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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_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);
}
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