cleanup: remove unused passes
- use_pass_indirect, use_pass_specular from ViewLayer RNA - RGBA, DIFFUSE, SPEC, REFLECT, REFRACT, INDIRECT usages from remaining places Reviewers: brecht Differential Revision: https://developer.blender.org/D4117
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parent
21e4f3bd8c
commit
2c196de56b
Notes:
blender-bot
2023-02-14 07:47:59 +01:00
Referenced by commit c07ae0e821
, Fix T59922: crash reading files with older renderlayers
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@ -447,7 +447,7 @@ static void prepare(Render *re, ViewLayer *view_layer)
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RenderLayer *rl = RE_GetRenderLayer(re->result, view_layer->name);
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bool diffuse = false, z = false;
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for (RenderPass *rpass = (RenderPass *)rl->passes.first; rpass; rpass = rpass->next) {
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if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE)) {
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if (STREQ(rpass->name, RE_PASSNAME_DIFFUSE_COLOR)) {
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controller->setPassDiffuse(rpass->rect, rpass->rectx, rpass->recty);
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diffuse = true;
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}
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@ -234,18 +234,18 @@ typedef struct SceneRenderLayer {
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typedef enum eScenePassType {
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SCE_PASS_COMBINED = (1 << 0),
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SCE_PASS_Z = (1 << 1),
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SCE_PASS_RGBA = (1 << 2),
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SCE_PASS_DIFFUSE = (1 << 3),
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SCE_PASS_SPEC = (1 << 4),
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SCE_PASS_DEPRECATED_1 = (1 << 2), /* RGBA */
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SCE_PASS_DEPRECATED_2 = (1 << 3), /* DIFFUSE */
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SCE_PASS_DEPRECATED_3 = (1 << 4), /* SPEC */
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SCE_PASS_SHADOW = (1 << 5),
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SCE_PASS_AO = (1 << 6),
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SCE_PASS_REFLECT = (1 << 7),
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SCE_PASS_DEPRECATED_4 = (1 << 7), /* REFLECT */
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SCE_PASS_NORMAL = (1 << 8),
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SCE_PASS_VECTOR = (1 << 9),
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SCE_PASS_REFRACT = (1 << 10),
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SCE_PASS_DEPRECATED_5 = (1 << 10), /* REFRACT */
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SCE_PASS_INDEXOB = (1 << 11),
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SCE_PASS_UV = (1 << 12),
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SCE_PASS_INDIRECT = (1 << 13),
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SCE_PASS_DEPRECATED_6 = (1 << 13), /* INDIRECT */
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SCE_PASS_MIST = (1 << 14),
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SCE_PASS_RAYHITS = (1 << 15),
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SCE_PASS_EMIT = (1 << 16),
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@ -271,17 +271,11 @@ typedef enum eScenePassType {
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#define RE_PASSNAME_VECTOR "Vector"
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#define RE_PASSNAME_NORMAL "Normal"
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#define RE_PASSNAME_UV "UV"
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#define RE_PASSNAME_RGBA "Color"
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#define RE_PASSNAME_EMIT "Emit"
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#define RE_PASSNAME_DIFFUSE "Diffuse"
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#define RE_PASSNAME_SPEC "Spec"
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#define RE_PASSNAME_SHADOW "Shadow"
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#define RE_PASSNAME_AO "AO"
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#define RE_PASSNAME_ENVIRONMENT "Env"
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#define RE_PASSNAME_INDIRECT "Indirect"
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#define RE_PASSNAME_REFLECT "Reflect"
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#define RE_PASSNAME_REFRACT "Refract"
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#define RE_PASSNAME_INDEXOB "IndexOB"
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#define RE_PASSNAME_INDEXMA "IndexMA"
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#define RE_PASSNAME_MIST "Mist"
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@ -52,15 +52,10 @@
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const EnumPropertyItem rna_enum_render_pass_type_items[] = {
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{SCE_PASS_COMBINED, "COMBINED", 0, "Combined", ""},
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{SCE_PASS_Z, "Z", 0, "Z", ""},
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{SCE_PASS_RGBA, "COLOR", 0, "Color", ""},
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{SCE_PASS_DIFFUSE, "DIFFUSE", 0, "Diffuse", ""},
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{SCE_PASS_SPEC, "SPECULAR", 0, "Specular", ""},
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{SCE_PASS_SHADOW, "SHADOW", 0, "Shadow", ""},
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{SCE_PASS_AO, "AO", 0, "Ambient Occlusion", ""},
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{SCE_PASS_REFLECT, "REFLECTION", 0, "Reflection", ""},
