/* * 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_RenderLayersBaseProg.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" } RenderLayersBaseProg::RenderLayersBaseProg(int renderpass, int elementsize) : NodeOperation() { this->m_renderpass = renderpass; this->setScene(NULL); this->m_inputBuffer = NULL; this->m_elementsize = elementsize; } 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::executePixel(float *output, float x, float y, PixelSampler sampler) { int ix = x; int iy = y; if (this->m_inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) { zero_v4(output); } else { unsigned int offset = (iy * this->getWidth() + ix) * this->m_elementsize; if (this->m_elementsize == 1) { output[0] = this->m_inputBuffer[offset]; output[1] = 0.0f; output[2] = 0.0f; output[3] = 0.0f; } else if (this->m_elementsize == 3) { copy_v3_v3(output, &this->m_inputBuffer[offset]); output[3] = 1.0f; } else { copy_v4_v4(output, &this->m_inputBuffer[offset]); } } } void RenderLayersBaseProg::deinitExecution() { this->m_inputBuffer = NULL; } void RenderLayersBaseProg::determineResolution(unsigned int resolution[], unsigned int preferredResolution[]) { 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); }