/* * 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_TextureOperation.h" #include "BLI_listbase.h" #include "DNA_scene_types.h" TextureBaseOperation::TextureBaseOperation(): NodeOperation() { this->addInputSocket(COM_DT_VECTOR);//offset this->addInputSocket(COM_DT_VECTOR);//size this->texture = NULL; this->inputSize = NULL; this->inputOffset = NULL; } TextureOperation::TextureOperation() : TextureBaseOperation() { this->addOutputSocket(COM_DT_COLOR); } TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation() { this->addOutputSocket(COM_DT_VALUE); } void TextureBaseOperation::initExecution() { this->inputOffset = getInputSocketReader(0); this->inputSize = getInputSocketReader(1); } void TextureBaseOperation::deinitExecution() { this->inputSize = NULL; this->inputOffset = NULL; } void TextureBaseOperation::determineResolution(unsigned int resolution[], unsigned int preferredResolution[]) { if (preferredResolution[0] == 0 || preferredResolution[1] == 0) { resolution[0] = COM_DEFAULT_RESOLUTION_WIDTH; resolution[1] = COM_DEFAULT_RESOLUTION_HEIGHT; } else { resolution[0] = preferredResolution[0]; resolution[1] = preferredResolution[1]; } } void TextureAlphaOperation::executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { TextureBaseOperation::executePixel(color, x, y, sampler, inputBuffers); color[0] = color[3]; color[1] = 0.0f; color[2] = 0.0f; color[3] = 0.0f; } void TextureBaseOperation::executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL}; float textureSize[4]; float textureOffset[4]; float vec[3]; int retval; const float cx = this->getWidth()/2; const float cy = this->getHeight()/2; const float u = (cx-x)/this->getWidth()*2; const float v = (cy-y)/this->getHeight()*2; this->inputSize->read(textureSize, x, y, sampler, inputBuffers); this->inputOffset->read(textureOffset, x, y, sampler, inputBuffers); vec[0]= textureSize[0]*(u + textureOffset[0]); vec[1]= textureSize[1]*(v + textureOffset[1]); vec[2]= textureSize[2]*textureOffset[2]; retval= multitex_ext(this->texture, vec, NULL, NULL, 0, &texres); if (texres.talpha) color[3]= texres.ta; else color[3]= texres.tin; if ((retval & TEX_RGB)) { color[0]= texres.tr; color[1]= texres.tg; color[2]= texres.tb; } else color[0]= color[1]= color[2]= color[3]; }