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