: 1);
@@ -2016,7 +2018,7 @@ void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag, void(*fillfu
}
}
}
- else if(all_z) {
+ else if(all_z || (obr->lay & lay_zmask)) {
env= 1;
nofill= 0;
ma= NULL;
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index 0dc6c485db5..3ab19958405 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -2556,29 +2556,29 @@ static char *scene_layer_menu(void)
return str;
}
-static void draw_3d_layer_buttons(uiBlock *block, unsigned int *poin, short xco, short yco, short dx, short dy)
+static void draw_3d_layer_buttons(uiBlock *block, int type, unsigned int *poin, short xco, short yco, short dx, short dy, char *tip)
{
uiBut *bt;
long a;
uiBlockBeginAlign(block);
for(a=0; a<5; a++) {
- bt= uiDefButBitI(block, TOG, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
+ bt= uiDefButBitI(block, type, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)a, poin);
}
for(a=0; a<5; a++) {
- bt=uiDefButBitI(block, TOG, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
+ bt=uiDefButBitI(block, type, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)(a+10), poin);
}
xco+= 7;
uiBlockBeginAlign(block);
for(a=5; a<10; a++) {
- bt=uiDefButBitI(block, TOG, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
+ bt=uiDefButBitI(block, type, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)a, poin);
}
for(a=5; a<10; a++) {
- bt=uiDefButBitI(block, TOG, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
+ bt=uiDefButBitI(block, type, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)(a+10), poin);
}
@@ -2603,7 +2603,7 @@ static void render_panel_layers(void)
/* first, as reminder, the scene layers */
uiDefBut(block, LABEL, 0, "Scene:", 10,170,100,20, NULL, 0, 0, 0, 0, "");
- draw_3d_layer_buttons(block, &G.scene->lay, 130, 170, 35, 30);
+ draw_3d_layer_buttons(block, TOG, &G.scene->lay, 130, 170, 35, 30, "Scene layers to render");
/* layer disable, menu, name, delete button */
uiBlockBeginAlign(block);
@@ -2623,10 +2623,10 @@ static void render_panel_layers(void)
/* RenderLayer visible-layers */
uiDefBut(block, LABEL, 0, "Layer:", 10,110,100,20, NULL, 0, 0, 0, 0, "");
- draw_3d_layer_buttons(block, &srl->lay, 130,110, 35, 30);
+ draw_3d_layer_buttons(block, BUT_TOGDUAL, &srl->lay, 130,110, 35, 30, "Scene-layers included in this render-layer (Hold CTRL for Z-mask)");
uiBlockBeginAlign(block);
- uiDefButBitI(block, TOG, SCE_LAY_ALL_Z, B_NOP,"AllZ", 10, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Fill in Z values for all not-rendered faces, for masking");
+ uiDefButBitI(block, TOG, SCE_LAY_ALL_Z, B_NOP,"AllZ", 10, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Fill in Z values for faces in invisible layers, for masking");
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, SCE_LAY_SOLID, B_NOP,"Solid", 50, 85, 45, 20, &srl->layflag, 0, 0, 0, 0, "Render Solid faces in this Layer");
uiDefButBitI(block, TOG, SCE_LAY_HALO, B_NOP,"Halo", 95, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Render Halos in this Layer (on top of Solid)");