/* * 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_RenderLayersProg.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" } /* ******** Render Layers Base Prog ******** */ RenderLayersBaseProg::RenderLayersBaseProg(int renderpass, int elementsize) : NodeOperation() { this->m_renderpass = renderpass; this->setScene(NULL); this->m_inputBuffer = NULL; this->m_elementsize = elementsize; this->m_rd = NULL; } 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::doInterpolation(float output[4], float x, float y, PixelSampler sampler) { unsigned int offset; int ix, iy; int width = this->getWidth(), height = this->getHeight(); switch (sampler) { case COM_PS_NEAREST: ix = x; iy = y; offset = (iy * width + ix) * this->m_elementsize; if (this->m_elementsize == 1) output[0] = this->m_inputBuffer[offset]; else if (this->m_elementsize == 3) copy_v3_v3(output, &this->m_inputBuffer[offset]); else copy_v4_v4(output, &this->m_inputBuffer[offset]); break; case COM_PS_BILINEAR: BLI_bilinear_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x, y); break; case COM_PS_BICUBIC: BLI_bicubic_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x, y); break; } if (this->m_elementsize == 1) { output[1] = 0.0f; output[2] = 0.0f; output[3] = 0.0f; } else if (this->m_elementsize == 3) { output[3] = 1.0f; } } void RenderLayersBaseProg::executePixel(float output[4], float x, float y, PixelSampler sampler) { #if 0 const RenderData *rd = this->m_rd; int dx = 0, dy = 0; if (rd->mode & R_BORDER && rd->mode & R_CROP) { /* see comment in executeRegion describing coordinate mapping, * here it simply goes other way around */ int full_width = rd->xsch * rd->size / 100; int full_height = rd->ysch * rd->size / 100; dx = rd->border.xmin * full_width - (full_width - this->getWidth()) / 2.0f; dy = rd->border.ymin * full_height - (full_height - this->getHeight()) / 2.0f; } int ix = x - dx; int iy = y - dy; #else int ix = x; int iy = y; #endif if (this->m_inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) { zero_v4(output); } else { doInterpolation(output, ix, iy, sampler); } } void RenderLayersBaseProg::deinitExecution() { this->m_inputBuffer = NULL; } void RenderLayersBaseProg::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]) { 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); } /* ******** Render Layers AO Operation ******** */ RenderLayersAOOperation::RenderLayersAOOperation() : RenderLayersBaseProg(SCE_PASS_AO, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Alpha Operation ******** */ RenderLayersAlphaProg::RenderLayersAlphaProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4) { this->addOutputSocket(COM_DT_VALUE); } void RenderLayersAlphaProg::executePixel(float output[4], float x, float y, PixelSampler sampler) { int ix = x; int iy = y; float *inputBuffer = this->getInputBuffer(); if (inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) { output[0] = 0.0f; output[1] = 0.0f; output[2] = 0.0f; output[3] = 0.0f; } else { unsigned int offset = (iy * this->getWidth() + ix) * 4; output[0] = inputBuffer[offset + 3]; output[1] = 0.0f; output[2] = 0.0f; output[3] = 0.0f; } } /* ******** Render Layers Color Operation ******** */ RenderLayersColorOperation::RenderLayersColorOperation() : RenderLayersBaseProg(SCE_PASS_RGBA, 4) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Cycles Operation ******** */ RenderLayersCyclesOperation::RenderLayersCyclesOperation(int pass) : RenderLayersBaseProg(pass, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Depth Operation ******** */ RenderLayersDepthProg::RenderLayersDepthProg() : RenderLayersBaseProg(SCE_PASS_Z, 1) { this->addOutputSocket(COM_DT_VALUE); } void RenderLayersDepthProg::executePixel(float output[4], float x, float y, PixelSampler sampler) { int ix = x; int iy = y; float *inputBuffer = this->getInputBuffer(); if (inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) { output[0] = 0.0f; output[1] = 0.0f; output[2] = 0.0f; output[3] = 0.0f; } else { unsigned int offset = (iy * this->getWidth() + ix); output[0] = inputBuffer[offset]; output[1] = 0.0f; output[2] = 0.0f; output[3] = 0.0f; } } /* ******** Render Layers Diffuse Operation ******** */ RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Emit Operation ******** */ RenderLayersEmitOperation::RenderLayersEmitOperation() : RenderLayersBaseProg(SCE_PASS_EMIT, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Environment Operation ******** */ RenderLayersEnvironmentOperation::RenderLayersEnvironmentOperation() : RenderLayersBaseProg(SCE_PASS_ENVIRONMENT, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Image Operation ******** */ RenderLayersColorProg::RenderLayersColorProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Indirect Operation ******** */ RenderLayersIndirectOperation::RenderLayersIndirectOperation() : RenderLayersBaseProg(SCE_PASS_INDIRECT, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Material Index Operation ******** */ RenderLayersMaterialIndexOperation::RenderLayersMaterialIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXMA, 1) { this->addOutputSocket(COM_DT_VALUE); } /* ******** Render Layers Mist Operation ******** */ RenderLayersMistOperation::RenderLayersMistOperation() : RenderLayersBaseProg(SCE_PASS_MIST, 1) { this->addOutputSocket(COM_DT_VALUE); } /* ******** Render Layers Normal Operation ******** */ RenderLayersNormalOperation::RenderLayersNormalOperation() : RenderLayersBaseProg(SCE_PASS_NORMAL, 3) { this->addOutputSocket(COM_DT_VECTOR); } /* ******** Render Layers Object Index Operation ******** */ RenderLayersObjectIndexOperation::RenderLayersObjectIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXOB, 1) { this->addOutputSocket(COM_DT_VALUE); } /* ******** Render Layers Reflection Operation ******** */ RenderLayersReflectionOperation::RenderLayersReflectionOperation() : RenderLayersBaseProg(SCE_PASS_REFLECT, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Refraction Operation ******** */ RenderLayersRefractionOperation::RenderLayersRefractionOperation() : RenderLayersBaseProg(SCE_PASS_REFRACT, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Shadow Operation ******** */ RenderLayersShadowOperation::RenderLayersShadowOperation() : RenderLayersBaseProg(SCE_PASS_SHADOW, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Specular Operation ******** */ RenderLayersSpecularOperation::RenderLayersSpecularOperation() : RenderLayersBaseProg(SCE_PASS_SPEC, 3) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers Speed Operation ******** */ RenderLayersSpeedOperation::RenderLayersSpeedOperation() : RenderLayersBaseProg(SCE_PASS_VECTOR, 4) { this->addOutputSocket(COM_DT_COLOR); } /* ******** Render Layers UV Operation ******** */ RenderLayersUVOperation::RenderLayersUVOperation() : RenderLayersBaseProg(SCE_PASS_UV, 3) { this->addOutputSocket(COM_DT_VECTOR); }