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blender-archive/source/blender/compositor/operations/COM_RenderLayersBaseProg.h
Sergey Sharybin f81e30a41f Solved issue with distorted compositor results in some cases
Originally issue was discovered when using stabilization and movie distortion
nodes, but in fact issue was caused by render layer node always doing nearest
interpolation. Now made it so this node will respect sampler passed to it's
executePixel function and do an interpolation.

Added two new functions to do bilinear/bicubic interpolation in float buffer
with variable number of components per element, so it could interpolate 1, 3
and 4 component vectors. This functions currently mostly duplicates the same
functions from imageprocess.c and it should actually be de-duplicated. Think
it's ok to leave a bit of time with such duplication, since functions should
be generalized one more time to support byte buffers, which could backfire on
readability.

Also removed mark as complex from stabilization node, which isn't needed sine
int fact this node is not complex.
2012-11-10 19:11:25 +00:00

100 lines
2.6 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
*/
#ifndef _COM_RenderLayersBaseProg_h
#define _COM_RenderLayersBaseProg_h
#include "COM_NodeOperation.h"
#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BKE_image.h"
extern "C" {
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
#include "RE_render_ext.h"
#include "MEM_guardedalloc.h"
}
/**
* Base class for all renderlayeroperations
*
* @todo: rename to operation.
*/
class RenderLayersBaseProg : public NodeOperation {
private:
/**
* Reference to the scene object.
*/
Scene *m_scene;
/**
* layerId of the layer where this operation needs to get its data from
*/
short m_layerId;
/**
* cached instance to the float buffer inside the layer
*/
float *m_inputBuffer;
/**
* renderpass where this operation needs to get its data from
*/
int m_renderpass;
int m_elementsize;
protected:
/**
* Constructor
*/
RenderLayersBaseProg(int renderpass, int elementsize);
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
/**
* retrieve the reference to the float buffer of the renderer.
*/
inline float *getInputBuffer() { return this->m_inputBuffer; }
void doInterpolation(float output[4], float x, float y, PixelSampler sampler);
public:
/**
* setter for the scene field. Will be called from
* @see RenderLayerNode to set the actual scene where
* the data will be retrieved from.
*/
void setScene(Scene *scene) { this->m_scene = scene; }
Scene *getScene() { return this->m_scene; }
void setLayerId(short layerId) { this->m_layerId = layerId; }
short getLayerId() { return this->m_layerId; }
void initExecution();
void deinitExecution();
void executePixel(float output[4], float x, float y, PixelSampler sampler);
};
#endif