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blender-archive/source/blender/compositor/operations/COM_TextureOperation.cc
Manuel Castilla e9f2f17e85 Fix (unreported): TextureOperation inputs have no resolution
When compositor node tree has a texture node, TextureOperation vector inputs  has always {0, 0} resolution instead of having same resolution as TextureOperation which is the expected behaviour for resolutions propagation.

Current TextureOperation determineResolution implementation doesn't determine inputs resolution, breaking propagation of preferred resolution and that's the reason why they are always 0. Setting scene resolution always would mean it is its own resolution and could make sense, but setting it only when preferred resolution is 0, breaks preferred resolution logic affecting other operations as explained in D10972. In any case scene resolution is already the default preferred resolution on viewer and compositor nodes.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11381
2021-05-31 12:26:46 +02:00

159 lines
5.1 KiB
C++

/*
* 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.
*
* Copyright 2011, Blender Foundation.
*/
#include "COM_TextureOperation.h"
#include "COM_WorkScheduler.h"
#include "BKE_image.h"
#include "BKE_node.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
namespace blender::compositor {
TextureBaseOperation::TextureBaseOperation()
{
this->addInputSocket(DataType::Vector); // offset
this->addInputSocket(DataType::Vector); // size
this->m_texture = nullptr;
this->m_inputSize = nullptr;
this->m_inputOffset = nullptr;
this->m_rd = nullptr;
this->m_pool = nullptr;
this->m_sceneColorManage = false;
flags.complex = true;
}
TextureOperation::TextureOperation() : TextureBaseOperation()
{
this->addOutputSocket(DataType::Color);
}
TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
{
this->addOutputSocket(DataType::Value);
}
void TextureBaseOperation::initExecution()
{
this->m_inputOffset = getInputSocketReader(0);
this->m_inputSize = getInputSocketReader(1);
this->m_pool = BKE_image_pool_new();
if (this->m_texture != nullptr && this->m_texture->nodetree != nullptr &&
this->m_texture->use_nodes) {
ntreeTexBeginExecTree(this->m_texture->nodetree);
}
NodeOperation::initExecution();
}
void TextureBaseOperation::deinitExecution()
{
this->m_inputSize = nullptr;
this->m_inputOffset = nullptr;
BKE_image_pool_free(this->m_pool);
this->m_pool = nullptr;
if (this->m_texture != nullptr && this->m_texture->use_nodes &&
this->m_texture->nodetree != nullptr && this->m_texture->nodetree->execdata != nullptr) {
ntreeTexEndExecTree(this->m_texture->nodetree->execdata);
}
NodeOperation::deinitExecution();
}
void TextureBaseOperation::determineResolution(unsigned int resolution[2],
unsigned int preferredResolution[2])
{
/* Determine inputs resolutions. */
unsigned int temp[2];
NodeOperation::determineResolution(temp, preferredResolution);
/* We don't use inputs resolutions because they are only used as parameters, not image data. */
resolution[0] = preferredResolution[0];
resolution[1] = preferredResolution[1];
}
void TextureAlphaOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float color[4];
TextureBaseOperation::executePixelSampled(color, x, y, sampler);
output[0] = color[3];
}
void TextureBaseOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
TexResult texres = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, nullptr};
float textureSize[4];
float textureOffset[4];
float vec[3];
int retval;
const float cx = this->getWidth() / 2;
const float cy = this->getHeight() / 2;
float u = (x - cx) / this->getWidth() * 2;
float v = (y - cy) / this->getHeight() * 2;
/* When no interpolation/filtering happens in multitex() force nearest interpolation.
* We do it here because (a) we can't easily say multitex() that we want nearest
* interpolation and (b) in such configuration multitex() simply floor's the value
* which often produces artifacts.
*/
if (m_texture != nullptr && (m_texture->imaflag & TEX_INTERPOL) == 0) {
u += 0.5f / cx;
v += 0.5f / cy;
}
this->m_inputSize->readSampled(textureSize, x, y, sampler);
this->m_inputOffset->readSampled(textureOffset, x, y, sampler);
vec[0] = textureSize[0] * (u + textureOffset[0]);
vec[1] = textureSize[1] * (v + textureOffset[1]);
vec[2] = textureSize[2] * textureOffset[2];
const int thread_id = WorkScheduler::current_thread_id();
retval = multitex_ext(this->m_texture,
vec,
nullptr,
nullptr,
0,
&texres,
thread_id,
m_pool,
m_sceneColorManage,
false);
if (texres.talpha) {
output[3] = texres.ta;
}
else {
output[3] = texres.tin;
}
if ((retval & TEX_RGB)) {
output[0] = texres.tr;
output[1] = texres.tg;
output[2] = texres.tb;
}
else {
output[0] = output[1] = output[2] = output[3];
}
}
} // namespace blender::compositor