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.
187 lines
4.9 KiB
C++
187 lines
4.9 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_ImageOperation.h"
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#include "BLI_listbase.h"
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#include "DNA_image_types.h"
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#include "BKE_image.h"
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#include "BLI_math.h"
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extern "C" {
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#include "RE_pipeline.h"
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#include "RE_shader_ext.h"
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#include "RE_render_ext.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_colormanagement.h"
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}
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BaseImageOperation::BaseImageOperation() : NodeOperation()
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{
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this->m_image = NULL;
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this->m_buffer = NULL;
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this->m_imageFloatBuffer = NULL;
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this->m_imageByteBuffer = NULL;
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this->m_imageUser = NULL;
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this->m_imagewidth = 0;
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this->m_imageheight = 0;
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this->m_framenumber = 0;
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this->m_depthBuffer = NULL;
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this->m_numberOfChannels = 0;
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}
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ImageOperation::ImageOperation() : BaseImageOperation()
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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ImageAlphaOperation::ImageAlphaOperation() : BaseImageOperation()
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{
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this->addOutputSocket(COM_DT_VALUE);
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}
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ImageDepthOperation::ImageDepthOperation() : BaseImageOperation()
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{
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this->addOutputSocket(COM_DT_VALUE);
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}
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ImBuf *BaseImageOperation::getImBuf()
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{
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ImBuf *ibuf;
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ibuf = BKE_image_acquire_ibuf(this->m_image, this->m_imageUser, NULL);
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if (ibuf == NULL || (ibuf->rect == NULL && ibuf->rect_float == NULL)) {
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BKE_image_release_ibuf(this->m_image, ibuf, NULL);
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return NULL;
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}
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return ibuf;
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}
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void BaseImageOperation::initExecution()
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{
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ImBuf *stackbuf = getImBuf();
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this->m_buffer = stackbuf;
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if (stackbuf) {
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this->m_imageFloatBuffer = stackbuf->rect_float;
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this->m_imageByteBuffer = stackbuf->rect;
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this->m_depthBuffer = stackbuf->zbuf_float;
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this->m_imagewidth = stackbuf->x;
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this->m_imageheight = stackbuf->y;
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this->m_numberOfChannels = stackbuf->channels;
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}
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}
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void BaseImageOperation::deinitExecution()
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{
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this->m_imageFloatBuffer = NULL;
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this->m_imageByteBuffer = NULL;
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BKE_image_release_ibuf(this->m_image, this->m_buffer, NULL);
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}
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void BaseImageOperation::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
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{
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ImBuf *stackbuf = getImBuf();
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resolution[0] = 0;
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resolution[1] = 0;
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if (stackbuf) {
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resolution[0] = stackbuf->x;
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resolution[1] = stackbuf->y;
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}
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BKE_image_release_ibuf(this->m_image, stackbuf, NULL);
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}
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static void sampleImageAtLocation(ImBuf *ibuf, float x, float y, PixelSampler sampler, bool make_linear_rgb, float color[4])
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{
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if (ibuf->rect_float) {
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switch (sampler) {
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case COM_PS_NEAREST:
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nearest_interpolation_color(ibuf, NULL, color, x, y);
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break;
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case COM_PS_BILINEAR:
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bilinear_interpolation_color(ibuf, NULL, color, x, y);
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break;
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case COM_PS_BICUBIC:
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bicubic_interpolation_color(ibuf, NULL, color, x, y);
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break;
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}
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}
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else {
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unsigned char byte_color[4];
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switch (sampler) {
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case COM_PS_NEAREST:
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nearest_interpolation_color(ibuf, byte_color, NULL, x, y);
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break;
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case COM_PS_BILINEAR:
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bilinear_interpolation_color(ibuf, byte_color, NULL, x, y);
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break;
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case COM_PS_BICUBIC:
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bicubic_interpolation_color(ibuf, byte_color, NULL, x, y);
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break;
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}
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rgba_uchar_to_float(color, byte_color);
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if (make_linear_rgb) {
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IMB_colormanagement_colorspace_to_scene_linear_v4(color, false, ibuf->rect_colorspace);
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}
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}
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}
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void ImageOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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if (this->m_imageFloatBuffer == NULL && this->m_imageByteBuffer == NULL) {
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zero_v4(output);
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}
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else {
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sampleImageAtLocation(this->m_buffer, x, y, sampler, true, output);
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}
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}
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void ImageAlphaOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float tempcolor[4];
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if (this->m_imageFloatBuffer == NULL && this->m_imageByteBuffer == NULL) {
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output[0] = 0.0f;
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}
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else {
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tempcolor[3] = 1.0f;
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sampleImageAtLocation(this->m_buffer, x, y, sampler, false, tempcolor);
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output[0] = tempcolor[3];
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}
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}
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void ImageDepthOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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if (this->m_depthBuffer == NULL) {
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output[0] = 0.0f;
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}
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else {
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if (x < 0 || y < 0 || x >= this->getWidth() || y >= this->getHeight())
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output[0] = 0.0f;
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else {
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int offset = y * this->m_width + x;
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output[0] = this->m_depthBuffer[offset];
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}
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}
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}
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