/* * 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_RenderLayersNode.h" #include "COM_RenderLayersProg.h" #include "COM_TranslateOperation.h" #include "COM_RotateOperation.h" #include "COM_ScaleOperation.h" #include "COM_SetValueOperation.h" #ifdef WITH_CYCLES_DEBUG # include "RE_pipeline.h" #endif RenderLayersNode::RenderLayersNode(bNode *editorNode) : Node(editorNode) { /* pass */ } void RenderLayersNode::testSocketLink(NodeConverter &converter, const CompositorContext &context, int outputSocketNumber, RenderLayersBaseProg *operation) const { NodeOutput *outputSocket = this->getOutputSocket(outputSocketNumber); Scene *scene = (Scene *)this->getbNode()->id; short layerId = this->getbNode()->custom1; operation->setScene(scene); operation->setLayerId(layerId); operation->setRenderData(context.getRenderData()); operation->setViewName(context.getViewName()); converter.mapOutputSocket(outputSocket, operation->getOutputSocket()); converter.addOperation(operation); if (outputSocketNumber == 0) /* only for image socket */ converter.addPreview(operation->getOutputSocket()); } void RenderLayersNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const { testSocketLink(converter, context, 0, new RenderLayersColorProg()); testSocketLink(converter, context, 1, new RenderLayersAlphaProg()); testSocketLink(converter, context, 2, new RenderLayersDepthProg()); testSocketLink(converter, context, 3, new RenderLayersNormalOperation()); testSocketLink(converter, context, 4, new RenderLayersUVOperation()); testSocketLink(converter, context, 5, new RenderLayersSpeedOperation()); testSocketLink(converter, context, 6, new RenderLayersColorOperation()); testSocketLink(converter, context, 7, new RenderLayersDiffuseOperation()); testSocketLink(converter, context, 8, new RenderLayersSpecularOperation()); testSocketLink(converter, context, 9, new RenderLayersShadowOperation()); testSocketLink(converter, context, 10, new RenderLayersAOOperation()); testSocketLink(converter, context, 11, new RenderLayersReflectionOperation()); testSocketLink(converter, context, 12, new RenderLayersRefractionOperation()); testSocketLink(converter, context, 13, new RenderLayersIndirectOperation()); testSocketLink(converter, context, 14, new RenderLayersObjectIndexOperation()); testSocketLink(converter, context, 15, new RenderLayersMaterialIndexOperation()); testSocketLink(converter, context, 16, new RenderLayersMistOperation()); testSocketLink(converter, context, 17, new RenderLayersEmitOperation()); testSocketLink(converter, context, 18, new RenderLayersEnvironmentOperation()); // cycles passes testSocketLink(converter, context, 19, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_DIRECT)); testSocketLink(converter, context, 20, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_INDIRECT)); testSocketLink(converter, context, 21, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_COLOR)); testSocketLink(converter, context, 22, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_DIRECT)); testSocketLink(converter, context, 23, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_INDIRECT)); testSocketLink(converter, context, 24, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_COLOR)); testSocketLink(converter, context, 25, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_DIRECT)); testSocketLink(converter, context, 26, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_INDIRECT)); testSocketLink(converter, context, 27, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_COLOR)); testSocketLink(converter, context, 28, new RenderLayersCyclesOperation(SCE_PASS_SUBSURFACE_DIRECT)); testSocketLink(converter, context, 29, new RenderLayersCyclesOperation(SCE_PASS_SUBSURFACE_INDIRECT)); testSocketLink(converter, context, 30, new RenderLayersCyclesOperation(SCE_PASS_SUBSURFACE_COLOR)); #ifdef WITH_CYCLES_DEBUG { Scene *scene = (Scene *)this->getbNode()->id; Render *re = RE_GetRender(scene->id.name); int debug_pass_type = ((re != NULL) ? RE_debug_pass_type_get(re) : scene->r.debug_pass_type); testSocketLink(converter, context, 31, new RenderLayersCyclesDebugOperation(SCE_PASS_DEBUG, debug_pass_type)); } #endif }