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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.cpp
Sergey Sharybin 02fad7dca4 Fix T42844: Compositor scale offset
Different interpolation methods in compositor could lead to 0.5 pixel offset in
final renders. This is because of some inconsistency in integer coordinates
which might mean pixel corner or pixel center.

Should be all fine now.
2015-01-20 15:02:35 +05:00

356 lines
9.3 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* 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.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
*/
#include "COM_RenderLayersProg.h"
#include "BLI_listbase.h"
#include "DNA_scene_types.h"
extern "C" {
# include "RE_pipeline.h"
# include "RE_shader_ext.h"
# include "RE_render_ext.h"
}
/* ******** Render Layers Base Prog ******** */
RenderLayersBaseProg::RenderLayersBaseProg(int renderpass, int elementsize) : NodeOperation()
{
this->m_renderpass = renderpass;
this->setScene(NULL);
this->m_inputBuffer = NULL;
this->m_elementsize = elementsize;
this->m_rd = NULL;
}
void RenderLayersBaseProg::initExecution()
{
Scene *scene = this->getScene();
Render *re = (scene) ? RE_GetRender(scene->id.name) : NULL;
RenderResult *rr = NULL;
if (re)
rr = RE_AcquireResultRead(re);
if (rr) {
SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&scene->r.layers, getLayerId());
if (srl) {
RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
if (rl && rl->rectf) {
this->m_inputBuffer = RE_RenderLayerGetPass(rl, this->m_renderpass);
if (this->m_inputBuffer == NULL && this->m_renderpass == SCE_PASS_COMBINED) {
this->m_inputBuffer = rl->rectf;
}
}
}
}
if (re) {
RE_ReleaseResult(re);
re = NULL;
}
}
void RenderLayersBaseProg::doInterpolation(float output[4], float x, float y, PixelSampler sampler)
{
unsigned int offset;
int width = this->getWidth(), height = this->getHeight();
switch (sampler) {
case COM_PS_NEAREST: {
int ix = x;
int iy = y;
if (ix < 0 || iy < 0 || ix >= width || iy >= height) {
if (this->m_elementsize == 1)
output[0] = 0.0f;
else if (this->m_elementsize == 3)
zero_v3(output);
else
zero_v4(output);
break;
}
offset = (iy * width + ix) * this->m_elementsize;
if (this->m_elementsize == 1)
output[0] = this->m_inputBuffer[offset];
else if (this->m_elementsize == 3)
copy_v3_v3(output, &this->m_inputBuffer[offset]);
else
copy_v4_v4(output, &this->m_inputBuffer[offset]);
break;
}
case COM_PS_BILINEAR:
BLI_bilinear_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x - 0.5f, y - 0.5f);
break;
case COM_PS_BICUBIC:
BLI_bicubic_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x - 0.5f, y - 0.5f);
break;
}
}
void RenderLayersBaseProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
#if 0
const RenderData *rd = this->m_rd;
int dx = 0, dy = 0;
if (rd->mode & R_BORDER && rd->mode & R_CROP) {
/* see comment in executeRegion describing coordinate mapping,
* here it simply goes other way around
*/
int full_width = rd->xsch * rd->size / 100;
int full_height = rd->ysch * rd->size / 100;
dx = rd->border.xmin * full_width - (full_width - this->getWidth()) / 2.0f;
dy = rd->border.ymin * full_height - (full_height - this->getHeight()) / 2.0f;
}
int ix = x - dx;
int iy = y - dy;
#endif
if (this->m_inputBuffer == NULL) {
int elemsize = this->m_elementsize;
if (elemsize == 1) {
output[0] = 0.0f;
}
else if (elemsize == 3) {
zero_v3(output);
} else {
BLI_assert(elemsize == 4);
zero_v4(output);
}
}
else {
doInterpolation(output, x, y, sampler);
}
}
void RenderLayersBaseProg::deinitExecution()
{
this->m_inputBuffer = NULL;
}
void RenderLayersBaseProg::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
{
Scene *sce = this->getScene();
Render *re = (sce) ? RE_GetRender(sce->id.name) : NULL;
RenderResult *rr = NULL;
resolution[0] = 0;
resolution[1] = 0;
if (re)
rr = RE_AcquireResultRead(re);
if (rr) {
SceneRenderLayer *srl = (SceneRenderLayer *)BLI_findlink(&sce->r.layers, getLayerId());
if (srl) {
RenderLayer *rl = RE_GetRenderLayer(rr, srl->name);
if (rl && rl->rectf) {
resolution[0] = rl->rectx;
resolution[1] = rl->recty;
}
}
}
if (re)
RE_ReleaseResult(re);
}
/* ******** Render Layers AO Operation ******** */
