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blender-archive/source/blender/compositor/operations/COM_TextureOperation.cpp
Campbell Barton 3316853323 Cleanup: conform headers to have license first
Also remove doxy comments for licenses and add missing GPL header.
2019-02-18 08:22:11 +11:00

155 lines
4.6 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2011, Blender Foundation.
*/
#include "COM_TextureOperation.h"
#include "COM_WorkScheduler.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BKE_image.h"
extern "C" {
#include "BKE_node.h"
}
TextureBaseOperation::TextureBaseOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_VECTOR); //offset
this->addInputSocket(COM_DT_VECTOR); //size
this->m_texture = NULL;
this->m_inputSize = NULL;
this->m_inputOffset = NULL;
this->m_rd = NULL;
this->m_pool = NULL;
this->m_sceneColorManage = false;
setComplex(true);
}
TextureOperation::TextureOperation() : TextureBaseOperation()
{
this->addOutputSocket(COM_DT_COLOR);
}
TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
{
this->addOutputSocket(COM_DT_VALUE);
}
void TextureBaseOperation::initExecution()
{
this->m_inputOffset = getInputSocketReader(0);
this->m_inputSize = getInputSocketReader(1);
this->m_pool = BKE_image_pool_new();
if (this->m_texture != NULL &&
this->m_texture->nodetree != NULL &&
this->m_texture->use_nodes)
{
ntreeTexBeginExecTree(this->m_texture->nodetree);
}
NodeOperation::initExecution();
}
void TextureBaseOperation::deinitExecution()
{
this->m_inputSize = NULL;
this->m_inputOffset = NULL;
BKE_image_pool_free(this->m_pool);
this->m_pool = NULL;
if (this->m_texture != NULL &&
this->m_texture->use_nodes &&
this->m_texture->nodetree != NULL &&
this->m_texture->nodetree->execdata != NULL)
{
ntreeTexEndExecTree(this->m_texture->nodetree->execdata);
}
NodeOperation::deinitExecution();
}
void TextureBaseOperation::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
{
if (preferredResolution[0] == 0 || preferredResolution[1] == 0) {
int width = this->m_rd->xsch * this->m_rd->size / 100;
int height = this->m_rd->ysch * this->m_rd->size / 100;
resolution[0] = width;
resolution[1] = height;
}
else {
resolution[0] = preferredResolution[0];
resolution[1] = preferredResolution[1];
}
}
void TextureAlphaOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float color[4];
TextureBaseOperation::executePixelSampled(color, x, y, sampler);
output[0] = color[3];
}
void TextureBaseOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
TexResult texres = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
float textureSize[4];
float textureOffset[4];
float vec[3];
int retval;
const float cx = this->getWidth() / 2;
const float cy = this->getHeight() / 2;
float u = (x - cx) / this->getWidth() * 2;
float v = (y - cy) / this->getHeight() * 2;
/* When no interpolation/filtering happens in multitex() foce nearest interpolation.
* We do it here because (a) we can't easily say multitex() that we want nearest
* interpolation and (b) in such configuration multitex() sinply floor's the value
* which often produces artifacts.
*/
if (m_texture != NULL && (m_texture->imaflag & TEX_INTERPOL) == 0) {
u += 0.5f / cx;
v += 0.5f / cy;
}
this->m_inputSize->readSampled(textureSize, x, y, sampler);
this->m_inputOffset->readSampled(textureOffset, x, y, sampler);
vec[0] = textureSize[0] * (u + textureOffset[0]);
vec[1] = textureSize[1] * (v + textureOffset[1]);
vec[2] = textureSize[2] * textureOffset[2];
const int thread_id = WorkScheduler::current_thread_id();
retval = multitex_ext(this->m_texture,
vec,
NULL, NULL,
0,
&texres,
thread_id,
m_pool,
m_sceneColorManage,
false);
if (texres.talpha)
output[3] = texres.ta;
else
output[3] = texres.tin;
if ((retval & TEX_RGB)) {
output[0] = texres.tr;
output[1] = texres.tg;
output[2] = texres.tb;
}
else {
output[0] = output[1] = output[2] = output[3];
}
}