Added new render pass: "Mist".

This is actually just the alpha value as currently being calculated
by the mist code. It is in many cases not very useful to have this as
alpha in shading result, also for postprocess and composite.

Note: this pass also works with "Mist" not set in World, of course.
This commit is contained in:
Ton Roosendaal 2008-01-19 11:17:12 +00:00
parent e293eed865
commit c8841a7f2f
15 changed files with 92 additions and 29 deletions

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@ -236,21 +236,22 @@ void set_node_shader_lamp_loop(void (*lamp_loop_func)(struct ShadeInput *, str
/* ************** COMPOSITE NODES *************** */
/* output socket defines */
#define RRES_OUT_IMAGE 0
#define RRES_OUT_ALPHA 1
#define RRES_OUT_Z 2
#define RRES_OUT_NORMAL 3
#define RRES_OUT_UV 4
#define RRES_OUT_VEC 5
#define RRES_OUT_RGBA 6
#define RRES_OUT_DIFF 7
#define RRES_OUT_SPEC 8
#define RRES_OUT_SHADOW 9
#define RRES_OUT_AO 10
#define RRES_OUT_REFLECT 11
#define RRES_OUT_REFRACT 12
#define RRES_OUT_RADIO 13
#define RRES_OUT_INDEXOB 14
#define RRES_OUT_IMAGE 0
#define RRES_OUT_ALPHA 1
#define RRES_OUT_Z 2
#define RRES_OUT_NORMAL 3
#define RRES_OUT_UV 4
#define RRES_OUT_VEC 5
#define RRES_OUT_RGBA 6
#define RRES_OUT_DIFF 7
#define RRES_OUT_SPEC 8
#define RRES_OUT_SHADOW 9
#define RRES_OUT_AO 10
#define RRES_OUT_REFLECT 11
#define RRES_OUT_REFRACT 12
#define RRES_OUT_RADIO 13
#define RRES_OUT_INDEXOB 14
#define RRES_OUT_MIST 15
/* note: types are needed to restore callbacks, don't change values */
#define CMP_NODE_VIEWER 201

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@ -2211,6 +2211,8 @@ static void force_hidden_passes(bNode *node, int passflag)
if(!(passflag & SCE_PASS_RADIO)) sock->flag |= SOCK_UNAVAIL;
sock= BLI_findlink(&node->outputs, RRES_OUT_INDEXOB);
if(!(passflag & SCE_PASS_INDEXOB)) sock->flag |= SOCK_UNAVAIL;
sock= BLI_findlink(&node->outputs, RRES_OUT_MIST);
if(!(passflag & SCE_PASS_MIST)) sock->flag |= SOCK_UNAVAIL;
}

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@ -280,6 +280,7 @@ short imb_addrectfloatImBuf(struct ImBuf * ibuf)
size = ibuf->x * ibuf->y;
size = size * 4 * sizeof(float);
ibuf->channels= 4;
if ( (ibuf->rect_float = MEM_mapallocN(size, "imb_addrectfloatImBuf")) ){
ibuf->mall |= IB_rectfloat;
@ -445,7 +446,7 @@ struct ImBuf *IMB_dupImBuf(struct ImBuf *ibuf1)
memcpy(ibuf2->rect, ibuf1->rect, x * y * sizeof(int));
if (flags & IB_rectfloat)
memcpy(ibuf2->rect_float, ibuf1->rect_float, 4 * x * y * sizeof(float));
memcpy(ibuf2->rect_float, ibuf1->rect_float, ibuf1->channels * x * y * sizeof(float));
if (flags & IB_planes)
memcpy(*(ibuf2->planes),*(ibuf1->planes),ibuf1->depth * ibuf1->skipx * y * sizeof(int));

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@ -153,6 +153,8 @@ typedef struct SceneRenderLayer {
#define SCE_PASS_INDEXOB 2048
#define SCE_PASS_UV 4096
#define SCE_PASS_RADIO 8192
#define SCE_PASS_MIST 16384
/* note, srl->passflag is treestore element 'nr' in outliner, short still... */

