1) Revert previous commit, rendering negative won't work that simple...

Needs much more attention.
2) Fix for zcombine node: 
   - it skipped execution when no image rgba out was used
   - didnt work for FSA yet
This commit is contained in:
Ton Roosendaal 2008-02-14 18:56:14 +00:00
parent 3c2adb1801
commit 58046762f8
3 changed files with 50 additions and 47 deletions

View File

@ -306,6 +306,19 @@ typedef struct RenderData {
float simplify_aosss;
} RenderData;
/* control render convert and shading engine */
typedef struct RenderProfile {
struct RenderProfile *next, *prev;
char name[32];
short particle_perc;
short subsurf_max;
short shadbufsample_max;
short pad1;
float ao_error, pad2;
} RenderProfile;
typedef struct GameFraming {
float col[3];
@ -330,7 +343,7 @@ typedef struct ImagePaintSettings {
} ImagePaintSettings;
typedef struct ParticleBrushData {
short size, strength; /* commong settings */
short size, strength; /* common settings */
short step, invert; /* for specific brushes only */
} ParticleBrushData;

View File

@ -52,6 +52,9 @@ static void do_zcombine(bNode *node, float *out, float *src1, float *z1, float *
}
else {
QUATCOPY(out, src2);
if(node->custom1)
*z1= *z2;
}
}
@ -78,54 +81,57 @@ static void do_zcombine_add(bNode *node, float *out, float *col1, float *col2, f
static void node_composit_exec_zcombine(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
RenderData *rd= data;
CompBuf *cbuf= in[0]->data;
CompBuf *zbuf;
/* stack order in: col z col z */
/* stack order out: col z */
if(out[0]->hasoutput==0)
if(out[0]->hasoutput==0 && out[1]->hasoutput==0)
return;
/* no input image; do nothing now */
if(in[0]->data==NULL) {
return;
}
else if(rd->scemode & R_FULL_SAMPLE) {
if(out[1]->hasoutput) {
/* copy or make a buffer for for the first z value, here we write result in */
if(in[1]->data)
zbuf= dupalloc_compbuf(in[1]->data);
else {
float *zval;
int tot= cbuf->x*cbuf->y;
zbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1);
for(zval= zbuf->rect; tot; tot--, zval++)
*zval= in[1]->vec[0];
}
/* lazy coder hack */
node->custom1= 1;
out[1]->data= zbuf;
}
else {
node->custom1= 0;
zbuf= in[1]->data;
}
if(rd->scemode & R_FULL_SAMPLE) {
/* make output size of first input image */
CompBuf *cbuf= in[0]->data;
CompBuf *stackbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_RGBA, 1); // allocs
composit4_pixel_processor(node, stackbuf, in[0]->data, in[0]->vec, in[1]->data, in[1]->vec, in[2]->data, in[2]->vec,
composit4_pixel_processor(node, stackbuf, in[0]->data, in[0]->vec, zbuf, in[1]->vec, in[2]->data, in[2]->vec,
in[3]->data, in[3]->vec, do_zcombine, CB_RGBA, CB_VAL, CB_RGBA, CB_VAL);
out[0]->data= stackbuf;
}
else {
/* make output size of first input image */
CompBuf *cbuf= in[0]->data;
CompBuf *stackbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_RGBA, 1); /* allocs */
CompBuf *zbuf, *mbuf;
CompBuf *mbuf;
float *fp;
int x;
char *aabuf;
if(out[1]->hasoutput) {
/* copy or make a buffer for for the first z value, here we write result in */
if(in[1]->data)
zbuf= dupalloc_compbuf(in[1]->data);
else {
float *zval;
int tot= cbuf->x*cbuf->y;
zbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1);
for(zval= zbuf->rect; tot; tot--, zval++)
*zval= in[1]->vec[0];
}
/* lazy coder hack */
node->custom1= 1;
}
else {
node->custom1= 0;
zbuf= in[1]->data;
}
/* make a mask based on comparison, optionally write zvalue */
mbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1);
@ -153,9 +159,8 @@ static void node_composit_exec_zcombine(void *data, bNode *node, bNodeStack **in
MEM_freeN(aabuf);
out[0]->data= stackbuf;
if(node->custom1)
out[1]->data= zbuf;
}
}
bNodeType cmp_node_zcombine= {

View File

@ -1516,25 +1516,10 @@ static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
/* let's map negative light as if it mirrors positive light, otherwise negative values disappear */
static void wrld_exposure_correct(float *diff)
{
float f= diff[0];
if(f>0.0f)
diff[0]= R.wrld.linfac*(1.0f-exp( f*R.wrld.logfac) );
else
diff[0]= - R.wrld.linfac*(1.0f-exp( - f*R.wrld.logfac) );
f= diff[1];
if(f>0.0f)
diff[1]= R.wrld.linfac*(1.0f-exp( f*R.wrld.logfac) );
else
diff[1]= - R.wrld.linfac*(1.0f-exp( - f*R.wrld.logfac) );
f= diff[2];
if(f>0.0f)
diff[2]= R.wrld.linfac*(1.0f-exp( f*R.wrld.logfac) );
else
diff[2]= - R.wrld.linfac*(1.0f-exp( - f*R.wrld.logfac) );
diff[0]= R.wrld.linfac*(1.0f-exp( diff[0]*R.wrld.logfac) );
diff[1]= R.wrld.linfac*(1.0f-exp( diff[1]*R.wrld.logfac) );
diff[2]= R.wrld.linfac*(1.0f-exp( diff[2]*R.wrld.logfac) );
}
void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)