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