/* * 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_SplitViewerOperation.h" #include "COM_SocketConnection.h" #include "BLI_listbase.h" #include "DNA_scene_types.h" #include "BKE_image.h" #include "BLI_utildefines.h" #include "BLI_math_color.h" #include "BLI_math_vector.h" extern "C" { #include "MEM_guardedalloc.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" } SplitViewerOperation::SplitViewerOperation() : ViewerBaseOperation() { this->addInputSocket(COM_DT_COLOR); this->addInputSocket(COM_DT_COLOR); this->m_image1Input = NULL; this->m_image2Input = NULL; } void SplitViewerOperation::initExecution() { // When initializing the tree during initial load the width and height can be zero. this->m_image1Input = getInputSocketReader(0); this->m_image2Input = getInputSocketReader(1); ViewerBaseOperation::initExecution(); } void SplitViewerOperation::deinitExecution() { this->m_image1Input = NULL; this->m_image2Input = NULL; ViewerBaseOperation::deinitExecution(); } void SplitViewerOperation::executeRegion(rcti *rect, unsigned int tileNumber) { float *buffer = this->m_outputBuffer; unsigned char *bufferDisplay = this->m_outputBufferDisplay; 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) * 4; int x; int y; int perc = this->m_xSplit ? this->m_splitPercentage * this->getWidth() / 100.0f : this->m_splitPercentage * this->getHeight() / 100.0f; for (y = y1; y < y2; y++) { for (x = x1; x < x2; x++) { bool image1; float srgb[4]; image1 = this->m_xSplit ? x > perc : y > perc; if (image1) { this->m_image1Input->read(&(buffer[offset]), x, y, COM_PS_NEAREST); } else { this->m_image2Input->read(&(buffer[offset]), x, y, COM_PS_NEAREST); } /// @todo: linear conversion only when scene color management is selected, also check predivide. if (this->m_doColorManagement) { if (this->m_doColorPredivide) { linearrgb_to_srgb_predivide_v4(srgb, buffer + offset); } else { linearrgb_to_srgb_v4(srgb, buffer + offset); } } else { copy_v4_v4(srgb, buffer + offset); } rgba_float_to_uchar(bufferDisplay + offset, srgb); offset += 4; } offset += (this->getWidth() - (x2 - x1)) * 4; } updateImage(rect); }