The issue was caused by the conflict between preview render which would set R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of the render pipeline trying to use this flag. Now the sampler functions accepts extra argument so render pipeline can still skip image load, but calls outside of the pipeline will nicely load all the images. Not cleanest change in the world but good enough to unlock gooseberry team, and assuming we already had pool passed all over the place it should be all fine. Will need to reshuffle arguments into SamplerOptions structure later.
147 lines
4.1 KiB
C++
147 lines
4.1 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_TextureOperation.h"
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#include "BLI_listbase.h"
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#include "BKE_image.h"
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TextureBaseOperation::TextureBaseOperation() : SingleThreadedOperation()
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{
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this->addInputSocket(COM_DT_VECTOR); //offset
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this->addInputSocket(COM_DT_VECTOR); //size
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this->m_texture = NULL;
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this->m_inputSize = NULL;
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this->m_inputOffset = NULL;
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this->m_rd = NULL;
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this->m_pool = NULL;
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this->m_sceneColorManage = false;
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}
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TextureOperation::TextureOperation() : TextureBaseOperation()
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{
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this->addOutputSocket(COM_DT_COLOR);
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}
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TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
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{
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this->addOutputSocket(COM_DT_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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SingleThreadedOperation::initExecution();
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}
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void TextureBaseOperation::deinitExecution()
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{
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this->m_inputSize = NULL;
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this->m_inputOffset = NULL;
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BKE_image_pool_free(this->m_pool);
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this->m_pool = NULL;
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SingleThreadedOperation::deinitExecution();
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}
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void TextureBaseOperation::determineResolution(unsigned int resolution[2], 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], float x, float y, 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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void TextureBaseOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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TexResult texres = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
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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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const float u = (x - cx) / this->getWidth() * 2;
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const float v = (y - cy) / this->getHeight() * 2;
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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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retval = multitex_ext(this->m_texture, vec, NULL, NULL, 0, &texres, m_pool, m_sceneColorManage, false);
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if (texres.talpha)
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output[3] = texres.ta;
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else
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output[3] = texres.tin;
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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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MemoryBuffer *TextureBaseOperation::createMemoryBuffer(rcti *rect2)
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{
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int height = getHeight();
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int width = getWidth();
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DataType datatype = this->getOutputSocket()->getDataType();
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int add = 4;
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if (datatype == COM_DT_VALUE) {
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add = 1;
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}
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rcti rect;
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rect.xmin = 0;
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rect.ymin = 0;
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rect.xmax = width;
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rect.ymax = height;
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MemoryBuffer *result = new MemoryBuffer(datatype, &rect);
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float *data = result->getBuffer();
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++, data += add) {
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this->executePixelSampled(data, x, y, COM_PS_NEAREST);
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}
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}
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return result;
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}
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