This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
70 lines
2.5 KiB
C++
70 lines
2.5 KiB
C++
/*
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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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* Copyright 2011, Blender Foundation.
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*/
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#include "COM_IDMaskNode.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_IDMaskOperation.h"
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#include "COM_SMAAOperation.h"
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namespace blender::compositor {
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IDMaskNode::IDMaskNode(bNode *editorNode) : Node(editorNode)
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{
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/* pass */
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}
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void IDMaskNode::convertToOperations(NodeConverter &converter,
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const CompositorContext & /*context*/) const
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{
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bNode *bnode = this->getbNode();
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IDMaskOperation *operation;
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operation = new IDMaskOperation();
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operation->setObjectIndex(bnode->custom1);
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converter.addOperation(operation);
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converter.mapInputSocket(getInputSocket(0), operation->getInputSocket(0));
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if (bnode->custom2 == 0) {
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converter.mapOutputSocket(getOutputSocket(0), operation->getOutputSocket(0));
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}
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else {
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SMAAEdgeDetectionOperation *operation1 = nullptr;
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operation1 = new SMAAEdgeDetectionOperation();
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converter.addOperation(operation1);
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converter.addLink(operation->getOutputSocket(0), operation1->getInputSocket(0));
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/* Blending Weight Calculation Pixel Shader (Second Pass). */
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SMAABlendingWeightCalculationOperation *operation2 =
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new SMAABlendingWeightCalculationOperation();
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converter.addOperation(operation2);
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converter.addLink(operation1->getOutputSocket(), operation2->getInputSocket(0));
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/* Neighborhood Blending Pixel Shader (Third Pass). */
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SMAANeighborhoodBlendingOperation *operation3 = new SMAANeighborhoodBlendingOperation();
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converter.addOperation(operation3);
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converter.addLink(operation->getOutputSocket(0), operation3->getInputSocket(0));
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converter.addLink(operation2->getOutputSocket(), operation3->getInputSocket(1));
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converter.mapOutputSocket(getOutputSocket(0), operation3->getOutputSocket());
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}
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}
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} // namespace blender::compositor
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