Commit: 737e70e4f393066b4bb9ba48c76c305851458193
Author: Dalai Felinto
Date:   Fri Aug 8 16:30:14 2014 +0200
Branches: multiview
https://developer.blender.org/rB737e70e4f393066b4bb9ba48c76c305851458193

All anaglyph stereo output modes working =)

===================================================================

M       source/blender/imbuf/intern/stereoimbuf.c

===================================================================

diff --git a/source/blender/imbuf/intern/stereoimbuf.c 
b/source/blender/imbuf/intern/stereoimbuf.c
index 7bb2ebb..ffdbe3b 100644
--- a/source/blender/imbuf/intern/stereoimbuf.c
+++ b/source/blender/imbuf/intern/stereoimbuf.c
@@ -55,7 +55,7 @@
 #include "DNA_userdef_types.h"
 #include "DNA_scene_types.h"
 
-static void imb_stereo_anaglyph(enum eStereoAnaglyphType UNUSED(mode), ImBuf 
*left, ImBuf *right, bool is_float, ImBuf *r_ibuf)
+static void imb_stereo_anaglyph(enum eStereoAnaglyphType mode, ImBuf *left, 
ImBuf *right, bool is_float, ImBuf *r_ibuf)
 {
        int x, y;
        size_t width = r_ibuf->x;
@@ -64,41 +64,57 @@ static void imb_stereo_anaglyph(enum eStereoAnaglyphType 
UNUSED(mode), ImBuf *le
        const int stride_from = width;
        const int stride_to = width;
 
+       int anaglyph_encoding[3][3] = {
+           {0,1,1},
+           {1,0,1},
+           {0,0,1},
+       };
+
+       int r, g, b;
+
+       r = anaglyph_encoding[mode][0];
+       g = anaglyph_encoding[mode][1];
+       b = anaglyph_encoding[mode][2];
+
        if (is_float){
+               float *rect_to = r_ibuf->rect_float;
                const float *rect_left = left->rect_float;
                const float *rect_right= right->rect_float;
-               float *rect_to = r_ibuf->rect_float;
 
                /* always RGBA input/output */
                for (y = 0; y < height; y++) {
                        float *to = rect_to + stride_to * y * 4;
-                       const float *from_left = rect_left + stride_from * y * 
4;
-                       const float*from_right = rect_right + stride_from * y * 
4;
-
-                       for (x = 0; x < width; x++, from_left += 4, from_right 
+= 4, to += 4) {
-                               to[0] = from_left[0];
-                               to[1] = from_right[1];
-                               to[2] = from_right[2];
-                               to[3] = from_right[3];
+                       const float *from[2] = {
+                           rect_left + stride_from * y * 4,
+                rect_right + stride_from * y * 4,
+                       };
+
+                       for (x = 0; x < width; x++, from[0] += 4, from[1] += 4, 
to += 4) {
+                               to[0] = from[r][0];
+                               to[1] = from[g][1];
+                               to[2] = from[b][2];
+                               to[3] = MAX2(from[0][2], from[0][2]);
                        }
                }
        }
        else {
+               uchar *rect_to = (uchar *)r_ibuf->rect;
                const uchar *rect_left = (uchar *)left->rect;
                const uchar *rect_right= (uchar *)right->rect;
-               uchar *rect_to = (uchar *)r_ibuf->rect;
 
                /* always RGBA input/output */
                for (y = 0; y < height; y++) {
                        uchar *to = rect_to + stride_to * y * 4;
-                       uchar *from_left = rect_left + stride_from * y * 4;
-                       uchar *from_right = rect_right + stride_from * y * 4;
-
-                       for (x = 0; x < width; x++, from_left += 4, from_right 
+= 4, to += 4) {
-                               to[0] = from_left[0];
-                               to[1] = from_right[1];
-                               to[2] = from_right[2];
-                               to[3] = from_right[3];
+                       uchar *from[2] = {
+                           rect_left + stride_from * y * 4,
+                               rect_right + stride_from * y * 4,
+                       };
+
+                       for (x = 0; x < width; x++, from[0] += 4, from[1] += 4, 
to += 4) {
+                               to[0] = from[r][0];
+                               to[1] = from[g][1];
+                               to[2] = from[b][2];
+                               to[3] = MAX2(from[0][2], from[0][2]);
                        }
                }
        }

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