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blender-archive/source/blender/compositor/nodes/COM_RenderLayersNode.cc
Campbell Barton c434782e3a File headers: SPDX License migration
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Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

159 lines
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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2011 Blender Foundation. */
#include "COM_RenderLayersNode.h"
#include "COM_SetColorOperation.h"
#include "COM_SetValueOperation.h"
#include "COM_SetVectorOperation.h"
namespace blender::compositor {
RenderLayersNode::RenderLayersNode(bNode *editor_node) : Node(editor_node)
{
/* pass */
}
void RenderLayersNode::test_socket_link(NodeConverter &converter,
const CompositorContext &context,
NodeOutput *output,
RenderLayersProg *operation,
Scene *scene,
int layer_id,
bool is_preview) const
{
operation->set_scene(scene);
operation->set_layer_id(layer_id);
operation->set_render_data(context.get_render_data());
operation->set_view_name(context.get_view_name());
converter.map_output_socket(output, operation->get_output_socket());
converter.add_operation(operation);
if (is_preview) { /* only for image socket */
converter.add_preview(operation->get_output_socket());
}
}
void RenderLayersNode::test_render_link(NodeConverter &converter,
const CompositorContext &context,
Render *re) const
{
Scene *scene = (Scene *)this->get_bnode()->id;
const short layer_id = this->get_bnode()->custom1;
RenderResult *rr = RE_AcquireResultRead(re);
if (rr == nullptr) {
missing_render_link(converter);
return;
}
ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene->view_layers, layer_id);
if (view_layer == nullptr) {
missing_render_link(converter);
return;
}
RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
if (rl == nullptr) {
missing_render_link(converter);
return;
}
for (NodeOutput *output : get_output_sockets()) {
NodeImageLayer *storage = (NodeImageLayer *)output->get_bnode_socket()->storage;
RenderPass *rpass = (RenderPass *)BLI_findstring(
&rl->passes, storage->pass_name, offsetof(RenderPass, name));
if (rpass == nullptr) {
missing_socket_link(converter, output);
continue;
}
RenderLayersProg *operation;
bool is_preview;
if (STREQ(rpass->name, RE_PASSNAME_COMBINED) &&
STREQ(output->get_bnode_socket()->name, "Alpha")) {
operation = new RenderLayersAlphaProg(rpass->name, DataType::Value, rpass->channels);
is_preview = false;
}
else if (STREQ(rpass->name, RE_PASSNAME_Z)) {
operation = new RenderLayersDepthProg(rpass->name, DataType::Value, rpass->channels);
is_preview = false;
}
else {
DataType type;
switch (rpass->channels) {
case 4:
type = DataType::Color;
break;
case 3:
type = DataType::Vector;
break;
case 1:
type = DataType::Value;
break;
default:
BLI_assert_msg(0, "Unexpected number of channels for pass");
type = DataType::Value;
break;
}
operation = new RenderLayersProg(rpass->name, type, rpass->channels);
is_preview = STREQ(output->get_bnode_socket()->name, "Image");
}
test_socket_link(converter, context, output, operation, scene, layer_id, is_preview);
}
}
void RenderLayersNode::missing_socket_link(NodeConverter &converter, NodeOutput *output) const
{
NodeOperation *operation;
switch (output->get_data_type()) {
case DataType::Color: {
const float color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
SetColorOperation *color_operation = new SetColorOperation();
color_operation->set_channels(color);
operation = color_operation;
break;
}
case DataType::Vector: {
const float vector[3] = {0.0f, 0.0f, 0.0f};
SetVectorOperation *vector_operation = new SetVectorOperation();
vector_operation->set_vector(vector);
operation = vector_operation;
break;
}
case DataType::Value: {
SetValueOperation *value_operation = new SetValueOperation();
value_operation->set_value(0.0f);
operation = value_operation;
break;
}
default: {
BLI_assert_msg(0, "Unexpected data type");
return;
}
}
converter.map_output_socket(output, operation->get_output_socket());
converter.add_operation(operation);
}
void RenderLayersNode::missing_render_link(NodeConverter &converter) const
{
for (NodeOutput *output : outputs_) {
missing_socket_link(converter, output);
}
}
void RenderLayersNode::convert_to_operations(NodeConverter &converter,
const CompositorContext &context) const
{
Scene *scene = (Scene *)this->get_bnode()->id;
Render *re = (scene) ? RE_GetSceneRender(scene) : nullptr;
if (re != nullptr) {
test_render_link(converter, context, re);
RE_ReleaseResult(re);
}
else {
missing_render_link(converter);
}
}
} // namespace blender::compositor