void ImageNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const { /// Image output NodeOutput *outputImage = this->getOutputSocket(0); bNode *editorNode = this->getbNode(); Image *image = (Image *)editorNode->id; ImageUser *imageuser = (ImageUser *)editorNode->storage; int framenumber = context.getFramenumber(); int numberOfOutputs = this->getNumberOfOutputSockets(); bool outputStraightAlpha = (editorNode->custom1 & CMP_NODE_IMAGE_USE_STRAIGHT_OUTPUT) != 0; BKE_image_user_frame_calc(imageuser, context.getFramenumber(), 0); /* force a load, we assume iuser index will be set OK anyway */ if (image && image->type == IMA_TYPE_MULTILAYER) { bool is_multilayer_ok = false; ImBuf *ibuf = BKE_image_acquire_ibuf(image, imageuser, NULL); if (image->rr) { RenderLayer *rl = (RenderLayer *)BLI_findlink(&image->rr->layers, imageuser->layer); if (rl) { NodeOutput *socket; int index; is_multilayer_ok = true; for (index = 0; index < numberOfOutputs; index++) { NodeOperation *operation = NULL; socket = this->getOutputSocket(index); bNodeSocket *bnodeSocket = socket->getbNodeSocket(); /* Passes in the file can differ from passes stored in sockets (#36755). * Look up the correct file pass using the socket identifier instead. */ #if 0 NodeImageLayer *storage = (NodeImageLayer *)bnodeSocket->storage;*/ int passindex = storage->pass_index;*/ RenderPass *rpass = (RenderPass *)BLI_findlink(&rl->passes, passindex); #endif int passindex; RenderPass *rpass; for (rpass = (RenderPass *)rl->passes.first, passindex = 0; rpass; rpass = rpass->next, ++passindex) if (STREQ(rpass->name, bnodeSocket->identifier)) break; if (rpass) { imageuser->pass = passindex; switch (rpass->channels) { case 1: operation = doMultilayerCheck(converter, rl, image, imageuser, framenumber, index, passindex, COM_DT_VALUE); break; /* using image operations for both 3 and 4 channels (RGB and RGBA respectively) */ /* XXX any way to detect actual vector images? */ case 3: operation = doMultilayerCheck(converter, rl, image, imageuser, framenumber, index, passindex, COM_DT_VECTOR); break; case 4: operation = doMultilayerCheck(converter, rl, image, imageuser, framenumber, index, passindex, COM_DT_COLOR); break; default: /* dummy operation is added below */ break; } if (index == 0 && operation) { converter.addPreview(operation->getOutputSocket()); } } /* incase we can't load the layer */ if (operation == NULL) converter.setInvalidOutput(getOutputSocket(index)); } } }
void RenderLayersNode::testRenderLink(NodeConverter &converter, const CompositorContext &context, Render *re) const { Scene *scene = (Scene *)this->getbNode()->id; const short layerId = this->getbNode()->custom1; RenderResult *rr = RE_AcquireResultRead(re); if (rr == NULL) { missingRenderLink(converter); return; } SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&scene->r.layers, layerId); if (srl == NULL) { missingRenderLink(converter); return; } RenderLayer *rl = RE_GetRenderLayer(rr, srl->name); if (rl == NULL) { missingRenderLink(converter); return; } const int num_outputs = this->getNumberOfOutputSockets(); for (int i = 0; i < num_outputs; i++) { NodeOutput *output = this->getOutputSocket(i); NodeImageLayer *storage = (NodeImageLayer *)output->getbNodeSocket()->storage; RenderPass *rpass = (RenderPass *)BLI_findstring( &rl->passes, storage->pass_name, offsetof(RenderPass, name)); if (rpass == NULL) { missingSocketLink(converter, output); continue; } RenderLayersProg *operation; bool is_preview; if (STREQ(rpass->name, RE_PASSNAME_COMBINED) && STREQ(output->getbNodeSocket()->name, "Alpha")) { operation = new RenderLayersAlphaProg(rpass->name, COM_DT_VALUE, rpass->channels); is_preview = false; } else if (STREQ(rpass->name, RE_PASSNAME_Z)) { operation = new RenderLayersDepthProg(rpass->name, COM_DT_VALUE, rpass->channels); is_preview = false; } else { DataType type; switch (rpass->channels) { case 4: type = COM_DT_COLOR; break; case 3: type = COM_DT_VECTOR; break; case 1: type = COM_DT_VALUE; break; default: BLI_assert(!"Unexpected number of channels for pass"); type = COM_DT_VALUE; break; } operation = new RenderLayersProg(rpass->name, type, rpass->channels); is_preview = STREQ(output->getbNodeSocket()->name, "Image"); } testSocketLink(converter, context, output, operation, scene, layerId, is_preview); } }
void ImageNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const { /// Image output NodeOutput *outputImage = this->getOutputSocket(0); bNode *editorNode = this->getbNode(); Image *image = (Image *)editorNode->id; ImageUser *imageuser = (ImageUser *)editorNode->storage; int framenumber = context.getFramenumber(); int numberOfOutputs = this->getNumberOfOutputSockets(); bool outputStraightAlpha = (editorNode->custom1 & CMP_NODE_IMAGE_USE_STRAIGHT_OUTPUT) != 0; BKE_image_user_frame_calc(imageuser, context.getFramenumber(), 0); /* force a load, we assume iuser index will be set OK anyway */ if (image && image->type == IMA_TYPE_MULTILAYER) { bool is_multilayer_ok = false; ImBuf *ibuf = BKE_image_acquire_ibuf(image, imageuser, NULL); if (image->rr) { RenderLayer *rl = (RenderLayer *)BLI_findlink(&image->rr->layers, imageuser->layer); if (rl) { NodeOutput *socket; int index; is_multilayer_ok = true; for (index = 0; index < numberOfOutputs; index++) { NodeOperation *operation = NULL; socket = this->getOutputSocket(index); bNodeSocket *bnodeSocket = socket->getbNodeSocket(); RenderPass *rpass = (RenderPass *)BLI_findstring(&rl->passes, bnodeSocket->identifier, offsetof(RenderPass, internal_name)); int view = 0; /* Passes in the file can differ from passes stored in sockets (#36755). * Look up the correct file pass using the socket identifier instead. */ #if 0 NodeImageLayer *storage = (NodeImageLayer *)bnodeSocket->storage;*/ int passindex = storage->pass_index;*/ RenderPass *rpass = (RenderPass *)BLI_findlink(&rl->passes, passindex); #endif /* returns the image view to use for the current active view */ if (BLI_listbase_count_ex(&image->rr->views, 2) > 1) { const int view_image = imageuser->view; const bool is_allview = (view_image == 0); /* if view selected == All (0) */ if (is_allview) { /* heuristic to match image name with scene names * check if the view name exists in the image */ view = BLI_findstringindex(&image->rr->views, context.getViewName(), offsetof(RenderView, name)); if (view == -1) view = 0; } else { view = view_image - 1; } } if (rpass) { switch (rpass->channels) { case 1: operation = doMultilayerCheck(converter, rl, image, imageuser, framenumber, index, rpass->passtype, view, COM_DT_VALUE); break; /* using image operations for both 3 and 4 channels (RGB and RGBA respectively) */ /* XXX any way to detect actual vector images? */ case 3: operation = doMultilayerCheck(converter, rl, image, imageuser, framenumber, index, rpass->passtype, view, COM_DT_VECTOR); break; case 4: operation = doMultilayerCheck(converter, rl, image, imageuser, framenumber, index, rpass->passtype, view, COM_DT_COLOR); break; default: /* dummy operation is added below */ break; } if (index == 0 && operation) { converter.addPreview(operation->getOutputSocket()); } if (rpass->passtype == SCE_PASS_COMBINED) { BLI_assert(operation != NULL); BLI_assert(index < numberOfOutputs - 1); NodeOutput *outputSocket = this->getOutputSocket(index + 1); SeparateChannelOperation *separate_operation; separate_operation = new SeparateChannelOperation(); separate_operation->setChannel(3); converter.addOperation(separate_operation); converter.addLink(operation->getOutputSocket(), separate_operation->getInputSocket(0)); converter.mapOutputSocket(outputSocket, separate_operation->getOutputSocket()); index++; } } /* incase we can't load the layer */ if (operation == NULL) converter.setInvalidOutput(getOutputSocket(index)); } } }