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* Copyright 2011, Blender Foundation.
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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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* 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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* 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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#include "COM_RenderLayersNode.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_RenderLayersImageProg.h"
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#include "COM_RenderLayersAlphaProg.h"
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#include "COM_RenderLayersDepthProg.h"
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#include "COM_RenderLayersNormalOperation.h"
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#include "COM_RenderLayersSpeedOperation.h"
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#include "COM_RenderLayersColorOperation.h"
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#include "COM_RenderLayersUVOperation.h"
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#include "COM_RenderLayersMistOperation.h"
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#include "COM_RenderLayersObjectIndexOperation.h"
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#include "COM_RenderLayersDiffuseOperation.h"
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#include "COM_RenderLayersSpecularOperation.h"
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#include "COM_RenderLayersShadowOperation.h"
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#include "COM_RenderLayersAOOperation.h"
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#include "COM_RenderLayersEmitOperation.h"
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#include "COM_RenderLayersReflectionOperation.h"
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#include "COM_RenderLayersRefractionOperation.h"
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#include "COM_RenderLayersEnvironmentOperation.h"
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#include "COM_RenderLayersIndirectOperation.h"
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#include "COM_RenderLayersMaterialIndexOperation.h"
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#include "COM_RenderLayersCyclesOperation.h"
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#include "COM_TranslateOperation.h"
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#include "COM_RotateOperation.h"
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#include "COM_ScaleOperation.h"
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#include "COM_SetValueOperation.h"
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RenderLayersNode::RenderLayersNode(bNode *editorNode) : Node(editorNode)
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void RenderLayersNode::testSocketConnection(ExecutionSystem *system, CompositorContext *context, int outputSocketNumber, RenderLayersBaseProg *operation)
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OutputSocket *outputSocket = this->getOutputSocket(outputSocketNumber);
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Scene *scene = (Scene *)this->getbNode()->id;
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short layerId = this->getbNode()->custom1;
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if (outputSocket->isConnected()) {
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operation->setScene(scene);
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operation->setLayerId(layerId);
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outputSocket->relinkConnections(operation->getOutputSocket());
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system->addOperation(operation);
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if (outputSocketNumber == 0) { // only do for image socket if connected
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addPreviewOperation(system, context, operation->getOutputSocket());
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if (outputSocketNumber == 0) {
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system->addOperation(operation);
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operation->setScene(scene);
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operation->setLayerId(layerId);
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addPreviewOperation(system, context, operation->getOutputSocket());
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void RenderLayersNode::convertToOperations(ExecutionSystem *graph, CompositorContext *context)
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testSocketConnection(graph, context, 0, new RenderLayersColorProg());
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testSocketConnection(graph, context, 1, new RenderLayersAlphaProg());
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testSocketConnection(graph, context, 2, new RenderLayersDepthProg());
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testSocketConnection(graph, context, 3, new RenderLayersNormalOperation());
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testSocketConnection(graph, context, 4, new RenderLayersUVOperation());
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testSocketConnection(graph, context, 5, new RenderLayersSpeedOperation());
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testSocketConnection(graph, context, 6, new RenderLayersColorOperation());
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testSocketConnection(graph, context, 7, new RenderLayersDiffuseOperation());
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testSocketConnection(graph, context, 8, new RenderLayersSpecularOperation());
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testSocketConnection(graph, context, 9, new RenderLayersShadowOperation());
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testSocketConnection(graph, context, 10, new RenderLayersAOOperation());
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testSocketConnection(graph, context, 11, new RenderLayersReflectionOperation());
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testSocketConnection(graph, context, 12, new RenderLayersRefractionOperation());
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testSocketConnection(graph, context, 13, new RenderLayersIndirectOperation());
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testSocketConnection(graph, context, 14, new RenderLayersObjectIndexOperation());
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testSocketConnection(graph, context, 15, new RenderLayersMaterialIndexOperation());
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testSocketConnection(graph, context, 16, new RenderLayersMistOperation());
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testSocketConnection(graph, context, 17, new RenderLayersEmitOperation());
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testSocketConnection(graph, context, 18, new RenderLayersEnvironmentOperation());
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testSocketConnection(graph, context, 19, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_DIRECT));
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testSocketConnection(graph, context, 20, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_INDIRECT));
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testSocketConnection(graph, context, 21, new RenderLayersCyclesOperation(SCE_PASS_DIFFUSE_COLOR));
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testSocketConnection(graph, context, 22, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_DIRECT));
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testSocketConnection(graph, context, 23, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_INDIRECT));
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testSocketConnection(graph, context, 24, new RenderLayersCyclesOperation(SCE_PASS_GLOSSY_COLOR));
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testSocketConnection(graph, context, 25, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_DIRECT));
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testSocketConnection(graph, context, 26, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_INDIRECT));
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testSocketConnection(graph, context, 27, new RenderLayersCyclesOperation(SCE_PASS_TRANSM_COLOR));