
The issue with wrapping is that it requires correct interpolation of the border pixels. Since interpolation is done at the far left end of the node tree in buffer/image/etc read operations, the wrapping setting can not be used directly in those operations (otherwise in-line translate operations would cause conflicts). To make wrapping work correctly we need to add a buffer in front of the translate operation, which can then be interpolated correctly based on wrapping. The WrapOperation becomes a variant of ReadBufferOperation, which uses its wrapping setting to determine the correct "extend" mode for interpolation of the buffer.
76 lines
2.5 KiB
C++
76 lines
2.5 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_TranslateNode.h"
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#include "COM_TranslateOperation.h"
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#include "COM_WrapOperation.h"
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#include "COM_WriteBufferOperation.h"
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#include "COM_ExecutionSystem.h"
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TranslateNode::TranslateNode(bNode *editorNode) : Node(editorNode)
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{
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/* pass */
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}
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void TranslateNode::convertToOperations(ExecutionSystem *graph, CompositorContext *context)
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{
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InputSocket *inputSocket = this->getInputSocket(0);
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InputSocket *inputXSocket = this->getInputSocket(1);
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InputSocket *inputYSocket = this->getInputSocket(2);
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OutputSocket *outputSocket = this->getOutputSocket(0);
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TranslateOperation *operation = new TranslateOperation();
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bNode *bnode = this->getbNode();
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NodeTranslateData *data = (NodeTranslateData *)bnode->storage;
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if (data->wrap_axis) {
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WriteBufferOperation *writeOperation = new WriteBufferOperation();
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WrapOperation *wrapOperation = new WrapOperation();
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wrapOperation->setMemoryProxy(writeOperation->getMemoryProxy());
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wrapOperation->setWrapping(data->wrap_axis);
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inputSocket->relinkConnections(writeOperation->getInputSocket(0), 0, graph);
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addLink(graph, wrapOperation->getOutputSocket(), operation->getInputSocket(0));
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graph->addOperation(writeOperation);
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graph->addOperation(wrapOperation);
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}
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else {
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inputSocket->relinkConnections(operation->getInputSocket(0), 0, graph);
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}
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if (data->relative) {
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const RenderData *rd = context->getRenderData();
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float fx = rd->xsch * rd->size / 100.0f;
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float fy = rd->ysch * rd->size / 100.0f;
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operation->setFactorXY(fx, fy);
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}
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inputXSocket->relinkConnections(operation->getInputSocket(1), 1, graph);
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inputYSocket->relinkConnections(operation->getInputSocket(2), 2, graph);
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outputSocket->relinkConnections(operation->getOutputSocket(0));
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graph->addOperation(operation);
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}
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