155 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.6 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_TextureOperation.h"
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#include "COM_WorkScheduler.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "BKE_image.h"
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extern "C" {
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#include "BKE_node.h"
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}
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TextureBaseOperation::TextureBaseOperation() : NodeOperation()
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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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	setComplex(true);
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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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	if (this->m_texture != NULL &&
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	    this->m_texture->nodetree != NULL &&
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	    this->m_texture->use_nodes)
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	{
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		ntreeTexBeginExecTree(this->m_texture->nodetree);
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	}
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	NodeOperation::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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	if (this->m_texture != NULL &&
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	    this->m_texture->use_nodes &&
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	    this->m_texture->nodetree != NULL &&
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	    this->m_texture->nodetree->execdata != NULL)
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	{
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		ntreeTexEndExecTree(this->m_texture->nodetree->execdata);
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	}
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	NodeOperation::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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}
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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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	float u = (x - cx) / this->getWidth() * 2;
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	float v = (y - cy) / this->getHeight() * 2;
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	/* When no interpolation/filtering happens in multitex() foce nearest interpolation.
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	 * We do it here because (a) we can't easily say multitex() that we want nearest
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	 * interpolation and (b) in such configuration multitex() sinply floor's the value
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	 * which often produces artifacts.
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	 */
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	if (m_texture != NULL && (m_texture->imaflag & TEX_INTERPOL) == 0) {
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		u += 0.5f / cx;
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		v += 0.5f / cy;
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	}
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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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	const int thread_id = WorkScheduler::current_thread_id();
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	retval = multitex_ext(this->m_texture,
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	                      vec,
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	                      NULL, NULL,
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	                      0,
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	                      &texres,
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	                      thread_id,
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	                      m_pool,
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	                      m_sceneColorManage,
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	                      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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