Make it easier to create debug passes with more than 1 channel

This commit is contained in:
Sergey Sharybin 2015-07-24 12:29:05 +02:00
parent 6322867e54
commit 54e6413d67
1 changed files with 8 additions and 2 deletions

View File

@ -541,13 +541,19 @@ static const char *debug_pass_type_name_get(int debug_type)
return "Unknown";
}
static int debug_pass_channels_get(int UNUSED(debug_type))
{
/* Only single case currently, might be handy for further debug passes. */
return 1;
}
static RenderPass *render_layer_add_debug_pass(RenderResult *rr,
RenderLayer *rl,
int channels,
int pass_type,
int debug_type,
const char *view)
{
int channels = debug_pass_channels_get(debug_type);
RenderPass *rpass = render_layer_add_pass(rr, rl, channels, pass_type, view);
rpass->debug_type = debug_type;
BLI_strncpy(rpass->name,
@ -708,7 +714,7 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
#ifdef WITH_CYCLES_DEBUG
if (BKE_scene_use_new_shading_nodes(re->scene)) {
render_layer_add_debug_pass(rr, rl, 1, SCE_PASS_DEBUG,
render_layer_add_debug_pass(rr, rl, SCE_PASS_DEBUG,
re->r.debug_pass_type, view);
}
#endif