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/*
* 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_SplitViewerOperation.h"
#include "COM_SocketConnection.h"
#include "BLI_listbase.h"
#include "DNA_scene_types.h"
#include "BKE_image.h"
#include "BLI_utildefines.h"
#include "BLI_math_color.h"
#include "BLI_math_vector.h"
extern "C" {
#include "MEM_guardedalloc.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
}
SplitViewerOperation::SplitViewerOperation() : ViewerBaseOperation() {
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_COLOR);
this->image1Input = NULL;
this->image2Input = NULL;
}
void SplitViewerOperation::initExecution() {
// When initializing the tree during initial load the width and height can be zero.
this->image1Input = getInputSocketReader(0);
this->image2Input = getInputSocketReader(1);
ViewerBaseOperation::initExecution();
}
void SplitViewerOperation::deinitExecution() {
this->image1Input = NULL;
this->image2Input = NULL;
ViewerBaseOperation::deinitExecution();
}
void SplitViewerOperation::executeRegion(rcti *rect, unsigned int tileNumber, MemoryBuffer** memoryBuffers) {
float* buffer = this->outputBuffer;
unsigned char* bufferDisplay = this->outputBufferDisplay;
if (!buffer) return;
int x1 = rect->xmin;
int y1 = rect->ymin;
int x2 = rect->xmax;
int y2 = rect->ymax;
int offset = (y1*this->getWidth() + x1 ) * 4;
int x;
int y;
int perc = xSplit?this->splitPercentage*getWidth()/100.0f:this->splitPercentage*getHeight()/100.0f;
for (y = y1 ; y < y2 ; y++) {
for (x = x1 ; x < x2 ; x++) {
bool image1;
float srgb[4];
image1 = xSplit?x>perc:y>perc;
if (image1) {
image1Input->read(&(buffer[offset]), x, y, COM_PS_NEAREST, memoryBuffers);
} else {
image2Input->read(&(buffer[offset]), x, y, COM_PS_NEAREST, memoryBuffers);
}
/// @todo: linear conversion only when scene color management is selected, also check predivide.
if (this->doColorManagement) {
if(this->doColorPredivide) {
linearrgb_to_srgb_predivide_v4(srgb, buffer+offset);
} else {
linearrgb_to_srgb_v4(srgb, buffer+offset);
}
} else {
copy_v4_v4(srgb, buffer+offset);
}
F4TOCHAR4(srgb, bufferDisplay+offset);
offset +=4;
}
offset += (this->getWidth()-(x2-x1))*4;
}
updateImage(rect);
}
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