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@ -48,6 +48,7 @@ static bNodeSocketType cmp_node_rlayers_out[]= {
{ SOCK_RGBA, 0, "Refract", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Radio", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "IndexOB", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Mist", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
@ -149,6 +150,8 @@ void outputs_multilayer_get(RenderData *rd, RenderLayer *rl, bNodeStack **out, I
out[RRES_OUT_RADIO]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_RADIO);
if(out[RRES_OUT_INDEXOB]->hasoutput)
out[RRES_OUT_INDEXOB]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_INDEXOB);
if(out[RRES_OUT_MIST]->hasoutput)
out[RRES_OUT_MIST]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_MIST);
};
@ -236,7 +239,7 @@ static CompBuf *compbuf_from_pass(RenderData *rd, RenderLayer *rl, int rectx, in
CompBuf *buf;
int buftype= CB_VEC3;
if(ELEM(passcode, SCE_PASS_Z, SCE_PASS_INDEXOB))
if(ELEM3(passcode, SCE_PASS_Z, SCE_PASS_INDEXOB, SCE_PASS_MIST))
buftype= CB_VAL;
else if(passcode==SCE_PASS_VECTOR)
buftype= CB_VEC4;
@ -282,7 +285,9 @@ void node_composit_rlayers_out(RenderData *rd, RenderLayer *rl, bNodeStack **out
if(out[RRES_OUT_RADIO]->hasoutput)
out[RRES_OUT_RADIO]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_RADIO);
if(out[RRES_OUT_INDEXOB]->hasoutput)
out[RRES_OUT_INDEXOB]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_INDEXOB);
out[RRES_OUT_INDEXOB]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_INDEXOB);
if(out[RRES_OUT_MIST]->hasoutput)
out[RRES_OUT_MIST]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_MIST);
};

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@ -47,7 +47,7 @@ typedef struct ShadeResult
{
float combined[4];
float col[4];
float alpha;
float alpha, mist;
float diff[3]; /* no ramps, shadow, etc */
float spec[3];
float shad[3];

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@ -3656,8 +3656,13 @@ void init_render_world(Render *re)
}
else {
memset(&re->wrld, 0, sizeof(World));
re->wrld.exp= 0.0;
re->wrld.range= 1.0;
re->wrld.exp= 0.0f;
re->wrld.range= 1.0f;
/* for mist pass */
re->wrld.miststa= re->clipsta;
re->wrld.mistdist= re->clipend-re->clipsta;
re->wrld.misi= 1.0f;
}
re->wrld.linfac= 1.0 + pow((2.0*re->wrld.exp + 0.5), -10);

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@ -331,6 +331,10 @@ static char *get_pass_name(int passtype, int channel)
if(channel==-1) return "IndexOB";
return "IndexOB.X";
}
if(passtype == SCE_PASS_MIST) {
if(channel==-1) return "Mist";
return "Mist.Z";
}
return "Unknown";
}
@ -379,6 +383,9 @@ static int passtype_from_name(char *str)
if(strcmp(str, "IndexOB")==0)
return SCE_PASS_INDEXOB;
if(strcmp(str, "Mist")==0)
return SCE_PASS_MIST;
return 0;
}
@ -546,6 +553,8 @@ static RenderResult *new_render_result(Render *re, rcti *partrct, int crop, int
render_layer_add_pass(rr, rl, 3, SCE_PASS_RADIO);
if(srl->passflag & SCE_PASS_INDEXOB)
render_layer_add_pass(rr, rl, 1, SCE_PASS_INDEXOB);
if(srl->passflag & SCE_PASS_MIST)
render_layer_add_pass(rr, rl, 1, SCE_PASS_MIST);
}
/* sss, previewrender and envmap don't do layers, so we make a default one */

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@ -400,6 +400,12 @@ static void add_filt_passes(RenderLayer *rl, int curmask, int rectx, int offset,
*fp= (float)shi->obr->ob->index;
}
break;
case SCE_PASS_MIST:
/* */
col= &shr->mist;
pixsize= 1;
break;
case SCE_PASS_VECTOR:
{
/* add minimum speed in pixel, no filter */

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@ -161,11 +161,16 @@ void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
}
/* MIST */
if((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0 ) {
if((shi->passflag & SCE_PASS_MIST) || ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0)) {
if(R.r.mode & R_ORTHO)
alpha= mistfactor(-shi->co[2], shi->co);
shr->mist= mistfactor(-shi->co[2], shi->co);
else
alpha= mistfactor(VecLength(shi->co), shi->co);
shr->mist= mistfactor(VecLength(shi->co), shi->co);
}
else shr->mist= 0.0f;
if((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0 ) {
alpha= shr->mist;
}
else alpha= 1.0f;

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@ -458,6 +458,11 @@ static int compare_strand_segment(const void *poin1, const void *poin2)
return 1;
}
static void interpolate_vec1(float *v1, float *v2, float t, float negt, float *v)
{
v[0]= negt*v1[0] + t*v2[0];
}
static void interpolate_vec3(float *v1, float *v2, float t, float negt, float *v)
{
v[0]= negt*v1[0] + t*v2[0];
@ -504,6 +509,8 @@ static void interpolate_shade_result(ShadeResult *shr1, ShadeResult *shr2, float
interpolate_vec3(shr1->refr, shr2->refr, t, negt, shr->refr);
if(addpassflag & SCE_PASS_RADIO)
interpolate_vec3(shr1->rad, shr2->rad, t, negt, shr->rad);
if(addpassflag & SCE_PASS_MIST)
interpolate_vec1(&shr1->mist, &shr2->mist, t, negt, &shr->mist);
}
}

