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blender-archive/source/blender/compositor/nodes/COM_CompositorNode.cpp
Sergey Sharybin ff79406404 Fix T52653: Render output of linked scenes conflicts with other scenes with the same name
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
2017-09-14 16:50:19 +05:00

64 lines
2.5 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_CompositorNode.h"
#include "COM_CompositorOperation.h"
#include "COM_ExecutionSystem.h"
CompositorNode::CompositorNode(bNode *editorNode) : Node(editorNode)
{
/* pass */
}
void CompositorNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const
{
bNode *editorNode = this->getbNode();
bool is_active = (editorNode->flag & NODE_DO_OUTPUT_RECALC) ||
context.isRendering();
bool ignore_alpha = (editorNode->custom2 & CMP_NODE_OUTPUT_IGNORE_ALPHA) != 0;
NodeInput *imageSocket = this->getInputSocket(0);
NodeInput *alphaSocket = this->getInputSocket(1);
NodeInput *depthSocket = this->getInputSocket(2);
CompositorOperation *compositorOperation = new CompositorOperation();
compositorOperation->setScene(context.getScene());
compositorOperation->setSceneName(context.getScene()->id.name);
compositorOperation->setRenderData(context.getRenderData());
compositorOperation->setViewName(context.getViewName());
compositorOperation->setbNodeTree(context.getbNodeTree());
/* alpha socket gives either 1 or a custom alpha value if "use alpha" is enabled */
compositorOperation->setUseAlphaInput(ignore_alpha || alphaSocket->isLinked());
compositorOperation->setActive(is_active);
converter.addOperation(compositorOperation);
converter.mapInputSocket(imageSocket, compositorOperation->getInputSocket(0));
/* only use alpha link if "use alpha" is enabled */
if (ignore_alpha)
converter.addInputValue(compositorOperation->getInputSocket(1), 1.0f);
else
converter.mapInputSocket(alphaSocket, compositorOperation->getInputSocket(1));
converter.mapInputSocket(depthSocket, compositorOperation->getInputSocket(2));
converter.addNodeInputPreview(imageSocket);
}