This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/compositor/operations/COM_RenderLayersBaseProg.cpp

131 lines
3.2 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_RenderLayersBaseProg.h"
#include "BLI_listbase.h"
#include "DNA_scene_types.h"
extern "C" {
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
#include "RE_render_ext.h"
}
RenderLayersBaseProg::RenderLayersBaseProg(int renderpass, int elementsize) : NodeOperation()
{
this->m_renderpass = renderpass;
this->setScene(NULL);
this->m_inputBuffer = NULL;
this->m_elementsize = elementsize;
}
void RenderLayersBaseProg::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 && rl->rectf) {
this->m_inputBuffer = RE_RenderLayerGetPass(rl, this->m_renderpass);
if (this->m_inputBuffer == NULL || this->m_renderpass == SCE_PASS_COMBINED) {
this->m_inputBuffer = rl->rectf;
}
}
}
}
if (re) {
RE_ReleaseResult(re);
re = NULL;
}
}
void RenderLayersBaseProg::executePixel(float output[4], float x, float y, PixelSampler sampler)
{
int ix = x;
int iy = y;
if (this->m_inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
zero_v4(output);
}
else {
unsigned int offset = (iy * this->getWidth() + ix) * this->m_elementsize;
if (this->m_elementsize == 1) {
output[0] = this->m_inputBuffer[offset];
output[1] = 0.0f;
output[2] = 0.0f;
output[3] = 0.0f;
}
else if (this->m_elementsize == 3) {
copy_v3_v3(output, &this->m_inputBuffer[offset]);
output[3] = 1.0f;
}
else {
copy_v4_v4(output, &this->m_inputBuffer[offset]);
}
}
}
void RenderLayersBaseProg::deinitExecution()
{
this->m_inputBuffer = NULL;
}
void RenderLayersBaseProg::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 && rl->rectf) {
resolution[0] = rl->rectx;
resolution[1] = rl->recty;
}
}
}
if (re)
RE_ReleaseResult(re);
}