Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444
106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __RENDERCORE_H__
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#define __RENDERCORE_H__
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/** \file blender/render/intern/include/rendercore.h
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* \ingroup render
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*/
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#include "render_types.h"
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#include "RE_engine.h"
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#include "DNA_node_types.h"
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#include "NOD_composite.h"
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struct ShadeInput;
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struct ShadeResult;
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struct World;
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struct RenderPart;
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struct RenderLayer;
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struct RayObject;
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/* ------------------------------------------------------------------------- */
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typedef struct PixStr {
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struct PixStr *next;
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int obi, facenr, z, maskz;
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unsigned short mask;
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short shadfac;
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} PixStr;
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typedef struct PixStrMain {
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struct PixStrMain *next, *prev;
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struct PixStr *ps;
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int counter;
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} PixStrMain;
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/* ------------------------------------------------------------------------- */
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void calc_view_vector(float view[3], float x, float y);
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float mistfactor(float zcor, const float co[3]); /* dist and height, return alpha */
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void renderspothalo(struct ShadeInput *shi, float col[4], float alpha);
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void add_halo_flare(Render *re);
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void calc_renderco_zbuf(float co[3], const float view[3], int z);
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void calc_renderco_ortho(float co[3], float x, float y, int z);
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int count_mask(unsigned short mask);
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void zbufshade_tile(struct RenderPart *pa);
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void zbufshadeDA_tile(struct RenderPart *pa);
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void zbufshade_sss_tile(struct RenderPart *pa);
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int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
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void render_internal_update_passes(struct RenderEngine *engine, struct Scene *scene, struct SceneRenderLayer *srl);
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/* -------- ray.c ------- */
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struct RayObject *RE_rayobject_create(int type, int size, int octree_resolution);
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extern void freeraytree(Render *re);
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extern void makeraytree(Render *re);
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struct RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi);
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extern void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4]);
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extern void ray_trace(ShadeInput *shi, ShadeResult *);
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extern void ray_ao(ShadeInput *shi, float ao[3], float env[3]);
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extern void init_jitter_plane(LampRen *lar);
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extern void init_ao_sphere(Render *re, struct World *wrld);
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extern void init_render_qmcsampler(Render *re);
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extern void free_render_qmcsampler(Render *re);
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#endif /* __RENDERCORE_H__ */
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