diff options
Diffstat (limited to 'source/blender/compositor/operations/COM_RenderLayersProg.cpp')
-rw-r--r-- | source/blender/compositor/operations/COM_RenderLayersProg.cpp | 340 |
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); +} |