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blender-archive/source/blender/compositor/operations/COM_TranslateOperation.cpp
Monique Dewanchand a5cef69a0d Apply patch [#33999] Wrapping mode for the "translate" compositing node
this patch enables the translate node to wrap around the image borders. This is especially needed if the translate node is not used to position elements on a layer but when it is used instead for seamless backgrounds like mountains or clouds that should be repeated over time (by animating the x/y values).

No trunk without docs! So here is my documentation: http://wiki.blender.org/index.php/User:Plasmasolutions/TranslateNodeExtension

The code is properly documented and should be easy to read and understand. When there are any problems or issues, please comment, I'll tackle them right away!

Greetings, Thomas Beck


 * optimized determination dependant areas
 * fixed some issues with scale node

There are still some issues when scaling very small values (x=0.0001)

 - At Mind -
2013-01-31 15:08:37 +00:00

173 lines
5.1 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* 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.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
* Thomas Beck (plasmasolutions.de)
*/
#include "COM_TranslateOperation.h"
TranslateOperation::TranslateOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_VALUE);
this->addInputSocket(COM_DT_VALUE);
this->addOutputSocket(COM_DT_COLOR);
this->setResolutionInputSocketIndex(0);
this->m_inputOperation = NULL;
this->m_inputXOperation = NULL;
this->m_inputYOperation = NULL;
this->m_isDeltaSet = false;
}
void TranslateOperation::initExecution()
{
this->m_inputOperation = this->getInputSocketReader(0);
this->m_inputXOperation = this->getInputSocketReader(1);
this->m_inputYOperation = this->getInputSocketReader(2);
ensureDelta();
//Calculate the relative offset once per execution, no need to do this per pixel
this->m_relativeOffsetX = fmodf(this->getDeltaX(), this->getWidth());
this->m_relativeOffsetY = fmodf(this->getDeltaY(), this->getHeight());
}
void TranslateOperation::deinitExecution()
{
this->m_inputOperation = NULL;
this->m_inputXOperation = NULL;
this->m_inputYOperation = NULL;
}
void TranslateOperation::executePixel(float output[4], float x, float y, PixelSampler sampler)
{
ensureDelta();
float originalXPos = x - this->getDeltaX();
float originalYPos = y - this->getDeltaY();
switch(m_wrappingType) {
case 0:
//Intentionally empty, originalXPos and originalYPos have been set before
break;
case 1:
// wrap only on the x-axis
originalXPos = this->getWrappedOriginalXPos(x);
break;
case 2:
// wrap only on the y-axis
originalYPos = this->getWrappedOriginalYPos(y);
break;
case 3:
// wrap on both
originalXPos = this->getWrappedOriginalXPos(x);
originalYPos = this->getWrappedOriginalYPos(y);
break;
}
this->m_inputOperation->read(output, originalXPos , originalYPos, sampler);
}
bool TranslateOperation::determineDependingAreaOfInterest(rcti *input, ReadBufferOperation *readOperation, rcti *output)
{
rcti newInput;
ensureDelta();
newInput.xmin = input->xmin - this->getDeltaX();
newInput.xmax = input->xmax - this->getDeltaX();
newInput.ymin = input->ymin - this->getDeltaY();
newInput.ymax = input->ymax - this->getDeltaY();
if (m_wrappingType == 1 || m_wrappingType == 3){
// wrap only on the x-axis if tile is wrapping
newInput.xmin = getWrappedOriginalXPos(input->xmin);
newInput.xmax = getWrappedOriginalXPos(input->xmax);
if(newInput.xmin > newInput.xmax){
newInput.xmin = 0;
newInput.xmax = this->getWidth();
}
}
if(m_wrappingType == 2 || m_wrappingType == 3) {
// wrap only on the y-axis if tile is wrapping
newInput.ymin = getWrappedOriginalYPos(input->ymin);
newInput.ymax = getWrappedOriginalYPos(input->ymax);
if (newInput.ymin > newInput.ymax){
newInput.ymin = 0;
newInput.ymax = this->getHeight();
}
}
return NodeOperation::determineDependingAreaOfInterest(&newInput, readOperation, output);
}
void TranslateOperation::setWrapping(char wrapping_type)
{
m_wrappingType = wrapping_type;
}
float TranslateOperation::getWrappedOriginalXPos(float x)
{
float originalXPos = 0;
// Positive offset: Append image data from the left
if ( this->m_relativeOffsetX > 0 ) {
if ( x < this->m_relativeOffsetX )
originalXPos = this->getWidth() - this->m_relativeOffsetX + x;
else
originalXPos = x - this->m_relativeOffsetX;
} else {
// Negative offset: Append image data from the right
if (x < (this->getWidth() + this->m_relativeOffsetX))
originalXPos = x - this->m_relativeOffsetX;
else
originalXPos = x - (this->getWidth() + this->m_relativeOffsetX);
}
while (originalXPos < 0) originalXPos += this->m_width;
return fmodf(originalXPos, this->getWidth());
}
float TranslateOperation::getWrappedOriginalYPos(float y)
{
float originalYPos = 0;
// Positive offset: Append image data from the bottom
if ( this->m_relativeOffsetY > 0 ) {
if ( y < this->m_relativeOffsetY )
originalYPos = this->getHeight()- this->m_relativeOffsetY + y;
else
originalYPos = y - this->m_relativeOffsetY;
} else {
// Negative offset: Append image data from the top
if (y < (this->getHeight() + this->m_relativeOffsetY))
originalYPos = y - this->m_relativeOffsetY;
else
originalYPos = y - (this->getHeight() + this->m_relativeOffsetY);
}
while (originalYPos < 0) originalYPos += this->m_height;
return fmodf(originalYPos, this->getHeight());
}