/* * 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" namespace blender::compositor { TextureBaseOperation::TextureBaseOperation() { this->addInputSocket(DataType::Vector); // offset this->addInputSocket(DataType::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; flags.complex = true; } TextureOperation::TextureOperation() : TextureBaseOperation() { this->addOutputSocket(DataType::Color); } TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation() { this->addOutputSocket(DataType::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]) { /* Determine inputs resolutions. */ unsigned int temp[2]; NodeOperation::determineResolution(temp, preferredResolution); /* We don't use inputs resolutions because they are only used as parameters, not image data. */ 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]; } } } // namespace blender::compositor