This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/compositor/operations/COM_CompositorOperation.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

237 lines
6.8 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_CompositorOperation.h"
#include "BLI_listbase.h"
#include "BKE_global.h"
#include "BKE_image.h"
extern "C" {
# include "BLI_threads.h"
# include "RE_pipeline.h"
# include "RE_shader_ext.h"
# include "RE_render_ext.h"
# include "MEM_guardedalloc.h"
# include "render_types.h"
}
#include "PIL_time.h"
CompositorOperation::CompositorOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_VALUE);
this->addInputSocket(COM_DT_VALUE);
this->setRenderData(NULL);
this->m_outputBuffer = NULL;
this->m_depthBuffer = NULL;
this->m_imageInput = NULL;
this->m_alphaInput = NULL;
this->m_depthInput = NULL;
this->m_useAlphaInput = false;
this->m_active = false;
this->m_scene = NULL;
this->m_sceneName[0] = '\0';
this->m_viewName = NULL;
}
void CompositorOperation::initExecution()
{
if (!this->m_active)
return;
// When initializing the tree during initial load the width and height can be zero.
this->m_imageInput = getInputSocketReader(0);
this->m_alphaInput = getInputSocketReader(1);
this->m_depthInput = getInputSocketReader(2);
if (this->getWidth() * this->getHeight() != 0) {
this->m_outputBuffer = (float *) MEM_callocN(this->getWidth() * this->getHeight() * 4 * sizeof(float), "CompositorOperation");
}
if (this->m_depthInput != NULL) {
this->m_depthBuffer = (float *) MEM_callocN(this->getWidth() * this->getHeight() * sizeof(float), "CompositorOperation");
}
}
void CompositorOperation::deinitExecution()
{
if (!this->m_active)
return;
if (!isBreaked()) {
Render *re = RE_GetSceneRender(this->m_scene);
RenderResult *rr = RE_AcquireResultWrite(re);
if (rr) {
RenderView *rv = RE_RenderViewGetByName(rr, this->m_viewName);
if (rv->rectf != NULL) {
MEM_freeN(rv->rectf);
}
rv->rectf = this->m_outputBuffer;
if (rv->rectz != NULL) {
MEM_freeN(rv->rectz);
}
rv->rectz = this->m_depthBuffer;
rr->have_combined = true;
}
else {
if (this->m_outputBuffer) {
MEM_freeN(this->m_outputBuffer);
}
if (this->m_depthBuffer) {
MEM_freeN(this->m_depthBuffer);
}
}
if (re) {
RE_ReleaseResult(re);
re = NULL;
}
BLI_thread_lock(LOCK_DRAW_IMAGE);
BKE_image_signal(G.main, BKE_image_verify_viewer(G.main, IMA_TYPE_R_RESULT, "Render Result"), NULL, IMA_SIGNAL_FREE);
BLI_thread_unlock(LOCK_DRAW_IMAGE);
}
else {
if (this->m_outputBuffer) {
MEM_freeN(this->m_outputBuffer);
}
if (this->m_depthBuffer) {
MEM_freeN(this->m_depthBuffer);
}
}
this->m_outputBuffer = NULL;
this->m_depthBuffer = NULL;
this->m_imageInput = NULL;
this->m_alphaInput = NULL;
this->m_depthInput = NULL;
}
void CompositorOperation::executeRegion(rcti *rect, unsigned int /*tileNumber*/)
{
float color[8]; // 7 is enough
float *buffer = this->m_outputBuffer;
float *zbuffer = this->m_depthBuffer;
if (!buffer) return;
int x1 = rect->xmin;
int y1 = rect->ymin;
int x2 = rect->xmax;
int y2 = rect->ymax;
int offset = (y1 * this->getWidth() + x1);
int add = (this->getWidth() - (x2 - x1));
int offset4 = offset * COM_NUM_CHANNELS_COLOR;
int x;
int y;
bool breaked = false;
int dx = 0, dy = 0;
#if 0
const RenderData *rd = this->m_rd;
if (rd->mode & R_BORDER && rd->mode & R_CROP) {
/**
* When using cropped render result, need to re-position area of interest,
* so it'll natch bounds of render border within frame. By default, canvas
* will be centered between full frame and cropped frame, so we use such
* scheme to map cropped coordinates to full-frame coordinates
*
* ^ Y
* | Width
* +------------------------------------------------+
* | |
* | |
* | Centered canvas, we map coordinate from it |
* | +------------------+ |
* | | | | H
* | | | | e
* | +------------------+ . Center | | i
* | | | | | | g
* | | | | | | h
* | |....dx.... +------|-----------+ | t
* | | . dy | |
* | +------------------+ |
* | Render border, we map coordinates to it |
* | | X
* +------------------------------------------------+---->
* Full frame
*/
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;
}
#endif
for (y = y1; y < y2 && (!breaked); y++) {
for (x = x1; x < x2 && (!breaked); x++) {
int input_x = x + dx, input_y = y + dy;
this->m_imageInput->readSampled(color, input_x, input_y, COM_PS_NEAREST);
if (this->m_useAlphaInput) {
this->m_alphaInput->readSampled(&(color[3]), input_x, input_y, COM_PS_NEAREST);
}
copy_v4_v4(buffer + offset4, color);
this->m_depthInput->readSampled(color, input_x, input_y, COM_PS_NEAREST);
zbuffer[offset] = color[0];
offset4 += COM_NUM_CHANNELS_COLOR;
offset++;
if (isBreaked()) {
breaked = true;
}
}
offset += add;
offset4 += add * COM_NUM_CHANNELS_COLOR;
}
}
void CompositorOperation::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
{
int width = this->m_rd->xsch * this->m_rd->size / 100;
int height = this->m_rd->ysch * this->m_rd->size / 100;
// check actual render resolution with cropping it may differ with cropped border.rendering
// FIX for: [31777] Border Crop gives black (easy)
Render *re = RE_GetSceneRender(this->m_scene);
if (re) {
RenderResult *rr = RE_AcquireResultRead(re);
if (rr) {
width = rr->rectx;
height = rr->recty;
}
RE_ReleaseResult(re);
}
preferredResolution[0] = width;
preferredResolution[1] = height;
NodeOperation::determineResolution(resolution, preferredResolution);
resolution[0] = width;
resolution[1] = height;
}