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{SCE_PASS_NORMAL, "NORMAL", 0, "Normal", ""},
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{SCE_PASS_VECTOR, "VECTOR", 0, "Vector", ""},
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{SCE_PASS_REFRACT, "REFRACTION", 0, "Refraction", ""},
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{SCE_PASS_INDEXOB, "OBJECT_INDEX", 0, "Object Index", ""},
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{SCE_PASS_UV, "UV", 0, "UV", ""},
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{SCE_PASS_MIST, "MIST", 0, "Mist", ""},
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@ -3345,12 +3345,6 @@ void rna_def_view_layer_common(StructRNA *srna, int scene)
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if (scene) RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_ViewLayer_pass_update");
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else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
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prop = RNA_def_property(srna, "use_pass_specular", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "passflag", SCE_PASS_SPEC);
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RNA_def_property_ui_text(prop, "Specular", "Deliver specular pass");
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if (scene) RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_ViewLayer_pass_update");
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else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
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prop = RNA_def_property(srna, "use_pass_shadow", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "passflag", SCE_PASS_SHADOW);
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RNA_def_property_ui_text(prop, "Shadow", "Deliver shadow pass");
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@ -3375,12 +3369,6 @@ void rna_def_view_layer_common(StructRNA *srna, int scene)
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if (scene) RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_ViewLayer_pass_update");
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else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
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prop = RNA_def_property(srna, "use_pass_indirect", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "passflag", SCE_PASS_INDIRECT);
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RNA_def_property_ui_text(prop, "Indirect", "Deliver indirect lighting pass");
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if (scene) RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_ViewLayer_pass_update");
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else RNA_def_property_clear_flag(prop, PROP_EDITABLE);
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prop = RNA_def_property(srna, "use_pass_diffuse_direct", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "passflag", SCE_PASS_DIFFUSE_DIRECT);
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RNA_def_property_ui_text(prop, "Diffuse Direct", "Deliver diffuse direct pass");
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@ -52,14 +52,8 @@ static bNodeSocketTemplate cmp_node_rlayers_out[] = {
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{ SOCK_VECTOR, 0, N_(RE_PASSNAME_NORMAL), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 0, N_(RE_PASSNAME_UV), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 0, N_(RE_PASSNAME_VECTOR), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_RGBA), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_DIFFUSE), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_SPEC), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_SHADOW), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_AO), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_REFLECT), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_REFRACT), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 0, N_(RE_PASSNAME_INDIRECT), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 0, N_(RE_PASSNAME_INDEXOB), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 0, N_(RE_PASSNAME_INDEXMA), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 0, N_(RE_PASSNAME_MIST), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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@ -360,9 +354,7 @@ const char *node_cmp_rlayers_sock_to_pass(int sock_index)
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{
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const char *sock_to_passname[] = {
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RE_PASSNAME_COMBINED, RE_PASSNAME_COMBINED,
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RE_PASSNAME_Z, RE_PASSNAME_NORMAL, RE_PASSNAME_UV, RE_PASSNAME_VECTOR, RE_PASSNAME_RGBA,
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RE_PASSNAME_DIFFUSE, RE_PASSNAME_SPEC, RE_PASSNAME_SHADOW, RE_PASSNAME_AO,
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RE_PASSNAME_REFLECT, RE_PASSNAME_REFRACT, RE_PASSNAME_INDIRECT,
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RE_PASSNAME_Z, RE_PASSNAME_NORMAL, RE_PASSNAME_UV, RE_PASSNAME_VECTOR, RE_PASSNAME_SHADOW, RE_PASSNAME_AO,
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RE_PASSNAME_INDEXOB, RE_PASSNAME_INDEXMA, RE_PASSNAME_MIST, RE_PASSNAME_EMIT, RE_PASSNAME_ENVIRONMENT,
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RE_PASSNAME_DIFFUSE_DIRECT, RE_PASSNAME_DIFFUSE_INDIRECT, RE_PASSNAME_DIFFUSE_COLOR,
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RE_PASSNAME_GLOSSY_DIRECT, RE_PASSNAME_GLOSSY_INDIRECT, RE_PASSNAME_GLOSSY_COLOR,
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@ -954,20 +954,11 @@ int RE_pass_depth(const eScenePassType pass_type)
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{
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return 2;
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}
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case SCE_PASS_RGBA:
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{
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return 4;
