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Diffstat (limited to 'source/blender/compositor/operations/COM_RenderLayersProg.cpp')
-rw-r--r--source/blender/compositor/operations/COM_RenderLayersProg.cpp340
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
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+++ 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);
+}