shader and videopost



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 10/12/2008 at 11:51, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   10.5 
    Platform:   Windows  ;   Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    hello all,
    i have my channel shader and it return some pixel color value in output.
    my question is: can i print shder resoult in a custom multipass buffer?
    preaps i need to make a videpost plugin, but there are an example or some experience on this issue?
    thanks
    Franz



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 11/12/2008 at 09:35, xxxxxxxx wrote:

    any help ?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/12/2008 at 08:19, xxxxxxxx wrote:

    You have to do allocate a multipass buffer (VPBuffer) in a videopost effect. In your shader you access the buffer through Render::GetBuffer(VPBUFFER_POSTEFFECT,your_id). Use GetRenderInstance() to get the Render* pointer. I will try to put an example together.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/12/2008 at 06:03, xxxxxxxx wrote:

    Here a simple example. Basically I allocate buffers in the videopost and store the pointers in the container of the videopost. I read out the container in the shader then and fill the buffer from within ShaderData::Output(). You could also use ExecuteLine() in the videopost to display the buffer on the fly.

    the shader

    > \> #include "c4d.h" \> #include "c4d_symbols.h" \> #include "xmandelbrot.h" \> \> \> class MandelbrotData : public ShaderData \> { \>      public: \>           virtual Bool Init          (GeListNode \*node); \>           virtual     Vector Output(PluginShader \*chn, ChannelData \*cd); \> \>           virtual     LONG InitRender(PluginShader \*sh, InitRenderStruct \*irs); \>           virtual     void FreeRender(PluginShader \*sh); \> \>           static NodeData \*Alloc(void) { return gNew MandelbrotData; } \>       \>      private: \>           Vector \*m_varrBuf; \>           LONG m_lWidth; \> }; \> \> Bool MandelbrotData::Init(GeListNode \*node) \> { \>      BaseContainer \*data = ((PluginShader\* )node)->GetDataInstance(); \> \>      m_varrBuf = NULL; \>      m_lWidth = 0; \> \>      return TRUE; \> } \> \> LONG MandelbrotData::InitRender(PluginShader \*sh, InitRenderStruct \*irs) \> { \>      BaseContainer \*data = sh->GetDataInstance(); \> \>      if(irs->vd) \>      { \>           PluginVideoPost \*pvp = NULL; \>           pvp = irs->vd->FindVideoPost(1000968); \> \>           if(pvp) \>           { \>                BaseContainer \*pdata = pvp->GetDataInstance(); \> \>                BaseContainer \*subbc = pdata->GetContainerInstance(1023441); \> \>                VPBuffer \*buf = NULL; \>                buf = (VPBuffer\* )subbc->GetVoid(1000); \> \>                m_varrBuf = (Vector\* )subbc->GetVoid(1001); \> \>                if(buf && m_varrBuf) m_lWidth = buf->GetInfo(VPGETINFO_XRESOLUTION); \>           } \>      } \> \>      return LOAD_OK; \> } \> \> void MandelbrotData::FreeRender(PluginShader \*sh) \> { \> } \> \> Vector MandelbrotData::Output(PluginShader \*chn, ChannelData \*cd) \> { \>      if(cd->vd) \>      { \>           LONG x,y,scale; \> \>           cd->vd->GetXY(&x;,&y;,&scale;); \> \>           if(m_varrBuf) m_varrBuf[((y/scale)\*m_lWidth)+(x/scale)] = Vector(1.0, 0.0, 0.0); \>      } \> \>      return 0.0; \> } \> \> // be sure to use a unique ID obtained from www.plugincafe.com \> #define ID_MANDELBROT     1001162 \> \> Bool RegisterMandelbrot(void) \> { \>      // decide by name if the plugin shall be registered - just for user convenience \>      String name=GeLoadString(IDS_MANDELBROT); if (!name.Content()) return TRUE; \>      return RegisterShaderPlugin(ID_MANDELBROT,name,0,MandelbrotData::Alloc,"Xmandelbrot",0); \> } \>

