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Diffstat (limited to 'source/blender/render/intern/source/zbuf.c')
-rw-r--r--source/blender/render/intern/source/zbuf.c229
1 files changed, 111 insertions, 118 deletions
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 9f777631e52..68707f163af 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -1601,7 +1601,6 @@ void zspan_scanconvert(ZSpan *zspan, void *handle, float *v1, float *v2, float *
* Note: uses globals.
* \param v1 start coordinate s
* \param v2 target coordinate t
- * \param b1
* \param b2
* \param b3
* \param a index for coordinate (x, y, or z)
@@ -3494,7 +3493,7 @@ static void add_transp_speed(RenderLayer *rl, int offset, float speed[4], float
RenderPass *rpass;
for (rpass= rl->passes.first; rpass; rpass= rpass->next) {
- if (rpass->passtype==SCE_PASS_VECTOR) {
+ if (STREQ(rpass->name, RE_PASSNAME_VECTOR)) {
float *fp= rpass->rect + 4*offset;
if (speed==NULL) {
@@ -3528,7 +3527,7 @@ static void add_transp_obindex(RenderLayer *rl, int offset, Object *ob)
RenderPass *rpass;
for (rpass= rl->passes.first; rpass; rpass= rpass->next) {
- if (rpass->passtype == SCE_PASS_INDEXOB) {
+ if (STREQ(rpass->name, RE_PASSNAME_INDEXOB)) {
float *fp= rpass->rect + offset;
*fp= (float)ob->index;
break;
@@ -3541,7 +3540,7 @@ static void add_transp_material_index(RenderLayer *rl, int offset, Material *mat
RenderPass *rpass;
for (rpass= rl->passes.first; rpass; rpass= rpass->next) {
- if (rpass->passtype == SCE_PASS_INDEXMA) {
+ if (STREQ(rpass->name, RE_PASSNAME_INDEXMA)) {
float *fp= rpass->rect + offset;
*fp= (float)mat->index;
break;
@@ -3558,78 +3557,74 @@ static void merge_transp_passes(RenderLayer *rl, ShadeResult *shr)
int delta= sizeof(ShadeResult)/4;
for (rpass= rl->passes.first; rpass; rpass= rpass->next) {
- float *col= NULL;
- int pixsize= 3;
+ float *col = NULL;
+ int pixsize = 3;
- switch (rpass->passtype) {
- case SCE_PASS_RGBA:
- col= shr->col;
- pixsize= 4;
- break;
- case SCE_PASS_EMIT:
- col= shr->emit;
- break;
- case SCE_PASS_DIFFUSE:
- col= shr->diff;
- break;
- case SCE_PASS_SPEC:
- col= shr->spec;
- break;
- case SCE_PASS_SHADOW:
- col= shr->shad;
- break;
- case SCE_PASS_AO:
- col= shr->ao;
- break;
- case SCE_PASS_ENVIRONMENT:
- col= shr->env;
- break;
- case SCE_PASS_INDIRECT:
- col= shr->indirect;
- break;
- case SCE_PASS_REFLECT:
- col= shr->refl;
- break;
- case SCE_PASS_REFRACT:
- col= shr->refr;
- break;
- case SCE_PASS_NORMAL:
- col= shr->nor;
- break;
- case SCE_PASS_MIST:
- col= &shr->mist;
- pixsize= 1;
- break;
- case SCE_PASS_Z:
- col= &shr->z;
- pixsize= 1;
- break;
- case SCE_PASS_VECTOR:
+ if (STREQ(rpass->name, RE_PASSNAME_RGBA)) {
+ col = shr->col;
+ pixsize = 4;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_EMIT)) {
+ col = shr->emit;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) {
+ col = shr->diff;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_SPEC)) {
+ col = shr->spec;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_SHADOW)) {
+ col = shr->shad;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_AO)) {
+ col = shr->ao;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_ENVIRONMENT)) {
+ col = shr->env;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_INDIRECT)) {
+ col = shr->indirect;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_REFLECT)) {
+ col = shr->refl;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_REFRACT)) {
+ col = shr->refr;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_NORMAL)) {
+ col = shr->nor;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_MIST)) {
+ col = &shr->mist;
+ pixsize = 1;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_Z)) {
+ col = &shr->z;
+ pixsize = 1;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_VECTOR)) {
+ ShadeResult *shr_t = shr+1;
+ float *fp = shr->winspeed; /* was initialized */
+ int samp;
+
+ /* add minimum speed in pixel */
+ for (samp = 1; samp<R.osa; samp++, shr_t++) {
- {
- ShadeResult *shr_t= shr+1;
- float *fp= shr->winspeed; /* was initialized */
- int samp;
+ if (shr_t->combined[3] > 0.0f) {
