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blender-archive/source/blender/compositor/nodes/COM_RenderLayersNode.cpp
Sergey Sharybin 5acce60d37 Compositor: Fixes for the debug pass
This commit fixes issues with wrong socket type being added to the Cycles debug
pass compositor operation, which lead to crashes with non-value pass types.

This commit also reverts socket renaming thing because while it's was behaving
ok on runtime file reload might have loose the links which is annoying.
2015-07-24 23:05:11 +02:00

103 lines
4.9 KiB
C++

/*
* 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"
#ifdef WITH_CYCLES_DEBUG
# include "RE_pipeline.h"
#endif
RenderLayersNode::RenderLayersNode(bNode *editorNode) : Node(editorNode)
{
/* pass */
}
void RenderLayersNode::testSocketLink(NodeConverter &converter, const CompositorContext &context,
int outputSocketNumber, RenderLayersBaseProg *operation) const
{
NodeOutput *outputSocket = this->getOutputSocket(outputSocketNumber);
Scene *scene = (Scene *)this->getbNode()->id;
short layerId = this->getbNode()->custom1;
operation->setScene(scene);
operation->setLayerId(layerId);
operation->setRenderData(context.getRenderData());
operation->setViewName(context.getViewName());
converter.mapOutputSocket(outputSocket, operation->getOutputSocket());
converter.addOperation(operation);
if (outputSocketNumber == 0) /* only for image socket */
converter.addPreview(operation->getOutputSocket());
}
void RenderLayersNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const
{
testSocketLink(converter, context, 0, new RenderLayersColorProg());
testSocketLink(converter, context, 1, new RenderLayersAlphaProg());
testSocketLink(converter, context, 2, new RenderLayersDepthProg());
testSocketLink(converter, context, 3, new RenderLayersNormalOperation());
testSocketLink(converter, context, 4, new RenderLayersUVOperation());
testSocketLink(converter, context, 5, new RenderLayersSpeedOperation());
testSocketLink(converter, context, 6, new RenderLayersColorOperation());
testSocketLink(converter, context, 7, new RenderLayersDiffuseOperation());
testSocketLink(converter, context, 8, new RenderLayersSpecularOperation());
testSocketLink(converter, context, 9, new RenderLayersShadowOperation());
testSocketLink(converter, context, 10, new RenderLayersAOOperation());
testSocketLink(converter, context, 11, new RenderLayersReflectionOperation());
testSocketLink(converter, context, 12, new RenderLayersRefractionOperation());
testSocketLink(converter, context, 13, new RenderLayersIndirectOperation());
testSocketLink(converter, context, 14, new RenderLayersObjectIndexOperation());
testSocketLink(converter, context, 15, new RenderLayersMaterialIndexOperation());
testSocketLink(converter, context, 16, new RenderLayersMistOperation());
testSocketLink(converter, context, 17, new RenderLayersEmitOperation());
testSocketLink(converter, context, 18, new RenderLayersEnvironmentOperation());
// cycles passes
testSocketLink(converter, context, 19, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_DIRECT));
testSocketLink(converter, context, 20, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_INDIRECT));
testSocketLink(converter, context, 21, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_COLOR));
testSocketLink(converter, context, 22, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_DIRECT));
testSocketLink(converter, context, 23, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_INDIRECT));
testSocketLink(converter, context, 24, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_COLOR));
testSocketLink(converter, context, 25, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_DIRECT));
testSocketLink(converter, context, 26, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_INDIRECT));
testSocketLink(converter, context, 27, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_COLOR));
testSocketLink(converter, context, 28, new RenderLayersCyclesOperation(SCE_PASS_SUBSURFACE_DIRECT));
testSocketLink(converter, context, 29, new RenderLayersCyclesOperation(SCE_PASS_SUBSURFACE_INDIRECT));
testSocketLink(converter, context, 30, new RenderLayersCyclesOperation(SCE_PASS_SUBSURFACE_COLOR));
#ifdef WITH_CYCLES_DEBUG
{
Scene *scene = (Scene *)this->getbNode()->id;
Render *re = RE_GetRender(scene->id.name);
int debug_pass_type = ((re != NULL) ? RE_debug_pass_type_get(re) : scene->r.debug_pass_type);
testSocketLink(converter, context, 31, new RenderLayersCyclesDebugOperation(SCE_PASS_DEBUG, debug_pass_type));
}
#endif
}