/* * 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_SetColorOperation.h" #include "COM_SetValueOperation.h" #include "COM_SetVectorOperation.h" RenderLayersNode::RenderLayersNode(bNode *editorNode) : Node(editorNode) { /* pass */ } void RenderLayersNode::testSocketLink(NodeConverter &converter, const CompositorContext &context, NodeOutput *output, RenderLayersProg *operation, Scene *scene, int layerId, bool is_preview) const { operation->setScene(scene); operation->setLayerId(layerId); operation->setRenderData(context.getRenderData()); operation->setViewName(context.getViewName()); converter.mapOutputSocket(output, operation->getOutputSocket()); converter.addOperation(operation); if (is_preview) /* only for image socket */ converter.addPreview(operation->getOutputSocket()); } void RenderLayersNode::testRenderLink(NodeConverter &converter, const CompositorContext &context, Render *re) const { Scene *scene = (Scene *)this->getbNode()->id; const short layerId = this->getbNode()->custom1; RenderResult *rr = RE_AcquireResultRead(re); if (rr == NULL) { missingRenderLink(converter); return; } SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&scene->r.layers, layerId); if (srl == NULL) { missingRenderLink(converter); return; } RenderLayer *rl = RE_GetRenderLayer(rr, srl->name); if (rl == NULL) { missingRenderLink(converter); return; } const int num_outputs = this->getNumberOfOutputSockets(); for (int i = 0; i < num_outputs; i++) { NodeOutput *output = this->getOutputSocket(i); NodeImageLayer *storage = (NodeImageLayer*) output->getbNodeSocket()->storage; RenderPass *rpass = (RenderPass*) BLI_findstring( &rl->passes, storage->pass_name, offsetof(RenderPass, name)); if (rpass == NULL) { missingSocketLink(converter, output); continue; } RenderLayersProg *operation; bool is_preview; if (STREQ(rpass->name, RE_PASSNAME_COMBINED) && STREQ(output->getbNodeSocket()->name, "Alpha")) { operation = new RenderLayersAlphaProg(rpass->name, COM_DT_VALUE, rpass->channels); is_preview = false; } else if (STREQ(rpass->name, RE_PASSNAME_Z)) { operation = new RenderLayersDepthProg(rpass->name, COM_DT_VALUE, rpass->channels); is_preview = false; } else { DataType type; switch (rpass->channels) { case 4: type = COM_DT_COLOR; break; case 3: type = COM_DT_VECTOR; break; case 1: type = COM_DT_VALUE; break; default: BLI_assert(!"Unexpected number of channels for pass"); type = COM_DT_VALUE; break; } operation = new RenderLayersProg(rpass->name, type, rpass->channels); is_preview = STREQ(output->getbNodeSocket()->name, "Image"); } testSocketLink(converter, context, output, operation, scene, layerId, is_preview); } } void RenderLayersNode::missingSocketLink(NodeConverter &converter, NodeOutput *output) const { NodeOperation *operation; switch (output->getDataType()) { case COM_DT_COLOR: { const float color[4] = {0.0f, 0.0f, 0.0f, 0.0f}; SetColorOperation *color_operation = new SetColorOperation(); color_operation->setChannels(color); operation = color_operation; break; } case COM_DT_VECTOR: { const float vector[3] = {0.0f, 0.0f, 0.0f}; SetVectorOperation *vector_operation = new SetVectorOperation(); vector_operation->setVector(vector); operation = vector_operation; break; } case COM_DT_VALUE: { SetValueOperation *value_operation = new SetValueOperation(); value_operation->setValue(0.0f); operation = value_operation; break; } } converter.mapOutputSocket(output, operation->getOutputSocket()); converter.addOperation(operation); } void RenderLayersNode::missingRenderLink(NodeConverter &converter) const { const int num_outputs = this->getNumberOfOutputSockets(); for (int i = 0; i < num_outputs; i++) { NodeOutput *output = this->getOutputSocket(i); missingSocketLink(converter, output); } } void RenderLayersNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const { Scene *scene = (Scene *)this->getbNode()->id; Render *re = (scene) ? RE_GetSceneRender(scene) : NULL; if (re != NULL) { testRenderLink(converter, context, re); RE_ReleaseResult(re); } else { missingRenderLink(converter); } }