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Diffstat (limited to 'source/blender/compositor/operations/COM_TextureOperation.cc')
-rw-r--r--source/blender/compositor/operations/COM_TextureOperation.cc157
1 files changed, 157 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_TextureOperation.cc b/source/blender/compositor/operations/COM_TextureOperation.cc
new file mode 100644
index 00000000000..e66cd57cb3f
--- /dev/null
+++ b/source/blender/compositor/operations/COM_TextureOperation.cc
@@ -0,0 +1,157 @@
+/*
+ * 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"
+
+TextureBaseOperation::TextureBaseOperation()
+{
+ this->addInputSocket(COM_DT_VECTOR); // offset
+ this->addInputSocket(COM_DT_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;
+ setComplex(true);
+}
+TextureOperation::TextureOperation() : TextureBaseOperation()
+{
+ this->addOutputSocket(COM_DT_COLOR);
+}
+TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
+{
+ this->addOutputSocket(COM_DT_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])
+{
+ if (preferredResolution[0] == 0 || preferredResolution[1] == 0) {
+ int width = this->m_rd->xsch * this->m_rd->size / 100;
+ int height = this->m_rd->ysch * this->m_rd->size / 100;
+ resolution[0] = width;
+ resolution[1] = height;
+ }
+ else {
+ 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];
+ }
+}