The issue was caused by render result identifier only consist of scene name, which could indeed cause conflicts. On the one hand, there are quite some areas in Blender where we need identifier to be unique to properly address things. Usually this is required for sub-data of IDs, like bones. On another hand, it's not that hard to support this particular case and avoid possible frustration. The idea is, we add library name to render identifier for linked scenes. We use library name and not pointer so we preserve render results through undo stack. Reviewers: campbellbarton, mont29, brecht Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2836
189 lines
5.9 KiB
C++
189 lines
5.9 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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#include "COM_RenderLayersNode.h"
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#include "COM_RenderLayersProg.h"
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#include "COM_TranslateOperation.h"
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#include "COM_RotateOperation.h"
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#include "COM_ScaleOperation.h"
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#include "COM_SetColorOperation.h"
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#include "COM_SetValueOperation.h"
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#include "COM_SetVectorOperation.h"
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RenderLayersNode::RenderLayersNode(bNode *editorNode) : Node(editorNode)
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{
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/* pass */
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}
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void RenderLayersNode::testSocketLink(NodeConverter &converter,
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const CompositorContext &context,
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NodeOutput *output,
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RenderLayersProg *operation,
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Scene *scene,
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int layerId,
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bool is_preview) const
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{
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operation->setScene(scene);
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operation->setLayerId(layerId);
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operation->setRenderData(context.getRenderData());
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operation->setViewName(context.getViewName());
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converter.mapOutputSocket(output, operation->getOutputSocket());
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converter.addOperation(operation);
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if (is_preview) /* only for image socket */
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converter.addPreview(operation->getOutputSocket());
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}
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void RenderLayersNode::testRenderLink(NodeConverter &converter,
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const CompositorContext &context,
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Render *re) const
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{
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Scene *scene = (Scene *)this->getbNode()->id;
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const short layerId = this->getbNode()->custom1;
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RenderResult *rr = RE_AcquireResultRead(re);
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if (rr == NULL) {
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missingRenderLink(converter);
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return;
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}
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SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&scene->r.layers, layerId);
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if (srl == NULL) {
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missingRenderLink(converter);
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return;
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}
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RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
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if (rl == NULL) {
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missingRenderLink(converter);
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return;
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}
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const int num_outputs = this->getNumberOfOutputSockets();
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for (int i = 0; i < num_outputs; i++) {
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NodeOutput *output = this->getOutputSocket(i);
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NodeImageLayer *storage = (NodeImageLayer*) output->getbNodeSocket()->storage;
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RenderPass *rpass = (RenderPass*) BLI_findstring(
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&rl->passes,
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storage->pass_name,
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offsetof(RenderPass, name));
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if (rpass == NULL) {
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missingSocketLink(converter, output);
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continue;
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}
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RenderLayersProg *operation;
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bool is_preview;
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if (STREQ(rpass->name, RE_PASSNAME_COMBINED) &&
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STREQ(output->getbNodeSocket()->name, "Alpha"))
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{
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operation = new RenderLayersAlphaProg(rpass->name,
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COM_DT_VALUE,
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rpass->channels);
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is_preview = false;
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}
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else if (STREQ(rpass->name, RE_PASSNAME_Z)) {
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operation = new RenderLayersDepthProg(rpass->name,
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COM_DT_VALUE,
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rpass->channels);
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is_preview = false;
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}
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else {
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DataType type;
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switch (rpass->channels) {
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case 4: type = COM_DT_COLOR; break;
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case 3: type = COM_DT_VECTOR; break;
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case 1: type = COM_DT_VALUE; break;
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default:
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BLI_assert(!"Unexpected number of channels for pass");
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type = COM_DT_VALUE;
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break;
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}
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operation = new RenderLayersProg(rpass->name,
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type,
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rpass->channels);
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is_preview = STREQ(output->getbNodeSocket()->name, "Image");
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}
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testSocketLink(converter,
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context,
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output,
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operation,
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scene,
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layerId,
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is_preview);
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}
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}
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void RenderLayersNode::missingSocketLink(NodeConverter &converter,
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NodeOutput *output) const
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{
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NodeOperation *operation;
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switch (output->getDataType()) {
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case COM_DT_COLOR:
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{
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const float color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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SetColorOperation *color_operation = new SetColorOperation();
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color_operation->setChannels(color);
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operation = color_operation;
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break;
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}
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case COM_DT_VECTOR:
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{
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const float vector[3] = {0.0f, 0.0f, 0.0f};
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SetVectorOperation *vector_operation = new SetVectorOperation();
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vector_operation->setVector(vector);
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operation = vector_operation;
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break;
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}
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case COM_DT_VALUE:
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{
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SetValueOperation *value_operation = new SetValueOperation();
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value_operation->setValue(0.0f);
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operation = value_operation;
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break;
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}
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}
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converter.mapOutputSocket(output, operation->getOutputSocket());
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converter.addOperation(operation);
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}
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void RenderLayersNode::missingRenderLink(NodeConverter &converter) const
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{
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const int num_outputs = this->getNumberOfOutputSockets();
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for (int i = 0; i < num_outputs; i++) {
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NodeOutput *output = this->getOutputSocket(i);
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missingSocketLink(converter, output);
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}
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}
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void RenderLayersNode::convertToOperations(NodeConverter &converter,
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const CompositorContext &context) const
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{
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Scene *scene = (Scene *)this->getbNode()->id;
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Render *re = (scene) ? RE_GetSceneRender(scene) : NULL;
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if (re != NULL) {
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testRenderLink(converter, context, re);
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RE_ReleaseResult(re);
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}
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else {
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missingRenderLink(converter);
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}
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}
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