tornavis/source/blender/compositor/nodes/COM_RenderLayersNode.cpp

115 lines
5.0 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_RenderLayersNode.h"
#include "COM_ExecutionSystem.h"
#include "COM_RenderLayersImageProg.h"
#include "COM_RenderLayersAlphaProg.h"
#include "COM_RenderLayersDepthProg.h"
#include "COM_RenderLayersNormalOperation.h"
#include "COM_RenderLayersSpeedOperation.h"
#include "COM_RenderLayersColorOperation.h"
#include "COM_RenderLayersUVOperation.h"
#include "COM_RenderLayersMistOperation.h"
#include "COM_RenderLayersObjectIndexOperation.h"
#include "COM_RenderLayersDiffuseOperation.h"
#include "COM_RenderLayersSpecularOperation.h"
#include "COM_RenderLayersShadowOperation.h"
#include "COM_RenderLayersAOOperation.h"
#include "COM_RenderLayersEmitOperation.h"
#include "COM_RenderLayersReflectionOperation.h"
#include "COM_RenderLayersRefractionOperation.h"
#include "COM_RenderLayersEnvironmentOperation.h"
#include "COM_RenderLayersIndirectOperation.h"
#include "COM_RenderLayersMaterialIndexOperation.h"
#include "COM_RenderLayersCyclesOperation.h"
#include "COM_TranslateOperation.h"
#include "COM_RotateOperation.h"
#include "COM_ScaleOperation.h"
#include "COM_SetValueOperation.h"
RenderLayersNode::RenderLayersNode(bNode *editorNode): Node(editorNode)
{
}
void RenderLayersNode::testSocketConnection(ExecutionSystem *system, int outputSocketNumber, RenderLayersBaseProg * operation)
{
OutputSocket *outputSocket = this->getOutputSocket(outputSocketNumber);
Scene *scene = (Scene*)this->getbNode()->id;
short layerId = this->getbNode()->custom1;
if (outputSocket->isConnected()) {
operation->setScene(scene);
operation->setLayerId(layerId);
outputSocket->relinkConnections(operation->getOutputSocket());
system->addOperation(operation);
if (outputSocketNumber == 0) { // only do for image socket if connected
addPreviewOperation(system, operation->getOutputSocket());
}
}
else {
if (outputSocketNumber == 0) {
system->addOperation(operation);
operation->setScene(scene);
operation->setLayerId(layerId);
addPreviewOperation(system, operation->getOutputSocket());
}
else {
delete operation;
}
}
}
void RenderLayersNode::convertToOperations(ExecutionSystem *graph, CompositorContext * context)
{
testSocketConnection(graph, 0, new RenderLayersColourProg());
testSocketConnection(graph, 1, new RenderLayersAlphaProg());
testSocketConnection(graph, 2, new RenderLayersDepthProg());
testSocketConnection(graph, 3, new RenderLayersNormalOperation());
testSocketConnection(graph, 4, new RenderLayersUVOperation());
testSocketConnection(graph, 5, new RenderLayersSpeedOperation());
testSocketConnection(graph, 6, new RenderLayersColorOperation());
testSocketConnection(graph, 7, new RenderLayersDiffuseOperation());
testSocketConnection(graph, 8, new RenderLayersSpecularOperation());
testSocketConnection(graph, 9, new RenderLayersShadowOperation());
testSocketConnection(graph, 10, new RenderLayersAOOperation());
testSocketConnection(graph, 11, new RenderLayersReflectionOperation());
testSocketConnection(graph, 12, new RenderLayersRefractionOperation());
testSocketConnection(graph, 13, new RenderLayersIndirectOperation());
testSocketConnection(graph, 14, new RenderLayersObjectIndexOperation());
testSocketConnection(graph, 15, new RenderLayersMaterialIndexOperation());
testSocketConnection(graph, 16, new RenderLayersMistOperation());
testSocketConnection(graph, 17, new RenderLayersEmitOperation());
testSocketConnection(graph, 18, new RenderLayersEnvironmentOperation());
// cycles passes
testSocketConnection(graph, 19, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_DIRECT));
testSocketConnection(graph, 20, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_INDIRECT));
testSocketConnection(graph, 21, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_COLOR));
testSocketConnection(graph, 22, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_DIRECT));
testSocketConnection(graph, 23, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_INDIRECT));
testSocketConnection(graph, 24, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_COLOR));
testSocketConnection(graph, 25, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_DIRECT));
testSocketConnection(graph, 26, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_INDIRECT));
testSocketConnection(graph, 27, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_COLOR));
}