Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered). This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing). Differential Revision: http://developer.blender.org/D7
362 lines
9.4 KiB
C++
362 lines
9.4 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 "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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RenderLayersBaseProg::RenderLayersBaseProg(int renderpass, int elementsize) : NodeOperation()
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{
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this->m_renderpass = renderpass;
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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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}
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void RenderLayersBaseProg::initExecution()
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{
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Scene *scene = this->getScene();
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Render *re = (scene) ? RE_GetRender(scene->id.name) : 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 && rl->rectf) {
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this->m_inputBuffer = RE_RenderLayerGetPass(rl, this->m_renderpass);
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if (this->m_inputBuffer == NULL && this->m_renderpass == SCE_PASS_COMBINED) {
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this->m_inputBuffer = rl->rectf;
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}
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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 RenderLayersBaseProg::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 ix, iy;
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int width = this->getWidth(), height = this->getHeight();
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switch (sampler) {
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case COM_PS_NEAREST:
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ix = x;
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iy = y;
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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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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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if (this->m_elementsize == 1) {
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output[1] = 0.0f;
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output[2] = 0.0f;
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output[3] = 0.0f;
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}
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else if (this->m_elementsize == 3) {
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output[3] = 1.0f;
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}
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}
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void RenderLayersBaseProg::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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#else
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int ix = x;
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int iy = y;
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#endif
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if (this->m_inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
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zero_v4(output);
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}
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else {
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doInterpolation(output, ix, iy, sampler);
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}
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}
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void RenderLayersBaseProg::deinitExecution()
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{
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this->m_inputBuffer = NULL;
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}
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void RenderLayersBaseProg::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_GetRender(sce->id.name) : 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 && rl->rectf) {
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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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RenderLayersAOOperation::RenderLayersAOOperation() : RenderLayersBaseProg(SCE_PASS_AO, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Alpha Operation ******** */
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RenderLayersAlphaProg::RenderLayersAlphaProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
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{
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this->addOutputSocket(COM_DT_VALUE);
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}
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void RenderLayersAlphaProg::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] = 0.0f;
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output[1] = 0.0f;
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output[2] = 0.0f;
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output[3] = 0.0f;
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}
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else {
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unsigned int offset = (iy * this->getWidth() + ix) * 4;
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output[0] = inputBuffer[offset + 3];
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output[1] = 0.0f;
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output[2] = 0.0f;
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output[3] = 0.0f;
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}
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}
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/* ******** Render Layers Color Operation ******** */
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RenderLayersColorOperation::RenderLayersColorOperation() : RenderLayersBaseProg(SCE_PASS_RGBA, 4)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Cycles Operation ******** */
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RenderLayersCyclesOperation::RenderLayersCyclesOperation(int pass) : RenderLayersBaseProg(pass, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Depth Operation ******** */
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RenderLayersDepthProg::RenderLayersDepthProg() : RenderLayersBaseProg(SCE_PASS_Z, 1)
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{
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this->addOutputSocket(COM_DT_VALUE);
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}
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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] = 0.0f;
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output[1] = 0.0f;
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output[2] = 0.0f;
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output[3] = 0.0f;
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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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output[1] = 0.0f;
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output[2] = 0.0f;
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output[3] = 0.0f;
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}
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}
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/* ******** Render Layers Diffuse Operation ******** */
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RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Emit Operation ******** */
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RenderLayersEmitOperation::RenderLayersEmitOperation() : RenderLayersBaseProg(SCE_PASS_EMIT, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Environment Operation ******** */
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RenderLayersEnvironmentOperation::RenderLayersEnvironmentOperation() : RenderLayersBaseProg(SCE_PASS_ENVIRONMENT, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Image Operation ******** */
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RenderLayersColorProg::RenderLayersColorProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Indirect Operation ******** */
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RenderLayersIndirectOperation::RenderLayersIndirectOperation() : RenderLayersBaseProg(SCE_PASS_INDIRECT, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Material Index Operation ******** */
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RenderLayersMaterialIndexOperation::RenderLayersMaterialIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXMA, 1)
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{
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this->addOutputSocket(COM_DT_VALUE);
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}
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/* ******** Render Layers Mist Operation ******** */
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RenderLayersMistOperation::RenderLayersMistOperation() : RenderLayersBaseProg(SCE_PASS_MIST, 1)
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{
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this->addOutputSocket(COM_DT_VALUE);
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}
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/* ******** Render Layers Normal Operation ******** */
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RenderLayersNormalOperation::RenderLayersNormalOperation() : RenderLayersBaseProg(SCE_PASS_NORMAL, 3)
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{
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this->addOutputSocket(COM_DT_VECTOR);
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}
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/* ******** Render Layers Object Index Operation ******** */
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RenderLayersObjectIndexOperation::RenderLayersObjectIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXOB, 1)
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{
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this->addOutputSocket(COM_DT_VALUE);
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}
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/* ******** Render Layers Reflection Operation ******** */
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RenderLayersReflectionOperation::RenderLayersReflectionOperation() : RenderLayersBaseProg(SCE_PASS_REFLECT, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Refraction Operation ******** */
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RenderLayersRefractionOperation::RenderLayersRefractionOperation() : RenderLayersBaseProg(SCE_PASS_REFRACT, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Shadow Operation ******** */
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RenderLayersShadowOperation::RenderLayersShadowOperation() : RenderLayersBaseProg(SCE_PASS_SHADOW, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Specular Operation ******** */
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RenderLayersSpecularOperation::RenderLayersSpecularOperation() : RenderLayersBaseProg(SCE_PASS_SPEC, 3)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers Speed Operation ******** */
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RenderLayersSpeedOperation::RenderLayersSpeedOperation() : RenderLayersBaseProg(SCE_PASS_VECTOR, 4)
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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/* ******** Render Layers UV Operation ******** */
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RenderLayersUVOperation::RenderLayersUVOperation() : RenderLayersBaseProg(SCE_PASS_UV, 3)
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{
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this->addOutputSocket(COM_DT_VECTOR);
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}
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