+ const float *speed = shr_t->winspeed;
- /* add minimum speed in pixel */
- for (samp= 1; samp<R.osa; samp++, shr_t++) {
-
- if (shr_t->combined[3] > 0.0f) {
- const float *speed= shr_t->winspeed;
-
- if ( (ABS(speed[0]) + ABS(speed[1]))< (ABS(fp[0]) + ABS(fp[1])) ) {
- fp[0]= speed[0];
- fp[1]= speed[1];
- }
- if ( (ABS(speed[2]) + ABS(speed[3]))< (ABS(fp[2]) + ABS(fp[3])) ) {
- fp[2]= speed[2];
- fp[3]= speed[3];
- }
- }
+ if ( (ABS(speed[0]) + ABS(speed[1]))< (ABS(fp[0]) + ABS(fp[1])) ) {
+ fp[0] = speed[0];
+ fp[1] = speed[1];
+ }
+ if ( (ABS(speed[2]) + ABS(speed[3]))< (ABS(fp[2]) + ABS(fp[3])) ) {
+ fp[2] = speed[2];
+ fp[3] = speed[3];
}
}
- break;
+ }
}
+
if (col) {
const float *fp= col+delta;
int samp;
@@ -3661,53 +3656,51 @@ static void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, flo
float *fp, *col= NULL;
int pixsize= 3;
- switch (rpass->passtype) {
- case SCE_PASS_Z:
- fp= rpass->rect + offset;
- if (shr->z < *fp)
- *fp= shr->z;
- break;
- case SCE_PASS_RGBA:
- fp= rpass->rect + 4*offset;
- addAlphaOverFloat(fp, shr->col);
- break;
- case SCE_PASS_EMIT:
- col= shr->emit;
- break;
- case SCE_PASS_DIFFUSE:
- col= shr->diff;
- break;
- case SCE_PASS_SPEC:
- col= shr->spec;
- break;
- case SCE_PASS_SHADOW:
- col= shr->shad;
- break;
- case SCE_PASS_AO:
- col= shr->ao;
- break;
- case SCE_PASS_ENVIRONMENT:
- col= shr->env;
- break;
- case SCE_PASS_INDIRECT:
- col= shr->indirect;
- break;
- case SCE_PASS_REFLECT:
- col= shr->refl;
- break;
- case SCE_PASS_REFRACT:
- col= shr->refr;
- break;
- case SCE_PASS_NORMAL:
- col= shr->nor;
- break;
- case SCE_PASS_MIST:
- col= &shr->mist;
- pixsize= 1;
- break;
+ if (STREQ(rpass->name, RE_PASSNAME_Z)) {
+ fp = rpass->rect + offset;
+ if (shr->z < *fp)
+ *fp = shr->z;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_RGBA)) {
+ fp = rpass->rect + 4*offset;
+ addAlphaOverFloat(fp, shr->col);
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_EMIT)) {
+ col = shr->emit;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) {
+ col = shr->diff;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_SPEC)) {
+ col = shr->spec;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_SHADOW)) {
+ col = shr->shad;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_AO)) {
+ col = shr->ao;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_ENVIRONMENT)) {
+ col = shr->env;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_INDIRECT)) {
+ col = shr->indirect;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_REFLECT)) {
+ col = shr->refl;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_REFRACT)) {
+ col = shr->refr;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_NORMAL)) {
+ col = shr->nor;
+ }
+ else if (STREQ(rpass->name, RE_PASSNAME_MIST)) {
+ col = &shr->mist;
+ pixsize = 1;
}
- if (col) {
+ if (col) {
fp= rpass->rect + pixsize*offset;
fp[0]= col[0] + (1.0f-alpha)*fp[0];
if (pixsize==3) {
@@ -3964,7 +3957,7 @@ static void reset_sky_speedvectors(RenderPart *pa, RenderLayer *rl, float *rectf
float *fp, *col;
int a;
- fp = RE_RenderLayerGetPass(rl, SCE_PASS_VECTOR, R.viewname);
+ fp = RE_RenderLayerGetPass(rl, RE_PASSNAME_VECTOR, R.viewname);
if (fp==NULL) return;
col= rectf+3;
@@ -4058,7 +4051,7 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
/* zero alpha pixels get speed vector max again */
if (addpassflag & SCE_PASS_VECTOR)
if (rl->layflag & SCE_LAY_SOLID) {
- float *rect = RE_RenderLayerGetPass(rl, SCE_PASS_COMBINED, R.viewname);
+ float *rect = RE_RenderLayerGetPass(rl, RE_PASSNAME_COMBINED, R.viewname);
reset_sky_speedvectors(pa, rl, rl->acolrect ? rl->acolrect : rect); /* if acolrect is set we use it */
}
/* filtered render, for now we assume only 1 filter size */
@@ -4246,7 +4239,7 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
if (alpha != 0.0f) {
RenderLayer *rl_other = ssamp.rlpp[a];
- float *rect = RE_RenderLayerGetPass(rl_other , SCE_PASS_COMBINED, R.viewname);
+ float *rect = RE_RenderLayerGetPass(rl_other , RE_PASSNAME_COMBINED, R.viewname);
addAlphaOverFloat(rect + 4 * od, samp_shr[a].combined);
add_transp_passes(rl_other , od, &samp_shr[a], alpha);