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@ -3346,6 +3346,10 @@ void merge_transp_passes(RenderLayer *rl, ShadeResult *shr)
case SCE_PASS_NORMAL:
col= shr->nor;
break;
case SCE_PASS_MIST:
col= &shr->mist;
pixsize= 1;
break;
case SCE_PASS_VECTOR:
{
@ -3397,6 +3401,7 @@ void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alph
for(rpass= rl->passes.first; rpass; rpass= rpass->next) {
float *fp, *col= NULL;
int pixsize= 3;
switch(rpass->passtype) {
case SCE_PASS_RGBA:
@ -3427,13 +3432,19 @@ void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alph
case SCE_PASS_NORMAL:
col= shr->nor;
break;
case SCE_PASS_MIST:
col= &shr->mist;
pixsize= 1;
break;
}
if(col) {
fp= rpass->rect + 3*offset;
fp= rpass->rect + pixsize*offset;
fp[0]= alpha*col[0] + (1.0f-alpha)*fp[0];
fp[1]= alpha*col[1] + (1.0f-alpha)*fp[1];
fp[2]= alpha*col[2] + (1.0f-alpha)*fp[2];
if(pixsize==3) {
fp[1]= alpha*col[1] + (1.0f-alpha)*fp[1];
fp[2]= alpha*col[2] + (1.0f-alpha)*fp[2];
}
}
}
}
@ -3595,6 +3606,10 @@ int addtosamp_shr(ShadeResult *samp_shr, ShadeSample *ssamp, int addpassflag)
if(addpassflag & SCE_PASS_RADIO)
addvecmul(samp_shr->rad, shr->rad, fac);
if(addpassflag & SCE_PASS_MIST)
samp_shr->mist= samp_shr->mist+fac*shr->mist;
}
}
}

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@ -2659,7 +2659,8 @@ static void render_panel_layers(void)
uiDefButBitI(block, TOG, SCE_PASS_VECTOR, B_SET_PASS,"Vec", 120, 30, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Speed Vector pass");
uiDefButBitI(block, TOG, SCE_PASS_NORMAL, B_SET_PASS,"Nor", 160, 30, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Normal pass");
uiDefButBitI(block, TOG, SCE_PASS_UV, B_SET_PASS,"UV", 200, 30, 40, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Texture UV pass");
uiDefButBitI(block, TOG, SCE_PASS_INDEXOB, B_SET_PASS,"IndexOb",240, 30, 70, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Object Index pass");
uiDefButBitI(block, TOG, SCE_PASS_MIST, B_SET_PASS,"Mist", 240, 30, 35, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Mist factor pass (0-1)");
uiDefButBitI(block, TOG, SCE_PASS_INDEXOB, B_SET_PASS,"Index", 275, 30, 35, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Object Index pass");
uiDefButBitI(block, TOG, SCE_PASS_RGBA, B_SET_PASS,"Col", 10, 10, 35, 20, &srl->passflag, 0, 0, 0, 0, "Deliver shade-less Color pass");
uiDefButBitI(block, TOG, SCE_PASS_DIFFUSE, B_SET_PASS,"Diff", 45, 10, 35, 20, &srl->passflag, 0, 0, 0, 0, "Deliver Diffuse pass");

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@ -3831,7 +3831,7 @@ static void material_panel_shading(Material *ma)
uiBlockBeginAlign(block);
uiDefIDPoinBut(block, test_grouppoin_but, ID_GR, B_MATPRV, "GR:", 9, 55, 150, 19, &ma->group, "Limit Lighting to Lamps in this Group");
uiDefButBitI(block, TOG, MA_GROUP_NOLAY, B_MATPRV, "Exclusive", 159,55, 85,20, &(ma->mode), 0, 0, 0, 0, "The material exclusively uses Lamps in this Group");
uiDefButBitI(block, TOG, MA_GROUP_NOLAY, B_MATPRV, "Exclusive", 159,55, 85,20, &(ma->mode), 0, 0, 0, 0, "Material uses Lights in this group exclusively, they get excluded from the Scene lighting");
}

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@ -444,6 +444,10 @@ static void outliner_add_passes(SpaceOops *soops, TreeElement *tenla, ID *id, Sc
te->name= "UV";
te->directdata= &srl->passflag;
te= outliner_add_element(soops, &tenla->subtree, id, tenla, TSE_R_PASS, SCE_PASS_MIST);
te->name= "Mist";
te->directdata= &srl->passflag;
te= outliner_add_element(soops, &tenla->subtree, id, tenla, TSE_R_PASS, SCE_PASS_INDEXOB);
te->name= "Index Object";
te->directdata= &srl->passflag;