1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
/*
* 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_PreviewOperation.h"
#include "COM_SocketConnection.h"
#include "BLI_listbase.h"
#include "DNA_scene_types.h"
#include "BKE_image.h"
#include "WM_api.h"
#include "WM_types.h"
#include "PIL_time.h"
#include "BLI_utildefines.h"
#include "BLI_math_color.h"
#include "COM_defines.h"
#include "BLI_math.h"
extern "C" {
#include "MEM_guardedalloc.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
}
PreviewOperation::PreviewOperation() : NodeOperation() {
this->addInputSocket(COM_DT_COLOR, COM_SC_NO_RESIZE);
this->outputBuffer = NULL;
this->input = NULL;
this->divider = 1.0f;
this->node = NULL;
this->priority = 0;
}
void PreviewOperation::initExecution() {
this->input = getInputSocketReader(0);
if (!this->node->preview) {
this->node->preview = (bNodePreview*)MEM_callocN(sizeof(bNodePreview), "node preview");
} else {
if (this->getWidth() == (unsigned int)this->node->preview->xsize && this->getHeight() == (unsigned int)this->node->preview->ysize) {
this->outputBuffer = this->node->preview->rect;
}
}
if (this->outputBuffer == NULL) {
this->outputBuffer = (unsigned char*)MEM_callocN(sizeof(unsigned char)*4*getWidth()*getHeight(), "PreviewOperation");
if(this->node->preview->rect) {
MEM_freeN(this->node->preview->rect);
}
this->node->preview->xsize= getWidth();
this->node->preview->ysize= getHeight();
this->node->preview->rect= outputBuffer;
}
}
void PreviewOperation::deinitExecution() {
this->outputBuffer = NULL;
this->input = NULL;
}
void PreviewOperation::executeRegion(rcti *rect, unsigned int tileNumber, MemoryBuffer **memoryBuffers) {
int offset;
float color[4];
for (int y = rect->ymin ; y < rect->ymax ; y++) {
offset = (y * getWidth() + rect->xmin)*4;
for (int x = rect->xmin ; x < rect->xmax ; x++) {
float rx = floor(x/divider);
float ry = floor(y/divider);
color[0] = 0.0f;
color[1] = 0.0f;
color[2] = 0.0f;
color[3] = 1.0f;
input->read(color, rx, ry, COM_PS_NEAREST, memoryBuffers);
/// @todo: linear conversion only when scene color management is selected, also check predivide.
linearrgb_to_srgb_v4(color, color);
F4TOCHAR4(color, outputBuffer+offset);
offset +=4;
}
}
}
bool PreviewOperation::determineDependingAreaOfInterest(rcti *input, ReadBufferOperation *readOperation, rcti *output) {
rcti newInput;
newInput.xmin = input->xmin/divider;
newInput.xmax = input->xmax/divider;
newInput.ymin = input->ymin/divider;
newInput.ymax = input->ymax/divider;
return NodeOperation::determineDependingAreaOfInterest(&newInput, readOperation, output);
}
void PreviewOperation::determineResolution(unsigned int resolution[], unsigned int preferredResolution[]) {
NodeOperation::determineResolution(resolution, preferredResolution);
int width = resolution[0];
int height = resolution[1];
this->divider = 0.0f;
if (width > height) {
divider = COM_PREVIEW_SIZE / (width-1);
} else {
divider = COM_PREVIEW_SIZE / (height-1);
}
width = width * divider;
height = height * divider;
resolution[0] = width;
resolution[1] = height;
}
const int PreviewOperation::getRenderPriority() const {
return this->priority;
}
|