    the videopost

    > \> #include "c4d.h" \> #include "c4d_symbols.h" \> #include "vpcolorize.h" \> \> \> class ColorizeData : public VideoPostData \> { \>      INSTANCEOF(ColorizeData,VideoPostData) \> \>      public: \>           virtual Bool Init(GeListNode \*node); \>           virtual void Free(GeListNode \*node); \>           virtual void AllocateBuffers(PluginVideoPost \*node, Render \*render, BaseDocument \*doc); \>           virtual LONG Execute(PluginVideoPost \*node, VideoPostStruct \*vps); \>           virtual LONG GetRenderInfo(PluginVideoPost \*node) { return VIDEOPOST_REFRESH/\*|VIDEOPOST_EXECUTELINE\*/; } \> \>           static NodeData \*Alloc(void) { return gNew ColorizeData; } \> \>      private: \>           LONG m_lFxId; \>           Vector \*m_varrBuf; \> }; \> \> Bool ColorizeData::Init(GeListNode \*node) \> { \>      PluginVideoPost \*pp = (PluginVideoPost\* )node; \>      BaseContainer \*dat = pp->GetDataInstance(); \> \>      m_varrBuf = NULL; \> \>      return TRUE; \> } \> \> void ColorizeData::AllocateBuffers(PluginVideoPost \*node, Render \*render, BaseDocument \*doc) \> { \>      BaseContainer \*data = node->GetDataInstance(); \> \>      LONG needbitdepth = 32; // also 16 and 32 are possible \> \>      m_lFxId = render->AllocateBufferFX(VPBUFFER_POSTEFFECT, "Colorize", needbitdepth, TRUE); \> } \> \> LONG ColorizeData::Execute(PluginVideoPost \*node, VideoPostStruct \*vps) \> { \>      BaseContainer \*data = node->GetDataInstance(); \> \>      if (vps->vp==VP_RENDER && vps->open) \>      { \>           VPBuffer \*buf = NULL; \>           buf = vps->render->GetBuffer(VPBUFFER_POSTEFFECT, m_lFxId); \>           if(!buf) return RAY_NOMEM; \>            \>           BaseContainer subbc; \>           subbc.SetVoid(1000,buf); \> \>           const LONG w = buf->GetInfo(VPGETINFO_XRESOLUTION); \>           const LONG h = buf->GetInfo(VPGETINFO_YRESOLUTION); \> \>           m_varrBuf = bNew Vector[w\*h]; \>           if(!m_varrBuf) return RAY_NOMEM; \> \>           subbc.SetVoid(1001,m_varrBuf); \> \>           data->SetContainer(1023441, subbc); \>      } \> \>      else if (vps->vp==VP_RENDER && !vps->open) \>      { \>           VPBuffer \*buf = NULL; \>           buf = vps->render->GetBuffer(VPBUFFER_POSTEFFECT, m_lFxId); \>           if(!buf) return RAY_NOMEM; \> \>           if(buf && m_varrBuf) \>           { \>                const LONG w = buf->GetInfo(VPGETINFO_XRESOLUTION); \>                const LONG h = buf->GetInfo(VPGETINFO_YRESOLUTION); \> \>                LONG x,y; \>                const LONG cpp = buf->GetInfo(VPGETINFO_CPP); \> \>                SReal \*b,\*buffer = (SReal\* )GeAlloc(cpp\*w\*sizeof(SReal)); \>                if (!buffer) return RAY_NOMEM; \> \>                for(y=0; y<h; y++) \>                { \>                     buf->GetLine(0,y,w,buffer,32,TRUE); \> \>                     for (b=buffer,x=0;x<w;x++,b+=cpp) \>                     { \>                          Vector col = m_varrBuf[(y\*w)+x]; \>                          b[0] = col.x; \>                          b[1] = col.y; \>                          b[2] = col.z; \>                     } \>                     buf->SetLine(0,y,w,buffer,32,TRUE); \>                } \>                GeFree(buffer); \>           } \>      } \>            \>      return RAY_OK;      \> } \> \> void ColorizeData::Free(GeListNode \*node) \> { \>      if(m_varrBuf) bDelete(m_varrBuf); \> } \> \> \> // be sure to use a unique ID obtained from www.plugincafe.com \> #define ID_COLORIZEVIDEOPOST 1000968 \> \> Bool RegisterVPTest(void) \> { \>      // decide by name if the plugin shall be registered - just for user convenience \>      String name=GeLoadString(IDS_VIDEOPOST); if (!name.Content()) return TRUE; \>      return RegisterVideoPostPlugin(ID_COLORIZEVIDEOPOST,name,0,ColorizeData::Alloc,"VPcolorize",0,0); \> } \>

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/12/2008 at 14:27, xxxxxxxx wrote:

    hello Matthias,
    thank you very mutch, i'll study this
    Franz



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/03/2010 at 08:47, xxxxxxxx wrote:

    Hi Matthias,

    how would one go about using this technique for a volumetric shader and inside CalcTransparency()? It works fine with CalcVolumetric but CalcTransparency seems to have problems with this. Well, at least as soon as there are reflections involved. As there are no ray bits set it doesn´t make it easier. Any idea why Reflections affect Calctransparency (shadow calculations)?

    thx


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