/* * 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 "NOD_texture.h" namespace blender::compositor { TextureBaseOperation::TextureBaseOperation() { this->add_input_socket(DataType::Vector); // offset this->add_input_socket(DataType::Vector); // size texture_ = nullptr; input_size_ = nullptr; input_offset_ = nullptr; rd_ = nullptr; pool_ = nullptr; scene_color_manage_ = false; flags_.complex = true; } TextureOperation::TextureOperation() : TextureBaseOperation() { this->add_output_socket(DataType::Color); } TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation() { this->add_output_socket(DataType::Value); } void TextureBaseOperation::init_execution() { input_offset_ = get_input_socket_reader(0); input_size_ = get_input_socket_reader(1); pool_ = BKE_image_pool_new(); if (texture_ != nullptr && texture_->nodetree != nullptr && texture_->use_nodes) { ntreeTexBeginExecTree(texture_->nodetree); } NodeOperation::init_execution(); } void TextureBaseOperation::deinit_execution() { input_size_ = nullptr; input_offset_ = nullptr; BKE_image_pool_free(pool_); pool_ = nullptr; if (texture_ != nullptr && texture_->use_nodes && texture_->nodetree != nullptr && texture_->nodetree->execdata != nullptr) { ntreeTexEndExecTree(texture_->nodetree->execdata); } NodeOperation::deinit_execution(); } void TextureBaseOperation::determine_canvas(const rcti &preferred_area, rcti &r_area) { r_area = preferred_area; if (BLI_rcti_is_empty(&preferred_area)) { int width = rd_->xsch * rd_->size / 100; int height = rd_->ysch * rd_->size / 100; r_area.xmax = preferred_area.xmin + width; r_area.ymax = preferred_area.ymin + height; } if (execution_model_ == eExecutionModel::FullFrame) { /* Determine inputs. */ rcti temp = COM_AREA_NONE; NodeOperation::determine_canvas(r_area, temp); } } void TextureAlphaOperation::execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) { float color[4]; TextureBaseOperation::execute_pixel_sampled(color, x, y, sampler); output[0] = color[3]; } void TextureBaseOperation::execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) { TexResult texres = {0.0f}; float texture_size[4]; float texture_offset[4]; float vec[3]; int retval; const float cx = this->get_width() / 2; const float cy = this->get_height() / 2; float u = (x - cx) / this->get_width() * 2; float v = (y - cy) / this->get_height() * 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 (texture_ != nullptr && (texture_->imaflag & TEX_INTERPOL) == 0) { u += 0.5f / cx; v += 0.5f / cy; } input_size_->read_sampled(texture_size, x, y, sampler); input_offset_->read_sampled(texture_offset, x, y, sampler); vec[0] = texture_size[0] * (u + texture_offset[0]); vec[1] = texture_size[1] * (v + texture_offset[1]); vec[2] = texture_size[2] * texture_offset[2]; const int thread_id = WorkScheduler::current_thread_id(); retval = multitex_ext( texture_, vec, nullptr, nullptr, 0, &texres, thread_id, pool_, scene_color_manage_, false); output[3] = texres.talpha ? texres.trgba[3] : texres.tin; if (retval & TEX_RGB) { copy_v3_v3(output, texres.trgba); } else { output[0] = output[1] = output[2] = output[3]; } } void TextureBaseOperation::update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span inputs) { const int op_width = this->get_width(); const int op_height = this->get_height(); const float center_x = op_width / 2; const float center_y = op_height / 2; TexResult tex_result = {0}; float vec[3]; const int thread_id = WorkScheduler::current_thread_id(); for (BuffersIterator it = output->iterate_with(inputs, area); !it.is_end(); ++it) { const float *tex_offset = it.in(0); const float *tex_size = it.in(1); float u = (it.x - center_x) / op_width * 2; float v = (it.y - center_y) / op_height * 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 (texture_ != nullptr && (texture_->imaflag & TEX_INTERPOL) == 0) { u += 0.5f / center_x; v += 0.5f / center_y; } vec[0] = tex_size[0] * (u + tex_offset[0]); vec[1] = tex_size[1] * (v + tex_offset[1]); vec[2] = tex_size[2] * tex_offset[2]; const int retval = multitex_ext(texture_, vec, nullptr, nullptr, 0, &tex_result, thread_id, pool_, scene_color_manage_, false); it.out[3] = tex_result.talpha ? tex_result.trgba[3] : tex_result.tin; if (retval & TEX_RGB) { copy_v3_v3(it.out, tex_result.trgba); } else { it.out[0] = it.out[1] = it.out[2] = it.out[3]; } } } void TextureAlphaOperation::update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span inputs) { MemoryBuffer texture(DataType::Color, area); TextureBaseOperation::update_memory_buffer_partial(&texture, area, inputs); output->copy_from(&texture, area, 3, COM_DATA_TYPE_VALUE_CHANNELS, 0); } } // namespace blender::compositor