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blender-archive/source/blender/compositor/operations/COM_TextureOperation.h
Manuel Castilla e9f2f17e85 Fix (unreported): TextureOperation inputs have no resolution
When compositor node tree has a texture node, TextureOperation vector inputs  has always {0, 0} resolution instead of having same resolution as TextureOperation which is the expected behaviour for resolutions propagation.

Current TextureOperation determineResolution implementation doesn't determine inputs resolution, breaking propagation of preferred resolution and that's the reason why they are always 0. Setting scene resolution always would mean it is its own resolution and could make sense, but setting it only when preferred resolution is 0, breaks preferred resolution logic affecting other operations as explained in D10972. In any case scene resolution is already the default preferred resolution on viewer and compositor nodes.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11381
2021-05-31 12:26:46 +02:00

87 lines
2.2 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.
*/
#pragma once
#include "BLI_listbase.h"
#include "COM_NodeOperation.h"
#include "DNA_texture_types.h"
#include "MEM_guardedalloc.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
namespace blender::compositor {
/**
* Base class for all renderlayeroperations
*
* \todo: rename to operation.
*/
class TextureBaseOperation : public NodeOperation {
private:
Tex *m_texture;
const RenderData *m_rd;
SocketReader *m_inputSize;
SocketReader *m_inputOffset;
struct ImagePool *m_pool;
bool m_sceneColorManage;
protected:
/**
* Determine the output resolution.
*/
void determineResolution(unsigned int resolution[2],
unsigned int preferredResolution[2]) override;
/**
* Constructor
*/
TextureBaseOperation();
public:
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override;
void setTexture(Tex *texture)
{
this->m_texture = texture;
}
void initExecution() override;
void deinitExecution() override;
void setRenderData(const RenderData *rd)
{
this->m_rd = rd;
}
void setSceneColorManage(bool sceneColorManage)
{
this->m_sceneColorManage = sceneColorManage;
}
};
class TextureOperation : public TextureBaseOperation {
public:
TextureOperation();
};
class TextureAlphaOperation : public TextureBaseOperation {
public:
TextureAlphaOperation();
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler) override;
};
} // namespace blender::compositor