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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.cpp
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

249 lines
6.1 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_RenderLayersProg.h"
#include "BLI_listbase.h"
#include "BKE_scene.h"
#include "DNA_scene_types.h"
extern "C" {
# include "RE_pipeline.h"
# include "RE_shader_ext.h"
# include "RE_render_ext.h"
}
/* ******** Render Layers Base Prog ******** */
RenderLayersProg::RenderLayersProg(const char *passName, DataType type, int elementsize) : NodeOperation(), m_passName(passName)
{
this->setScene(NULL);
this->m_inputBuffer = NULL;
this->m_elementsize = elementsize;
this->m_rd = NULL;
this->addOutputSocket(type);
}
void RenderLayersProg::initExecution()
{
Scene *scene = this->getScene();
Render *re = (scene) ? RE_GetRender(scene->id.name) : NULL;
RenderResult *rr = NULL;
if (re)
rr = RE_AcquireResultRead(re);
if (rr) {
SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&scene->r.layers, getLayerId());
if (srl) {
RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
if (rl) {
this->m_inputBuffer = RE_RenderLayerGetPass(rl, this->m_passName.c_str(), this->m_viewName);
}
}
}
if (re) {
RE_ReleaseResult(re);
re = NULL;
}
}
void RenderLayersProg::doInterpolation(float output[4], float x, float y, PixelSampler sampler)
{
unsigned int offset;
int width = this->getWidth(), height = this->getHeight();
int ix = x, iy = y;
if (ix < 0 || iy < 0 || ix >= width || iy >= height) {
if (this->m_elementsize == 1)
output[0] = 0.0f;
else if (this->m_elementsize == 3)
zero_v3(output);
else
zero_v4(output);
return;
}
switch (sampler) {
case COM_PS_NEAREST: {
offset = (iy * width + ix) * this->m_elementsize;
if (this->m_elementsize == 1)
output[0] = this->m_inputBuffer[offset];
else if (this->m_elementsize == 3)
copy_v3_v3(output, &this->m_inputBuffer[offset]);
else
copy_v4_v4(output, &this->m_inputBuffer[offset]);
break;
}
case COM_PS_BILINEAR:
BLI_bilinear_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
break;
case COM_PS_BICUBIC:
BLI_bicubic_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
break;
}
}
void RenderLayersProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
#if 0
const RenderData *rd = this->m_rd;
int dx = 0, dy = 0;
if (rd->mode & R_BORDER && rd->mode & R_CROP) {
/* see comment in executeRegion describing coordinate mapping,
* here it simply goes other way around
*/
int full_width = rd->xsch * rd->size / 100;
int full_height = rd->ysch * rd->size / 100;
dx = rd->border.xmin * full_width - (full_width - this->getWidth()) / 2.0f;
dy = rd->border.ymin * full_height - (full_height - this->getHeight()) / 2.0f;
}
int ix = x - dx;
int iy = y - dy;
#endif
#ifndef NDEBUG
{
const DataType data_type = this->getOutputSocket()->getDataType();
int actual_element_size = this->m_elementsize;
int expected_element_size;
if (data_type == COM_DT_VALUE) {
expected_element_size = 1;
}
else if (data_type == COM_DT_VECTOR) {
expected_element_size = 3;
}
else if (data_type == COM_DT_COLOR) {
expected_element_size = 4;
}
else {
expected_element_size = 0;
BLI_assert(!"Something horribly wrong just happened");
}
BLI_assert(expected_element_size == actual_element_size);
}
#endif
if (this->m_inputBuffer == NULL) {
int elemsize = this->m_elementsize;
if (elemsize == 1) {
output[0] = 0.0f;
}
else if (elemsize == 3) {
zero_v3(output);
}
else {
BLI_assert(elemsize == 4);
zero_v4(output);
}
}
else {
doInterpolation(output, x, y, sampler);
}
}
void RenderLayersProg::deinitExecution()
{
this->m_inputBuffer = NULL;
}
void RenderLayersProg::determineResolution(unsigned int resolution[2], unsigned int /*preferredResolution*/[2])
{
Scene *sce = this->getScene();
Render *re = (sce) ? RE_GetRender(sce->id.name) : NULL;
RenderResult *rr = NULL;
resolution[0] = 0;
resolution[1] = 0;
if (re)
rr = RE_AcquireResultRead(re);
if (rr) {
SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&sce->r.layers, getLayerId());
if (srl) {
RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
if (rl) {
resolution[0] = rl->rectx;
resolution[1] = rl->recty;
}
}
}
if (re)
RE_ReleaseResult(re);
}
/* ******** Render Layers AO Operation ******** */
void RenderLayersAOOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == NULL) {
zero_v3(output);
}
else {
doInterpolation(output, x, y, sampler);
}
output[3] = 1.0f;
}
/* ******** Render Layers Alpha Operation ******** */
void RenderLayersAlphaProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == NULL) {
output[0] = 0.0f;
}
else {
float temp[4];
doInterpolation(temp, x, y, sampler);
output[0] = temp[3];
}
}
/* ******** Render Layers Depth Operation ******** */
void RenderLayersDepthProg::executePixelSampled(float output[4], float x, float y, PixelSampler /*sampler*/)
{
int ix = x;
int iy = y;
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
output[0] = 10e10f;
}
else {
unsigned int offset = (iy * this->getWidth() + ix);
output[0] = inputBuffer[offset];
}
}