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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.h
Lukas Stockner 4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00

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3.8 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
*/
#ifndef _COM_RenderLayersBaseProg_h
#define _COM_RenderLayersBaseProg_h
#include "COM_NodeOperation.h"
#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BKE_image.h"
extern "C" {
# include "RE_pipeline.h"
# include "RE_shader_ext.h"
# include "RE_render_ext.h"
# include "MEM_guardedalloc.h"
}
/**
* Base class for all renderlayeroperations
*
* @todo: rename to operation.
*/
class RenderLayersProg : public NodeOperation {
protected:
/**
* Reference to the scene object.
*/
Scene *m_scene;
/**
* layerId of the layer where this operation needs to get its data from
*/
short m_layerId;
/**
* viewName of the view to use (unless another view is specified by the node
*/
const char *m_viewName;
/**
* cached instance to the float buffer inside the layer
*/
float *m_inputBuffer;
/**
* renderpass where this operation needs to get its data from
*/
std::string m_passName;
int m_elementsize;
/**
* @brief render data used for active rendering
*/
const RenderData *m_rd;
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
/**
* retrieve the reference to the float buffer of the renderer.
*/
inline float *getInputBuffer() { return this->m_inputBuffer; }
void doInterpolation(float output[4], float x, float y, PixelSampler sampler);
public:
/**
* Constructor
*/
RenderLayersProg(const char *passName, DataType type, int elementsize);
/**
* setter for the scene field. Will be called from
* @see RenderLayerNode to set the actual scene where
* the data will be retrieved from.
*/
void setScene(Scene *scene) { this->m_scene = scene; }
Scene *getScene() { return this->m_scene; }
void setRenderData(const RenderData *rd) { this->m_rd = rd; }
void setLayerId(short layerId) { this->m_layerId = layerId; }
short getLayerId() { return this->m_layerId; }
void setViewName(const char *viewName) { this->m_viewName = viewName; }
const char *getViewName() { return this->m_viewName; }
void initExecution();
void deinitExecution();
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class RenderLayersAOOperation : public RenderLayersProg {
public:
RenderLayersAOOperation(const char *passName, DataType type, int elementsize)
: RenderLayersProg(passName, type, elementsize) {}
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class RenderLayersAlphaProg : public RenderLayersProg {
public:
RenderLayersAlphaProg(const char *passName, DataType type, int elementsize)
: RenderLayersProg(passName, type, elementsize) {}
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class RenderLayersDepthProg : public RenderLayersProg {
public:
RenderLayersDepthProg(const char *passName, DataType type, int elementsize)
: RenderLayersProg(passName, type, elementsize) {}
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
#endif