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

@@ -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;

View File

@@ -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 */

View File

@@ -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;