The final render will use scene resolution in this case. For example, when Color Input is plugger to preview and composite output nodes, final render will flood-fill the final image which is a size of scene resolution with this color. Before this fix the node preview was empty. After this fix the node preview will be flood-filled with the color. Fixes T78586 Differential Revision: https://developer.blender.org/D8263
162 lines
5.4 KiB
C++
162 lines
5.4 KiB
C++
/*
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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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* Copyright 2011, Blender Foundation.
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*/
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#include "COM_PreviewOperation.h"
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#include "BKE_image.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_math_color.h"
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#include "BLI_utildefines.h"
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#include "COM_defines.h"
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#include "MEM_guardedalloc.h"
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#include "PIL_time.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "BKE_node.h"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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PreviewOperation::PreviewOperation(const ColorManagedViewSettings *viewSettings,
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const ColorManagedDisplaySettings *displaySettings)
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: NodeOperation()
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{
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this->addInputSocket(COM_DT_COLOR, COM_SC_NO_RESIZE);
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this->m_preview = NULL;
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this->m_outputBuffer = NULL;
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this->m_input = NULL;
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this->m_divider = 1.0f;
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this->m_viewSettings = viewSettings;
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this->m_displaySettings = displaySettings;
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}
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void PreviewOperation::verifyPreview(bNodeInstanceHash *previews, bNodeInstanceKey key)
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{
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/* Size (0, 0) ensures the preview rect is not allocated in advance,
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* this is set later in initExecution once the resolution is determined.
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*/
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this->m_preview = BKE_node_preview_verify(previews, key, 0, 0, true);
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}
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void PreviewOperation::initExecution()
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{
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this->m_input = getInputSocketReader(0);
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if (this->getWidth() == (unsigned int)this->m_preview->xsize &&
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this->getHeight() == (unsigned int)this->m_preview->ysize) {
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this->m_outputBuffer = this->m_preview->rect;
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}
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if (this->m_outputBuffer == NULL) {
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this->m_outputBuffer = (unsigned char *)MEM_callocN(
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sizeof(unsigned char) * 4 * getWidth() * getHeight(), "PreviewOperation");
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if (this->m_preview->rect) {
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MEM_freeN(this->m_preview->rect);
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}
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this->m_preview->xsize = getWidth();
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this->m_preview->ysize = getHeight();
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this->m_preview->rect = this->m_outputBuffer;
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}
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}
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void PreviewOperation::deinitExecution()
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{
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this->m_outputBuffer = NULL;
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this->m_input = NULL;
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}
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void PreviewOperation::executeRegion(rcti *rect, unsigned int /*tileNumber*/)
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{
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int offset;
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float color[4];
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struct ColormanageProcessor *cm_processor;
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cm_processor = IMB_colormanagement_display_processor_new(this->m_viewSettings,
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this->m_displaySettings);
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for (int y = rect->ymin; y < rect->ymax; y++) {
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offset = (y * getWidth() + rect->xmin) * 4;
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for (int x = rect->xmin; x < rect->xmax; x++) {
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float rx = floor(x / this->m_divider);
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float ry = floor(y / this->m_divider);
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color[0] = 0.0f;
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color[1] = 0.0f;
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color[2] = 0.0f;
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color[3] = 1.0f;
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this->m_input->readSampled(color, rx, ry, COM_PS_NEAREST);
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IMB_colormanagement_processor_apply_v4(cm_processor, color);
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rgba_float_to_uchar(this->m_outputBuffer + offset, color);
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offset += 4;
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}
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}
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IMB_colormanagement_processor_free(cm_processor);
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}
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bool PreviewOperation::determineDependingAreaOfInterest(rcti *input,
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ReadBufferOperation *readOperation,
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rcti *output)
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{
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rcti newInput;
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newInput.xmin = input->xmin / this->m_divider;
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newInput.xmax = input->xmax / this->m_divider;
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newInput.ymin = input->ymin / this->m_divider;
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newInput.ymax = input->ymax / this->m_divider;
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return NodeOperation::determineDependingAreaOfInterest(&newInput, readOperation, output);
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}
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void PreviewOperation::determineResolution(unsigned int resolution[2],
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unsigned int preferredResolution[2])
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{
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NodeOperation::determineResolution(resolution, preferredResolution);
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/* If resolution is 0 there are two possible scenarios:
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* - Either node is not connected at all
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* - It is connected to input which doesn't have own resolution (i.e. color input).
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*
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* In the former case we rely on the execution system to not evaluate this node.
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*
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* For the latter case we use 1 pixel preview, so that it's possible to see preview color in the
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* preview. This is how final F12 render will behave (flood-fill final frame with the color).
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*
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* Having things consistent in terms that node preview is scaled down F12 render is a very
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* natural thing to do. */
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int width = max_ii(1, resolution[0]);
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int height = max_ii(1, resolution[1]);
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this->m_divider = 0.0f;
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if (width > height) {
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this->m_divider = (float)COM_PREVIEW_SIZE / (width);
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}
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else {
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this->m_divider = (float)COM_PREVIEW_SIZE / (height);
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}
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width = width * this->m_divider;
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height = height * this->m_divider;
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resolution[0] = width;
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resolution[1] = height;
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}
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CompositorPriority PreviewOperation::getRenderPriority() const
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{
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return COM_PRIORITY_LOW;
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}
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