inputs.
http://wiki.blender.org/uploads/4/4c/Compo_image_interpolation_borders.png
Problem is that all image buffer reader nodes (RenderLayer, Image,
MovieClip) were clipping pixel coordinates to 0..N range (N being width
or height respectively). Bilinear interpolation works ok then on the
upper-right borders (x, N) and (N, y), since the last (N-1) pixel fades
out to N (background). But the lower-left (x, 0) and (0, y) borders are
not correctly interpolated because the nodes cut off the negative pixels
before the interpolation function can calculate their value.
To fix this, the interpolation functions are now entirely responsible
for handling "out of range" cases, i.e. setting (0,0,0,0) results for
invalid pixels, while also handling interpolation for borders.
Callers should not do pixel range checks themselves, which also makes
the code simpler. Should not have any real performance penalty,
the interpolation functions do this check anyway, so is probably even
slightly faster.
Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered).
This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing).
Differential Revision: http://developer.blender.org/D7
The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as
with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
The chunk indices for scheduling chunks based on a given area were calculated incorrectly. This caused chunks at the very border of the render (pixels 256..257) to be omitted, leading to incorrect values
in the Z buffer of the test file, which in turn caused wrong normalization range and the resulting almost-white image.
Also added a dedicated executePixel function for Z buffer to avoid any interpolation of Z values.
This merges all mix operations into a COM_MixBaseOperation
(naming could be better, but this way it corresponds to what's
going on with math operations.
Same was done with RenderLayers operations.
Overall this gives 20% of bf_compositor library compilation
time decrease. And it was rather annoying to have tens of
files with just a single-line constructors anyway.
TODO:
- All Convert operations could also be merged into a single file,
but that would require adding some ConvertBaseOperation to
reduce code duplication (ideally). Leaving it unchanged for now.
- Some operations' headers seems to be wrongly including MixOperation
header, they need to include NodeOperation instead it seems.
This is rather harmless, but would be nice to doublecheck on this
eventually.