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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.cpp
Sergey Sharybin a028575c4a Compositor: Allow using debug pass output in the compositor
Currently only works correct with single float output, RGBA and vector are not
supported so if one need to use this passes he'll need to wait a bit still.

It is coming, don't worry.
2015-07-24 15:39:09 +02:00

399 lines
10 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 ******** */
RenderLayersBaseProg::RenderLayersBaseProg(int renderpass, int elementsize) : NodeOperation()
{
this->m_renderpass = renderpass;
this->setScene(NULL);
this->m_inputBuffer = NULL;
this->m_elementsize = elementsize;
this->m_rd = NULL;
}
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) {
this->m_inputBuffer = RE_RenderLayerGetPass(rl, this->m_renderpass, this->m_viewName);
if (this->m_inputBuffer == NULL && this->m_renderpass == SCE_PASS_COMBINED) {
this->m_inputBuffer = RE_RenderLayerGetPass(rl, SCE_PASS_COMBINED, this->m_viewName);
}
}
}
}
if (re) {
RE_ReleaseResult(re);
re = NULL;
}
}
void RenderLayersBaseProg::doInterpolation(float output[4], float x, float y, PixelSampler sampler)
{
unsigned int offset;
int width = this->getWidth(), height = this->getHeight();
switch (sampler) {
case COM_PS_NEAREST: {
int ix = x;
int 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);
break;
}
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 RenderLayersBaseProg::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 {
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 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) {
resolution[0] = rl->rectx;
resolution[1] = rl->recty;
}
}
}
if (re)
RE_ReleaseResult(re);
}
/* ******** Render Layers AO Operation ******** */
RenderLayersAOOperation::RenderLayersAOOperation() : RenderLayersBaseProg(SCE_PASS_AO, 3)
{
this->addOutputSocket(COM_DT_COLOR);
}
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 ******** */
RenderLayersAlphaProg::RenderLayersAlphaProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
{
this->addOutputSocket(COM_DT_VALUE);
}
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 Color Operation ******** */
RenderLayersColorOperation::RenderLayersColorOperation() : RenderLayersBaseProg(SCE_PASS_RGBA, 4)
{
this->addOutputSocket(COM_DT_COLOR);
}
/* ******** Render Layers Cycles Operation ******** */
RenderLayersCyclesOperation::RenderLayersCyclesOperation(int pass) : RenderLayersBaseProg(pass, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Depth Operation ******** */
RenderLayersDepthProg::RenderLayersDepthProg() : RenderLayersBaseProg(SCE_PASS_Z, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
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] = 0.0f;
}
else {
unsigned int offset = (iy * this->getWidth() + ix);
output[0] = inputBuffer[offset];
}
}
/* ******** Render Layers Diffuse Operation ******** */
RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Emit Operation ******** */
RenderLayersEmitOperation::RenderLayersEmitOperation() : RenderLayersBaseProg(SCE_PASS_EMIT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Environment Operation ******** */
RenderLayersEnvironmentOperation::RenderLayersEnvironmentOperation() : RenderLayersBaseProg(SCE_PASS_ENVIRONMENT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Image Operation ******** */
RenderLayersColorProg::RenderLayersColorProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
{
this->addOutputSocket(COM_DT_COLOR);
}
/* ******** Render Layers Indirect Operation ******** */
RenderLayersIndirectOperation::RenderLayersIndirectOperation() : RenderLayersBaseProg(SCE_PASS_INDIRECT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Material Index Operation ******** */
RenderLayersMaterialIndexOperation::RenderLayersMaterialIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXMA, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
/* ******** Render Layers Mist Operation ******** */
RenderLayersMistOperation::RenderLayersMistOperation() : RenderLayersBaseProg(SCE_PASS_MIST, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
/* ******** Render Layers Normal Operation ******** */
RenderLayersNormalOperation::RenderLayersNormalOperation() : RenderLayersBaseProg(SCE_PASS_NORMAL, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Object Index Operation ******** */
RenderLayersObjectIndexOperation::RenderLayersObjectIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXOB, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
/* ******** Render Layers Reflection Operation ******** */
RenderLayersReflectionOperation::RenderLayersReflectionOperation() : RenderLayersBaseProg(SCE_PASS_REFLECT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Refraction Operation ******** */
RenderLayersRefractionOperation::RenderLayersRefractionOperation() : RenderLayersBaseProg(SCE_PASS_REFRACT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Shadow Operation ******** */
RenderLayersShadowOperation::RenderLayersShadowOperation() : RenderLayersBaseProg(SCE_PASS_SHADOW, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Specular Operation ******** */
RenderLayersSpecularOperation::RenderLayersSpecularOperation() : RenderLayersBaseProg(SCE_PASS_SPEC, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Speed Operation ******** */
RenderLayersSpeedOperation::RenderLayersSpeedOperation() : RenderLayersBaseProg(SCE_PASS_VECTOR, 4)
{
this->addOutputSocket(COM_DT_COLOR);
}
/* ******** Render Layers UV Operation ******** */
RenderLayersUVOperation::RenderLayersUVOperation() : RenderLayersBaseProg(SCE_PASS_UV, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Debug Render Layers Cycles Operation ******** */
RenderLayersCyclesDebugOperation::RenderLayersCyclesDebugOperation(int pass)
: RenderLayersBaseProg(pass, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}