RenderLayersAOOperation::RenderLayersAOOperation() : RenderLayersBaseProg(SCE_PASS_AO, 3)
{
this->addOutputSocket(COM_DT_COLOR);
}
/* ******** Render Layers Alpha Operation ******** */
RenderLayersAlphaProg::RenderLayersAlphaProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
{
this->addOutputSocket(COM_DT_VALUE);
}
void RenderLayersAlphaProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == NULL) {
output[0] = 0.0f;
}
else {
float temp[4];
doInterpolation(temp, x, y, sampler);
output[0] = temp[3];
}
}
/* ******** Render Layers Color Operation ******** */
RenderLayersColorOperation::RenderLayersColorOperation() : RenderLayersBaseProg(SCE_PASS_RGBA, 4)
{
this->addOutputSocket(COM_DT_COLOR);
}
/* ******** Render Layers Cycles Operation ******** */
RenderLayersCyclesOperation::RenderLayersCyclesOperation(int pass) : RenderLayersBaseProg(pass, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Depth Operation ******** */
RenderLayersDepthProg::RenderLayersDepthProg() : RenderLayersBaseProg(SCE_PASS_Z, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
void RenderLayersDepthProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
int ix = x;
int iy = y;
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
output[0] = 0.0f;
}
else {
unsigned int offset = (iy * this->getWidth() + ix);
output[0] = inputBuffer[offset];
}
}
/* ******** Render Layers Diffuse Operation ******** */
RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Emit Operation ******** */
RenderLayersEmitOperation::RenderLayersEmitOperation() : RenderLayersBaseProg(SCE_PASS_EMIT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Environment Operation ******** */
RenderLayersEnvironmentOperation::RenderLayersEnvironmentOperation() : RenderLayersBaseProg(SCE_PASS_ENVIRONMENT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Image Operation ******** */
RenderLayersColorProg::RenderLayersColorProg() : RenderLayersBaseProg(SCE_PASS_COMBINED, 4)
{
this->addOutputSocket(COM_DT_COLOR);
}
/* ******** Render Layers Indirect Operation ******** */
RenderLayersIndirectOperation::RenderLayersIndirectOperation() : RenderLayersBaseProg(SCE_PASS_INDIRECT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Material Index Operation ******** */
RenderLayersMaterialIndexOperation::RenderLayersMaterialIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXMA, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
/* ******** Render Layers Mist Operation ******** */
RenderLayersMistOperation::RenderLayersMistOperation() : RenderLayersBaseProg(SCE_PASS_MIST, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
/* ******** Render Layers Normal Operation ******** */
RenderLayersNormalOperation::RenderLayersNormalOperation() : RenderLayersBaseProg(SCE_PASS_NORMAL, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Object Index Operation ******** */
RenderLayersObjectIndexOperation::RenderLayersObjectIndexOperation() : RenderLayersBaseProg(SCE_PASS_INDEXOB, 1)
{
this->addOutputSocket(COM_DT_VALUE);
}
/* ******** Render Layers Reflection Operation ******** */
RenderLayersReflectionOperation::RenderLayersReflectionOperation() : RenderLayersBaseProg(SCE_PASS_REFLECT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Refraction Operation ******** */
RenderLayersRefractionOperation::RenderLayersRefractionOperation() : RenderLayersBaseProg(SCE_PASS_REFRACT, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Shadow Operation ******** */
RenderLayersShadowOperation::RenderLayersShadowOperation() : RenderLayersBaseProg(SCE_PASS_SHADOW, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Specular Operation ******** */
RenderLayersSpecularOperation::RenderLayersSpecularOperation() : RenderLayersBaseProg(SCE_PASS_SPEC, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Speed Operation ******** */
RenderLayersSpeedOperation::RenderLayersSpeedOperation() : RenderLayersBaseProg(SCE_PASS_VECTOR, 4)
{
this->addOutputSocket(COM_DT_COLOR);
}
/* ******** Render Layers UV Operation ******** */
RenderLayersUVOperation::RenderLayersUVOperation() : RenderLayersBaseProg(SCE_PASS_UV, 3)
{
this->addOutputSocket(COM_DT_VECTOR);
}