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/*
* 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"
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::convertToOperations(NodeConverter &converter, const CompositorContext &context) const
{
Scene *scene = (Scene *)this->getbNode()->id;
short layerId = this->getbNode()->custom1;
Render *re = (scene) ? RE_GetRender(scene->id.name) : NULL;
int numberOfOutputs = this->getNumberOfOutputSockets();
if (re) {
RenderResult *rr = RE_AcquireResultRead(re);
if (rr) {
SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&scene->r.layers, layerId);
if (srl) {
RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
if (rl) {
for (int i = 0; i < numberOfOutputs; 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) {
if (STREQ(rpass->name, RE_PASSNAME_COMBINED) && STREQ(output->getbNodeSocket()->name, "Alpha")) {
testSocketLink(converter, context, output, new RenderLayersAlphaProg(rpass->name, COM_DT_VALUE, rpass->channels), scene, layerId, false);
}
else if (STREQ(rpass->name, RE_PASSNAME_Z)) {
testSocketLink(converter, context, output, new RenderLayersDepthProg(rpass->name, COM_DT_VALUE, rpass->channels), scene, layerId, false);
}
else {
DataType type = ((rpass->channels == 4)? COM_DT_COLOR : ((rpass->channels == 3)? COM_DT_VECTOR : COM_DT_VALUE));
testSocketLink(converter, context, output, new RenderLayersProg(rpass->name, type, rpass->channels), scene, layerId, STREQ(output->getbNodeSocket()->name, "Image"));
}
}
}
}
}
}
RE_ReleaseResult(re);
}
}
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