/* * 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 "BKE_scene.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 ******** */ RenderLayersProg::RenderLayersProg(const char *passName, DataType type, int elementsize) : NodeOperation(), m_passName(passName) { this->setScene(NULL); this->m_inputBuffer = NULL; this->m_elementsize = elementsize; this->m_rd = NULL; this->addOutputSocket(type); } void RenderLayersProg::initExecution() { Scene *scene = this->getScene(); Render *re = (scene) ? RE_GetSceneRender(scene) : 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) { this->m_inputBuffer = RE_RenderLayerGetPass(rl, this->m_passName.c_str(), this->m_viewName); } } } if (re) { RE_ReleaseResult(re); re = NULL; } } void RenderLayersProg::doInterpolation(float output[4], float x, float y, PixelSampler sampler) { unsigned int offset; int width = this->getWidth(), height = this->getHeight(); int ix = x, iy = y; if (ix < 0 || iy < 0 || ix >= width || iy >= height) { if (this->m_elementsize == 1) output[0] = 0.0f; else if (this->m_elementsize == 3) zero_v3(output); else zero_v4(output); return; } switch (sampler) { case COM_PS_NEAREST: { 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; } } void RenderLayersProg::executePixelSampled(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; #endif #ifndef NDEBUG { const DataType data_type = this->getOutputSocket()->getDataType(); int actual_element_size = this->m_elementsize; int expected_element_size; if (data_type == COM_DT_VALUE) { expected_element_size = 1; } else if (data_type == COM_DT_VECTOR) { expected_element_size = 3; } else if (data_type == COM_DT_COLOR) { expected_element_size = 4; } else { expected_element_size = 0; BLI_assert(!"Something horribly wrong just happened"); } BLI_assert(expected_element_size == actual_element_size); } #endif if (this->m_inputBuffer == NULL) { int elemsize = this->m_elementsize; if (elemsize == 1) { output[0] = 0.0f; } else if (elemsize == 3) { zero_v3(output); } else { BLI_assert(elemsize == 4); zero_v4(output); } } else { doInterpolation(output, x, y, sampler); } } void RenderLayersProg::deinitExecution() { this->m_inputBuffer = NULL; } void RenderLayersProg::determineResolution(unsigned int resolution[2], unsigned int /*preferredResolution*/[2]) { Scene *sce = this->getScene(); Render *re = (sce) ? RE_GetSceneRender(sce) : 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) { resolution[0] = rl->rectx; resolution[1] = rl->recty; } } } if (re) RE_ReleaseResult(re); } /* ******** Render Layers AO Operation ******** */ void RenderLayersAOOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) { float *inputBuffer = this->getInputBuffer(); if (inputBuffer == NULL) { zero_v3(output); } else { doInterpolation(output, x, y, sampler); } output[3] = 1.0f; } /* ******** Render Layers Alpha Operation ******** */ void RenderLayersAlphaProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) { float *inputBuffer = this->getInputBuffer(); if (inputBuffer == NULL) { output[0] = 0.0f; } else { float temp[4]; doInterpolation(temp, x, y, sampler); output[0] = temp[3]; } } /* ******** Render Layers Depth Operation ******** */ void RenderLayersDepthProg::executePixelSampled(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] = 10e10f; } else { unsigned int offset = (iy * this->getWidth() + ix); output[0] = inputBuffer[offset]; } }