Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/render/intern/source/render_result.c')
-rw-r--r--source/blender/render/intern/source/render_result.c86
1 files changed, 43 insertions, 43 deletions
diff --git a/source/blender/render/intern/source/render_result.c b/source/blender/render/intern/source/render_result.c
index 1b19307b9e8..53169c256a9 100644
--- a/source/blender/render/intern/source/render_result.c
+++ b/source/blender/render/intern/source/render_result.c
@@ -264,7 +264,7 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
RenderResult *rr;
RenderLayer *rl;
RenderView *rv;
- SceneLayer *scene_layer;
+ ViewLayer *view_layer;
int rectx, recty;
int nr;
@@ -294,19 +294,19 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
render_result_views_new(rr, &re->r);
/* check renderdata for amount of layers */
- for (nr = 0, scene_layer = re->render_layers.first; scene_layer; scene_layer = scene_layer->next, nr++) {
+ for (nr = 0, view_layer = re->view_layers.first; view_layer; view_layer = view_layer->next, nr++) {
if (layername && layername[0])
- if (!STREQ(scene_layer->name, layername))
+ if (!STREQ(view_layer->name, layername))
continue;
if (re->r.scemode & R_SINGLE_LAYER) {
- if (nr != re->active_layer) {
+ if (nr != re->active_view_layer) {
continue;
}
}
else {
- if ((scene_layer->flag & SCENE_LAYER_RENDER) == 0) {
+ if ((view_layer->flag & VIEW_LAYER_RENDER) == 0) {
continue;
}
}
@@ -314,10 +314,10 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
rl = MEM_callocN(sizeof(RenderLayer), "new render layer");
BLI_addtail(&rr->layers, rl);
- BLI_strncpy(rl->name, scene_layer->name, sizeof(rl->name));
- rl->layflag = scene_layer->layflag;
- rl->passflag = scene_layer->passflag; /* for debugging: scene_layer->passflag | SCE_PASS_RAYHITS; */
- rl->pass_xor = scene_layer->pass_xor;
+ BLI_strncpy(rl->name, view_layer->name, sizeof(rl->name));
+ rl->layflag = view_layer->layflag;
+ rl->passflag = view_layer->passflag; /* for debugging: view_layer->passflag | SCE_PASS_RAYHITS; */
+ rl->pass_xor = view_layer->pass_xor;
rl->rectx = rectx;
rl->recty = recty;
@@ -352,65 +352,65 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
/* a renderlayer should always have a Combined pass*/
render_layer_add_pass(rr, rl, 4, "Combined", view, "RGBA");
- if (scene_layer->passflag & SCE_PASS_Z)
+ if (view_layer->passflag & SCE_PASS_Z)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_Z, view, "Z");
- if (scene_layer->passflag & SCE_PASS_VECTOR)
+ if (view_layer->passflag & SCE_PASS_VECTOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 4, RE_PASSNAME_VECTOR, view, "XYZW");
- if (scene_layer->passflag & SCE_PASS_NORMAL)
+ if (view_layer->passflag & SCE_PASS_NORMAL)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_NORMAL, view, "XYZ");
- if (scene_layer->passflag & SCE_PASS_UV)
+ if (view_layer->passflag & SCE_PASS_UV)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_UV, view, "UVA");
- if (scene_layer->passflag & SCE_PASS_RGBA)
+ if (view_layer->passflag & SCE_PASS_RGBA)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 4, RE_PASSNAME_RGBA, view, "RGBA");
- if (scene_layer->passflag & SCE_PASS_EMIT)
+ if (view_layer->passflag & SCE_PASS_EMIT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_EMIT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SPEC)
+ if (view_layer->passflag & SCE_PASS_SPEC)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SPEC, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_AO)
+ if (view_layer->passflag & SCE_PASS_AO)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_AO, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_ENVIRONMENT)
+ if (view_layer->passflag & SCE_PASS_ENVIRONMENT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_ENVIRONMENT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SHADOW)
+ if (view_layer->passflag & SCE_PASS_SHADOW)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SHADOW, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_REFLECT)
+ if (view_layer->passflag & SCE_PASS_REFLECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_REFLECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_REFRACT)
+ if (view_layer->passflag & SCE_PASS_REFRACT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_REFRACT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_INDEXOB)
+ if (view_layer->passflag & SCE_PASS_INDEXOB)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_INDEXOB, view, "X");
- if (scene_layer->passflag & SCE_PASS_INDEXMA)
+ if (view_layer->passflag & SCE_PASS_INDEXMA)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_INDEXMA, view, "X");
- if (scene_layer->passflag & SCE_PASS_MIST)
+ if (view_layer->passflag & SCE_PASS_MIST)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_MIST, view, "Z");
if (rl->passflag & SCE_PASS_RAYHITS)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 4, RE_PASSNAME_RAYHITS, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE_DIRECT)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_DIFFUSE_COLOR)
+ if (view_layer->passflag & SCE_PASS_DIFFUSE_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE_COLOR, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_GLOSSY_DIRECT)
+ if (view_layer->passflag & SCE_PASS_GLOSSY_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_GLOSSY_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_GLOSSY_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_GLOSSY_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_GLOSSY_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_GLOSSY_COLOR)
+ if (view_layer->passflag & SCE_PASS_GLOSSY_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_GLOSSY_COLOR, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_TRANSM_DIRECT)
+ if (view_layer->passflag & SCE_PASS_TRANSM_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_TRANSM_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_TRANSM_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_TRANSM_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_TRANSM_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_TRANSM_COLOR)
+ if (view_layer->passflag & SCE_PASS_TRANSM_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_TRANSM_COLOR, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT)
+ if (view_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_DIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SUBSURFACE_INDIRECT)
+ if (view_layer->passflag & SCE_PASS_SUBSURFACE_INDIRECT)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_INDIRECT, view, "RGB");
- if (scene_layer->passflag & SCE_PASS_SUBSURFACE_COLOR)
+ if (view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR)
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_COLOR, view, "RGB");
#undef RENDER_LAYER_ADD_PASS_SAFE
}
@@ -447,7 +447,7 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
rl->layflag = 0x7FFF; /* solid ztra halo strand */
rl->passflag = SCE_PASS_COMBINED;
- re->active_layer = 0;
+ re->active_view_layer = 0;
}
/* border render; calculate offset for use in compositor. compo is centralized coords */
@@ -978,7 +978,7 @@ void render_result_single_layer_begin(Render *re)
/* if scemode is R_SINGLE_LAYER, at end of rendering, merge the both render results */
void render_result_single_layer_end(Render *re)
{
- SceneLayer *scene_layer;
+ ViewLayer *view_layer;
RenderLayer *rlpush;
RenderLayer *rl;
int nr;
@@ -999,12 +999,12 @@ void render_result_single_layer_end(Render *re)
BLI_remlink(&re->result->layers, rl);
/* reconstruct render result layers */
- for (nr = 0, scene_layer = re->render_layers.first; scene_layer; scene_layer = scene_layer->next, nr++) {
- if (nr == re->active_layer) {
+ for (nr = 0, view_layer = re->view_layers.first; view_layer; view_layer = view_layer->next, nr++) {
+ if (nr == re->active_view_layer) {
BLI_addtail(&re->result->layers, rl);
}
else {
- rlpush = RE_GetRenderLayer(re->pushedresult, scene_layer->name);
+ rlpush = RE_GetRenderLayer(re->pushedresult, view_layer->name);
if (rlpush) {
BLI_remlink(&re->pushedresult->layers, rlpush);
BLI_addtail(&re->result->layers, rlpush);