Phase one of better masking support while rendering.

Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?

Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).

Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)
This commit is contained in:
2008-01-24 15:03:34 +00:00
parent fcff2e0c5f
commit 5219b56e92
7 changed files with 21 additions and 14 deletions

View File

@@ -120,7 +120,11 @@ typedef struct SceneRenderLayer {
struct Group *light_override;
unsigned int lay; /* scene->lay itself has priority over this */
unsigned int lay_zmask; /* has to be after lay, this is for Z-masking */
int layflag;
int pad;
int passflag; /* pass_xor has to be after passflag */
int pass_xor;
} SceneRenderLayer;

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@@ -73,7 +73,7 @@ typedef struct RenderLayer {
/* copy of RenderData */
char name[RE_MAXNAME];
unsigned int lay;
unsigned int lay, lay_zmask;
int layflag, passflag, pass_xor;
struct Material *mat_override;

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@@ -48,7 +48,7 @@ void projectverto(float *v1, float winmat[][4], float *adr);
int testclip(float *v);
void zbuffer_shadow(struct Render *re, float winmat[][4], struct LampRen *lar, int *rectz, int size, float jitx, float jity);
void zbuffer_solid(struct RenderPart *pa, unsigned int layer, short layflag, void (*fillfunc)(struct RenderPart*, struct ZSpan*, int, void*), void *data);
void zbuffer_solid(struct RenderPart *pa, struct RenderLayer *rl, void (*fillfunc)(struct RenderPart*, struct ZSpan*, int, void*), void *data);
unsigned short *zbuffer_transp_shade(struct RenderPart *pa, struct RenderLayer *rl, float *pass, struct ListBase *psmlist);
unsigned short *zbuffer_strands_shade(struct Render *re, struct RenderPart *pa, struct RenderLayer *rl, float *pass);

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@@ -505,6 +505,7 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop, int
strcpy(rl->name, srl->name);
rl->lay= srl->lay;
rl->lay_zmask= srl->lay_zmask;
rl->layflag= srl->layflag;
rl->passflag= srl->passflag;
rl->pass_xor= srl->pass_xor;

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@@ -897,7 +897,7 @@ void zbufshadeDA_tile(RenderPart *pa)
sdata.rl= rl;
sdata.psmlist= &psmlist;
sdata.edgerect= edgerect;
zbuffer_solid(pa, rl->lay, rl->layflag, make_pixelstructs, &sdata);
zbuffer_solid(pa, rl, make_pixelstructs, &sdata);
if(R.test_break()) break;
}
@@ -1063,7 +1063,7 @@ void zbufshade_tile(RenderPart *pa)
shade_sample_initialize(&ssamp, pa, rl);
addpassflag= rl->passflag & ~(SCE_PASS_Z|SCE_PASS_COMBINED);
zbuffer_solid(pa, rl->lay, rl->layflag, NULL, NULL);
zbuffer_solid(pa, rl, NULL, NULL);
if(!R.test_break()) { /* NOTE: this if() is not consistant */

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@@ -1925,7 +1925,7 @@ void zbufclip4(ZSpan *zspan, int obi, int zvlnr, float *f1, float *f2, float *f3
/* ***************** ZBUFFER MAIN ROUTINES **************** */
void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag, void(*fillfunc)(RenderPart*, ZSpan*, int, void*), void *data)
void zbuffer_solid(RenderPart *pa, RenderLayer *rl, void(*fillfunc)(RenderPart*, ZSpan*, int, void*), void *data)
{
ZbufProjectCache cache[ZBUF_PROJECT_CACHE_SIZE];
ZSpan zspans[16], *zspan; /* 16 = RE_MAX_OSA */
@@ -1935,7 +1935,9 @@ void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag, void(*fillfu
ObjectInstanceRen *obi;
ObjectRen *obr;
float winmat[4][4], bounds[4], ho1[4], ho2[4], ho3[4], ho4[4]={0};
unsigned int lay= rl->lay, lay_zmask= rl->lay_zmask;
int i, v, zvlnr, zsample, samples, c1, c2, c3, c4=0;
short layflag= rl->layflag;
short nofill=0, env=0, wire=0, all_z= layflag & SCE_LAY_ALL_Z;
samples= (R.osa? R.osa: 1);
@@ -2016,7 +2018,7 @@ void zbuffer_solid(RenderPart *pa, unsigned int lay, short layflag, void(*fillfu
}
}
}
else if(all_z) {
else if(all_z || (obr->lay & lay_zmask)) {
env= 1;
nofill= 0;
ma= NULL;

