/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2012 Blender Foundation. */ #include "COM_DisplaceSimpleOperation.h" namespace blender::compositor { DisplaceSimpleOperation::DisplaceSimpleOperation() { this->add_input_socket(DataType::Color); this->add_input_socket(DataType::Vector); this->add_input_socket(DataType::Value); this->add_input_socket(DataType::Value); this->add_output_socket(DataType::Color); input_color_program_ = nullptr; input_vector_program_ = nullptr; input_scale_xprogram_ = nullptr; input_scale_yprogram_ = nullptr; } void DisplaceSimpleOperation::init_execution() { input_color_program_ = this->get_input_socket_reader(0); input_vector_program_ = this->get_input_socket_reader(1); input_scale_xprogram_ = this->get_input_socket_reader(2); input_scale_yprogram_ = this->get_input_socket_reader(3); width_x4_ = this->get_width() * 4; height_x4_ = this->get_height() * 4; } /* minimum distance (in pixels) a pixel has to be displaced * in order to take effect */ // #define DISPLACE_EPSILON 0.01f void DisplaceSimpleOperation::execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) { float in_vector[4]; float in_scale[4]; float p_dx, p_dy; /* main displacement in pixel space */ float u, v; input_scale_xprogram_->read_sampled(in_scale, x, y, sampler); float xs = in_scale[0]; input_scale_yprogram_->read_sampled(in_scale, x, y, sampler); float ys = in_scale[0]; /* clamp x and y displacement to triple image resolution - * to prevent hangs from huge values mistakenly plugged in eg. z buffers */ CLAMP(xs, -width_x4_, width_x4_); CLAMP(ys, -height_x4_, height_x4_); input_vector_program_->read_sampled(in_vector, x, y, sampler); p_dx = in_vector[0] * xs; p_dy = in_vector[1] * ys; /* displaced pixel in uv coords, for image sampling */ /* clamp nodes to avoid glitches */ u = x - p_dx + 0.5f; v = y - p_dy + 0.5f; CLAMP(u, 0.0f, this->get_width() - 1.0f); CLAMP(v, 0.0f, this->get_height() - 1.0f); input_color_program_->read_sampled(output, u, v, sampler); } void DisplaceSimpleOperation::deinit_execution() { input_color_program_ = nullptr; input_vector_program_ = nullptr; input_scale_xprogram_ = nullptr; input_scale_yprogram_ = nullptr; } bool DisplaceSimpleOperation::determine_depending_area_of_interest( rcti *input, ReadBufferOperation *read_operation, rcti *output) { rcti color_input; NodeOperation *operation = nullptr; /* the vector buffer only needs a 2x2 buffer. The image needs whole buffer */ /* image */ operation = get_input_operation(0); color_input.xmax = operation->get_width(); color_input.xmin = 0; color_input.ymax = operation->get_height(); color_input.ymin = 0; if (operation->determine_depending_area_of_interest(&color_input, read_operation, output)) { return true; } /* vector */ if (operation->determine_depending_area_of_interest(input, read_operation, output)) { return true; } /* scale x */ operation = get_input_operation(2); if (operation->determine_depending_area_of_interest(input, read_operation, output)) { return true; } /* scale y */ operation = get_input_operation(3); if (operation->determine_depending_area_of_interest(input, read_operation, output)) { return true; } return false; } void DisplaceSimpleOperation::get_area_of_interest(const int input_idx, const rcti &output_area, rcti &r_input_area) { switch (input_idx) { case 0: { r_input_area = get_input_operation(input_idx)->get_canvas(); break; } default: { r_input_area = output_area; break; } } } void DisplaceSimpleOperation::update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span inputs) { const float width = this->get_width(); const float height = this->get_height(); const MemoryBuffer *input_color = inputs[0]; for (BuffersIterator it = output->iterate_with(inputs.drop_front(1), area); !it.is_end(); ++it) { float scale_x = *it.in(1); float scale_y = *it.in(2); /* Clamp x and y displacement to triple image resolution - * to prevent hangs from huge values mistakenly plugged in eg. z buffers. */ CLAMP(scale_x, -width_x4_, width_x4_); CLAMP(scale_y, -height_x4_, height_x4_); /* Main displacement in pixel space. */ const float *vector = it.in(0); const float p_dx = vector[0] * scale_x; const float p_dy = vector[1] * scale_y; /* Displaced pixel in uv coords, for image sampling. */ /* Clamp nodes to avoid glitches. */ float u = it.x - p_dx + 0.5f; float v = it.y - p_dy + 0.5f; CLAMP(u, 0.0f, width - 1.0f); CLAMP(v, 0.0f, height - 1.0f); input_color->read_elem_checked(u, v, it.out); } } } // namespace blender::compositor