[Bf-blender-cvs] [a802c53] blender-tiles: Fix cycles render layers.
Jeroen Bakker
noreply at git.blender.org
Mon Aug 4 20:49:29 CEST 2014
Commit: a802c5370f6ebf237bd8909c08aae0052dc75246
Author: Jeroen Bakker
Date: Fri Aug 1 21:46:34 2014 +0200
Branches: blender-tiles
https://developer.blender.org/rBa802c5370f6ebf237bd8909c08aae0052dc75246
Fix cycles render layers.
Cycles supports 3 channels and 4 channels colors, compositor only 4 channel.
compositor will use vector to store the 3 channel colors.
===================================================================
M source/blender/compositor/operations/COM_CompositorOperation.cpp
M source/blender/compositor/operations/COM_RenderLayersProg.cpp
===================================================================
diff --git a/source/blender/compositor/operations/COM_CompositorOperation.cpp b/source/blender/compositor/operations/COM_CompositorOperation.cpp
index 96da5d5..afc36c8 100644
--- a/source/blender/compositor/operations/COM_CompositorOperation.cpp
+++ b/source/blender/compositor/operations/COM_CompositorOperation.cpp
@@ -190,7 +190,7 @@ void CompositorOperation::executeRegion(Tile* tile)
for (x = x1; x < x2 && (!breaked); x++) {
int input_x = x + dx, input_y = y + dy;
- this->m_imageInput->readSampled(color, input_x, input_y, COM_PS_NEAREST);
+ this->m_imageInput->readSampled(color, input_x, input_y, COM_PS_NEAREST);
if (this->m_useAlphaInput) {
this->m_alphaInput->readSampled(&(color[3]), input_x, input_y, COM_PS_NEAREST);
}
diff --git a/source/blender/compositor/operations/COM_RenderLayersProg.cpp b/source/blender/compositor/operations/COM_RenderLayersProg.cpp
index 2d6a505..a65d9c5 100644
--- a/source/blender/compositor/operations/COM_RenderLayersProg.cpp
+++ b/source/blender/compositor/operations/COM_RenderLayersProg.cpp
@@ -208,9 +208,6 @@ void RenderLayersAlphaProg::executePixelSampled(float output[4], float x, float
float temp[4];
doInterpolation(temp, x, y, sampler);
output[0] = temp[3];
- output[1] = 0.0f;
- output[2] = 0.0f;
- output[3] = 0.0f;
}
}
@@ -225,7 +222,7 @@ RenderLayersColorOperation::RenderLayersColorOperation() : RenderLayersBaseProg(
RenderLayersCyclesOperation::RenderLayersCyclesOperation(int pass) : RenderLayersBaseProg(pass, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Depth Operation ******** */
@@ -254,21 +251,21 @@ void RenderLayersDepthProg::executePixelSampled(float output[4], float x, float
RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Emit Operation ******** */
RenderLayersEmitOperation::RenderLayersEmitOperation() : RenderLayersBaseProg(SCE_PASS_EMIT, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Environment Operation ******** */
RenderLayersEnvironmentOperation::RenderLayersEnvironmentOperation() : RenderLayersBaseProg(SCE_PASS_ENVIRONMENT, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Image Operation ******** */
@@ -282,7 +279,7 @@ RenderLayersColorProg::RenderLayersColorProg() : RenderLayersBaseProg(SCE_PASS_C
RenderLayersIndirectOperation::RenderLayersIndirectOperation() : RenderLayersBaseProg(SCE_PASS_INDIRECT, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Material Index Operation ******** */
@@ -317,28 +314,28 @@ RenderLayersObjectIndexOperation::RenderLayersObjectIndexOperation() : RenderLay
RenderLayersReflectionOperation::RenderLayersReflectionOperation() : RenderLayersBaseProg(SCE_PASS_REFLECT, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Refraction Operation ******** */
RenderLayersRefractionOperation::RenderLayersRefractionOperation() : RenderLayersBaseProg(SCE_PASS_REFRACT, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Shadow Operation ******** */
RenderLayersShadowOperation::RenderLayersShadowOperation() : RenderLayersBaseProg(SCE_PASS_SHADOW, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Specular Operation ******** */
RenderLayersSpecularOperation::RenderLayersSpecularOperation() : RenderLayersBaseProg(SCE_PASS_SPEC, 3)
{
- this->addOutputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Speed Operation ******** */
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