/* * 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 */ #include "COM_CompositorOperation.h" #include "COM_SocketConnection.h" #include "BLI_listbase.h" #include "BKE_image.h" extern "C" { #include "BLI_threads.h" #include "RE_pipeline.h" #include "RE_shader_ext.h" #include "RE_render_ext.h" #include "MEM_guardedalloc.h" #include "render_types.h" } #include "PIL_time.h" CompositorOperation::CompositorOperation() : NodeOperation() { this->addInputSocket(COM_DT_COLOR); this->addInputSocket(COM_DT_VALUE); this->addInputSocket(COM_DT_VALUE); this->setRenderData(NULL); this->m_outputBuffer = NULL; this->m_depthBuffer = NULL; this->m_imageInput = NULL; this->m_alphaInput = NULL; this->m_depthInput = NULL; this->m_sceneName[0] = '\0'; } void CompositorOperation::initExecution() { // When initializing the tree during initial load the width and height can be zero. this->m_imageInput = getInputSocketReader(0); this->m_alphaInput = getInputSocketReader(1); this->m_depthInput = getInputSocketReader(2); if (this->getWidth() * this->getHeight() != 0) { this->m_outputBuffer = (float *) MEM_callocN(this->getWidth() * this->getHeight() * 4 * sizeof(float), "CompositorOperation"); } if (this->m_depthInput != NULL) { this->m_depthBuffer = (float *) MEM_callocN(this->getWidth() * this->getHeight() * sizeof(float), "CompositorOperation"); } } void CompositorOperation::deinitExecution() { if (!isBreaked()) { Render *re = RE_GetRender(this->m_sceneName); RenderResult *rr = RE_AcquireResultWrite(re); if (rr) { if (rr->rectf != NULL) { MEM_freeN(rr->rectf); } rr->rectf = this->m_outputBuffer; if (rr->rectz != NULL) { MEM_freeN(rr->rectz); } rr->rectz = this->m_depthBuffer; } else { if (this->m_outputBuffer) { MEM_freeN(this->m_outputBuffer); } if (this->m_depthBuffer) { MEM_freeN(this->m_depthBuffer); } } BLI_lock_thread(LOCK_DRAW_IMAGE); BKE_image_signal(BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"), NULL, IMA_SIGNAL_FREE); BLI_unlock_thread(LOCK_DRAW_IMAGE); if (re) { RE_ReleaseResult(re); re = NULL; } } else { if (this->m_outputBuffer) { MEM_freeN(this->m_outputBuffer); } if (this->m_depthBuffer) { MEM_freeN(this->m_depthBuffer); } } this->m_outputBuffer = NULL; this->m_depthBuffer = NULL; this->m_imageInput = NULL; this->m_alphaInput = NULL; this->m_depthInput = NULL; } void CompositorOperation::executeRegion(rcti *rect, unsigned int tileNumber) { float color[8]; // 7 is enough float *buffer = this->m_outputBuffer; float *zbuffer = this->m_depthBuffer; if (!buffer) return; int x1 = rect->xmin; int y1 = rect->ymin; int x2 = rect->xmax; int y2 = rect->ymax; int offset = (y1 * this->getWidth() + x1); int add = (this->getWidth() - (x2 - x1)); int offset4 = offset * COM_NUMBER_OF_CHANNELS; int x; int y; bool breaked = false; for (y = y1; y < y2 && (!breaked); y++) { for (x = x1; x < x2 && (!breaked); x++) { this->m_imageInput->read(color, x, y, COM_PS_NEAREST); if (this->m_alphaInput != NULL) { this->m_alphaInput->read(&(color[3]), x, y, COM_PS_NEAREST); } copy_v4_v4(buffer + offset4, color); if (this->m_depthInput != NULL) { this->m_depthInput->read(color, x, y, COM_PS_NEAREST); zbuffer[offset] = color[0]; } offset4 += COM_NUMBER_OF_CHANNELS; offset++; if (isBreaked()) { breaked = true; } } offset += add; offset4 += add * COM_NUMBER_OF_CHANNELS; } } void CompositorOperation::determineResolution(unsigned int resolution[], unsigned int preferredResolution[]) { int width = this->m_rd->xsch * this->m_rd->size / 100; int height = this->m_rd->ysch * this->m_rd->size / 100; // check actual render resolution with cropping it may differ with cropped border.rendering // FIX for: [31777] Border Crop gives black (easy) Render *re = RE_GetRender(this->m_sceneName); if (re) { RenderResult *rr = RE_AcquireResultRead(re); if (rr) { width = rr->rectx; height = rr->recty; } RE_ReleaseResult(re); } preferredResolution[0] = width; preferredResolution[1] = height; NodeOperation::determineResolution(resolution, preferredResolution); resolution[0] = width; resolution[1] = height; }