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.
224 lines
5.6 KiB
C++
224 lines
5.6 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_RenderLayersBaseProg_h
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#define _COM_RenderLayersBaseProg_h
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#include "COM_NodeOperation.h"
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#include "DNA_scene_types.h"
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#include "BLI_listbase.h"
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#include "BKE_image.h"
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extern "C" {
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# include "RE_pipeline.h"
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# include "RE_shader_ext.h"
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# include "RE_render_ext.h"
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# include "MEM_guardedalloc.h"
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}
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/**
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* Base class for all renderlayeroperations
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*
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* @todo: rename to operation.
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*/
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class RenderLayersBaseProg : public NodeOperation {
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protected:
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/**
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* Reference to the scene object.
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*/
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Scene *m_scene;
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/**
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* layerId of the layer where this operation needs to get its data from
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*/
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short m_layerId;
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/**
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* viewName of the view to use (unless another view is specified by the node
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*/
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const char *m_viewName;
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/**
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* cached instance to the float buffer inside the layer
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*/
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float *m_inputBuffer;
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/**
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* renderpass where this operation needs to get its data from
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*/
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int m_renderpass;
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int m_elementsize;
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/**
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* @brief render data used for active rendering
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*/
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const RenderData *m_rd;
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/**
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* Constructor
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*/
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RenderLayersBaseProg(int renderpass, int elementsize);
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/**
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* Determine the output resolution. The resolution is retrieved from the Renderer
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*/
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void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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/**
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* retrieve the reference to the float buffer of the renderer.
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*/
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inline float *getInputBuffer() { return this->m_inputBuffer; }
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void doInterpolation(float output[4], float x, float y, PixelSampler sampler);
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public:
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/**
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* setter for the scene field. Will be called from
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* @see RenderLayerNode to set the actual scene where
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* the data will be retrieved from.
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*/
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void setScene(Scene *scene) { this->m_scene = scene; }
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Scene *getScene() { return this->m_scene; }
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void setRenderData(const RenderData *rd) { this->m_rd = rd; }
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void setLayerId(short layerId) { this->m_layerId = layerId; }
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short getLayerId() { return this->m_layerId; }
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void setViewName(const char *viewName) { this->m_viewName = viewName; }
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const char *getViewName() { return this->m_viewName; }
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void initExecution();
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void deinitExecution();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersAOOperation : public RenderLayersBaseProg {
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public:
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RenderLayersAOOperation();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersAlphaProg : public RenderLayersBaseProg {
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public:
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RenderLayersAlphaProg();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersColorOperation : public RenderLayersBaseProg {
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public:
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RenderLayersColorOperation();
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};
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class RenderLayersCyclesOperation : public RenderLayersBaseProg {
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public:
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RenderLayersCyclesOperation(int pass);
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};
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class RenderLayersDepthProg : public RenderLayersBaseProg {
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public:
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RenderLayersDepthProg();
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class RenderLayersDiffuseOperation : public RenderLayersBaseProg {
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public:
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RenderLayersDiffuseOperation();
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};
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class RenderLayersEmitOperation : public RenderLayersBaseProg {
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public:
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RenderLayersEmitOperation();
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};
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class RenderLayersEnvironmentOperation : public RenderLayersBaseProg {
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public:
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RenderLayersEnvironmentOperation();
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};
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/// @todo rename to image operation
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class RenderLayersColorProg : public RenderLayersBaseProg {
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public:
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RenderLayersColorProg();
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};
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class RenderLayersIndirectOperation : public RenderLayersBaseProg {
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public:
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RenderLayersIndirectOperation();
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};
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class RenderLayersMaterialIndexOperation : public RenderLayersBaseProg {
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public:
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RenderLayersMaterialIndexOperation();
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};
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class RenderLayersMistOperation : public RenderLayersBaseProg {
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public:
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RenderLayersMistOperation();
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};
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class RenderLayersNormalOperation : public RenderLayersBaseProg {
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public:
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RenderLayersNormalOperation();
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};
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class RenderLayersObjectIndexOperation : public RenderLayersBaseProg {
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public:
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RenderLayersObjectIndexOperation();
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};
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class RenderLayersReflectionOperation : public RenderLayersBaseProg {
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public:
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RenderLayersReflectionOperation();
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};
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class RenderLayersRefractionOperation : public RenderLayersBaseProg {
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public:
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RenderLayersRefractionOperation();
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};
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class RenderLayersShadowOperation : public RenderLayersBaseProg {
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public:
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RenderLayersShadowOperation();
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};
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class RenderLayersSpecularOperation : public RenderLayersBaseProg {
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public:
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RenderLayersSpecularOperation();
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};
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class RenderLayersSpeedOperation : public RenderLayersBaseProg {
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public:
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RenderLayersSpeedOperation();
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};
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class RenderLayersUVOperation : public RenderLayersBaseProg {
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public:
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RenderLayersUVOperation();
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};
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#ifdef WITH_CYCLES_DEBUG
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class RenderLayersCyclesDebugOperation : public RenderLayersBaseProg {
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public:
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RenderLayersCyclesDebugOperation(int pass,
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int debug_pass_type);
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};
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#endif
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#endif
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