/* * 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::determine_canvas(const rcti &preferred_area, rcti &r_area) { r_area = preferred_area; if (BLI_rcti_is_empty(&preferred_area)) { int width = this->m_rd->xsch * this->m_rd->size / 100; int height = this->m_rd->ysch * this->m_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; NodeOperation::determine_canvas(r_area, temp); } } 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); output[3] = texres.talpha ? texres.ta : 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]; } } void TextureBaseOperation::update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span inputs) { const int op_width = this->getWidth(); const int op_height = this->getHeight(); 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 (m_texture != nullptr && (m_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(this->m_texture, vec, nullptr, nullptr, 0, &tex_result, thread_id, m_pool, m_sceneColorManage, false); it.out[3] = tex_result.talpha ? tex_result.ta : tex_result.tin; if (retval & TEX_RGB) { it.out[0] = tex_result.tr; it.out[1] = tex_result.tg; it.out[2] = tex_result.tb; } 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