buffer antialiasing that was restored in 2.67 after it was missing in the new compositor implementation. This option tends to make results worse rather then better for Cycles renders, but is useful for Blender internal. Their Z-buffers look quite different for antialiasing, and I'd rather not change either.
111 lines
4.9 KiB
C++
111 lines
4.9 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_ZCombineNode.h"
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#include "COM_ZCombineOperation.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_SetValueOperation.h"
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#include "COM_MathBaseOperation.h"
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#include "COM_AntiAliasOperation.h"
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#include "COM_MixBlendOperation.h"
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#include "DNA_material_types.h" // the ramp types
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void ZCombineNode::convertToOperations(ExecutionSystem *system, CompositorContext *context)
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{
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if ((context->getRenderData()->scemode & R_FULL_SAMPLE) || this->getbNode()->custom2) {
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if (this->getOutputSocket(0)->isConnected()) {
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ZCombineOperation *operation = NULL;
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if (this->getbNode()->custom1) {
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operation = new ZCombineAlphaOperation();
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}
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else {
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operation = new ZCombineOperation();
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}
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this->getInputSocket(0)->relinkConnections(operation->getInputSocket(0), 0, system);
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this->getInputSocket(1)->relinkConnections(operation->getInputSocket(1), 1, system);
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this->getInputSocket(2)->relinkConnections(operation->getInputSocket(2), 2, system);
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this->getInputSocket(3)->relinkConnections(operation->getInputSocket(3), 3, system);
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this->getOutputSocket(0)->relinkConnections(operation->getOutputSocket());
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system->addOperation(operation);
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if (this->getOutputSocket(1)->isConnected()) {
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MathMinimumOperation *zoperation = new MathMinimumOperation();
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addLink(system, operation->getInputSocket(1)->getConnection()->getFromSocket(), zoperation->getInputSocket(0));
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addLink(system, operation->getInputSocket(3)->getConnection()->getFromSocket(), zoperation->getInputSocket(1));
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this->getOutputSocket(1)->relinkConnections(zoperation->getOutputSocket());
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system->addOperation(zoperation);
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}
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}
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else {
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if (this->getOutputSocket(1)->isConnected()) {
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MathMinimumOperation *zoperation = new MathMinimumOperation();
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this->getInputSocket(1)->relinkConnections(zoperation->getInputSocket(0), 1, system);
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this->getInputSocket(3)->relinkConnections(zoperation->getInputSocket(1), 3, system);
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this->getOutputSocket(1)->relinkConnections(zoperation->getOutputSocket());
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system->addOperation(zoperation);
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}
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}
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}
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else {
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// not full anti alias, use masking for Z combine. be aware it uses anti aliasing.
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// step 1 create mask
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NodeOperation *maskoperation;
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if (this->getbNode()->custom1) {
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maskoperation = new MathGreaterThanOperation();
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this->getInputSocket(1)->relinkConnections(maskoperation->getInputSocket(0), 3, system);
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this->getInputSocket(3)->relinkConnections(maskoperation->getInputSocket(1), 1, system);
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}
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else {
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maskoperation = new MathLessThanOperation();
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this->getInputSocket(1)->relinkConnections(maskoperation->getInputSocket(0), 1, system);
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this->getInputSocket(3)->relinkConnections(maskoperation->getInputSocket(1), 3, system);
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}
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// step 2 anti alias mask bit of an expensive operation, but does the trick
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AntiAliasOperation *antialiasoperation = new AntiAliasOperation();
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addLink(system, maskoperation->getOutputSocket(), antialiasoperation->getInputSocket(0));
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// use mask to blend between the input colors.
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ZCombineMaskOperation *zcombineoperation = this->getbNode()->custom1?new ZCombineMaskAlphaOperation():new ZCombineMaskOperation();
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addLink(system, antialiasoperation->getOutputSocket(), zcombineoperation->getInputSocket(0));
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this->getInputSocket(0)->relinkConnections(zcombineoperation->getInputSocket(1), 0, system);
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this->getInputSocket(2)->relinkConnections(zcombineoperation->getInputSocket(2), 2, system);
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this->getOutputSocket(0)->relinkConnections(zcombineoperation->getOutputSocket());
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system->addOperation(maskoperation);
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system->addOperation(antialiasoperation);
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system->addOperation(zcombineoperation);
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if (this->getOutputSocket(1)->isConnected()) {
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MathMinimumOperation *zoperation = new MathMinimumOperation();
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addLink(system, maskoperation->getInputSocket(0)->getConnection()->getFromSocket(), zoperation->getInputSocket(0));
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addLink(system, maskoperation->getInputSocket(1)->getConnection()->getFromSocket(), zoperation->getInputSocket(1));
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this->getOutputSocket(1)->relinkConnections(zoperation->getOutputSocket());
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system->addOperation(zoperation);
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}
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}
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}
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