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@@ -2556,29 +2556,29 @@ static char *scene_layer_menu(void)
return str;
}
static void draw_3d_layer_buttons(uiBlock *block, unsigned int *poin, short xco, short yco, short dx, short dy)
static void draw_3d_layer_buttons(uiBlock *block, int type, unsigned int *poin, short xco, short yco, short dx, short dy, char *tip)
{
uiBut *bt;
long a;
uiBlockBeginAlign(block);
for(a=0; a<5; a++) {
bt= uiDefButBitI(block, TOG, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
bt= uiDefButBitI(block, type, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)a, poin);
}
for(a=0; a<5; a++) {
bt=uiDefButBitI(block, TOG, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
bt=uiDefButBitI(block, type, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)(a+10), poin);
}
xco+= 7;
uiBlockBeginAlign(block);
for(a=5; a<10; a++) {
bt=uiDefButBitI(block, TOG, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
bt=uiDefButBitI(block, type, 1<<a, B_NOP, "", (short)(xco+a*(dx/2)), yco+dy/2, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)a, poin);
}
for(a=5; a<10; a++) {
bt=uiDefButBitI(block, TOG, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, "");
bt=uiDefButBitI(block, type, 1<<(a+10), B_NOP, "", (short)(xco+a*(dx/2)), yco, (short)(dx/2), (short)(dy/2), (int *)poin, 0, 0, 0, 0, tip);
uiButSetFunc(bt, layer_copy_func, (void *)(a+10), poin);
}
@@ -2603,7 +2603,7 @@ static void render_panel_layers(void)
/* first, as reminder, the scene layers */
uiDefBut(block, LABEL, 0, "Scene:", 10,170,100,20, NULL, 0, 0, 0, 0, "");
draw_3d_layer_buttons(block, &G.scene->lay, 130, 170, 35, 30);
draw_3d_layer_buttons(block, TOG, &G.scene->lay, 130, 170, 35, 30, "Scene layers to render");
/* layer disable, menu, name, delete button */
uiBlockBeginAlign(block);
@@ -2623,10 +2623,10 @@ static void render_panel_layers(void)
/* RenderLayer visible-layers */
uiDefBut(block, LABEL, 0, "Layer:", 10,110,100,20, NULL, 0, 0, 0, 0, "");
draw_3d_layer_buttons(block, &srl->lay, 130,110, 35, 30);
draw_3d_layer_buttons(block, BUT_TOGDUAL, &srl->lay, 130,110, 35, 30, "Scene-layers included in this render-layer (Hold CTRL for Z-mask)");
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, SCE_LAY_ALL_Z, B_NOP,"AllZ", 10, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Fill in Z values for all not-rendered faces, for masking");
uiDefButBitI(block, TOG, SCE_LAY_ALL_Z, B_NOP,"AllZ", 10, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Fill in Z values for faces in invisible layers, for masking");
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, SCE_LAY_SOLID, B_NOP,"Solid", 50, 85, 45, 20, &srl->layflag, 0, 0, 0, 0, "Render Solid faces in this Layer");
uiDefButBitI(block, TOG, SCE_LAY_HALO, B_NOP,"Halo", 95, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Render Halos in this Layer (on top of Solid)");