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}
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case SCE_PASS_COMBINED:
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case SCE_PASS_DIFFUSE:
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case SCE_PASS_SPEC:
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case SCE_PASS_SHADOW:
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case SCE_PASS_REFLECT:
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case SCE_PASS_NORMAL:
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case SCE_PASS_VECTOR:
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case SCE_PASS_REFRACT:
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case SCE_PASS_INDEXOB: /* XXX double check */
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case SCE_PASS_INDIRECT:
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case SCE_PASS_RAYHITS: /* XXX double check */
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case SCE_PASS_EMIT:
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case SCE_PASS_ENVIRONMENT:
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@ -2783,16 +2783,10 @@ RenderPass *RE_pass_find_by_type(volatile RenderLayer *rl, int passtype, const c
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CHECK_PASS(VECTOR);
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CHECK_PASS(NORMAL);
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CHECK_PASS(UV);
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CHECK_PASS(RGBA);
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CHECK_PASS(EMIT);
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CHECK_PASS(DIFFUSE);
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CHECK_PASS(SPEC);
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CHECK_PASS(SHADOW);
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CHECK_PASS(AO);
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CHECK_PASS(ENVIRONMENT);
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CHECK_PASS(INDIRECT);
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CHECK_PASS(REFLECT);
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CHECK_PASS(REFRACT);
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CHECK_PASS(INDEXOB);
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CHECK_PASS(INDEXMA);
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CHECK_PASS(MIST);
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@ -350,26 +350,14 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_NORMAL, view, "XYZ");
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if (view_layer->passflag & SCE_PASS_UV)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_UV, view, "UVA");
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if (view_layer->passflag & SCE_PASS_RGBA)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 4, RE_PASSNAME_RGBA, view, "RGBA");
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if (view_layer->passflag & SCE_PASS_EMIT)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_EMIT, view, "RGB");
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if (view_layer->passflag & SCE_PASS_DIFFUSE)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_DIFFUSE, view, "RGB");
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if (view_layer->passflag & SCE_PASS_SPEC)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SPEC, view, "RGB");
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if (view_layer->passflag & SCE_PASS_AO)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_AO, view, "RGB");
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if (view_layer->passflag & SCE_PASS_ENVIRONMENT)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_ENVIRONMENT, view, "RGB");
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if (view_layer->passflag & SCE_PASS_INDIRECT)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_INDIRECT, view, "RGB");
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if (view_layer->passflag & SCE_PASS_SHADOW)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SHADOW, view, "RGB");
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if (view_layer->passflag & SCE_PASS_REFLECT)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_REFLECT, view, "RGB");
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if (view_layer->passflag & SCE_PASS_REFRACT)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_REFRACT, view, "RGB");
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if (view_layer->passflag & SCE_PASS_INDEXOB)
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 1, RE_PASSNAME_INDEXOB, view, "X");
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if (view_layer->passflag & SCE_PASS_INDEXMA)
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@ -517,16 +505,10 @@ static int passtype_from_name(const char *name)
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CHECK_PASS(VECTOR);
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CHECK_PASS(NORMAL);
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CHECK_PASS(UV);
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CHECK_PASS(RGBA);
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CHECK_PASS(EMIT);
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CHECK_PASS(DIFFUSE);
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CHECK_PASS(SPEC);
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CHECK_PASS(SHADOW);
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CHECK_PASS(AO);
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CHECK_PASS(ENVIRONMENT);
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CHECK_PASS(INDIRECT);
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CHECK_PASS(REFLECT);
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CHECK_PASS(REFRACT);
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CHECK_PASS(INDEXOB);
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CHECK_PASS(INDEXMA);
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CHECK_PASS(MIST);
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