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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->m_image1Input = NULL;
this->m_image2Input = NULL;
}
void SplitViewerOperation::initExecution()
{
// When initializing the tree during initial load the width and height can be zero.
this->m_image1Input = getInputSocketReader(0);
this->m_image2Input = getInputSocketReader(1);
ViewerBaseOperation::initExecution();
}
void SplitViewerOperation::deinitExecution()
{
this->m_image1Input = NULL;
this->m_image2Input = NULL;
ViewerBaseOperation::deinitExecution();
}
void SplitViewerOperation::executeRegion(rcti *rect, unsigned int tileNumber)
{
float *buffer = this->m_outputBuffer;
unsigned char *bufferDisplay = this->m_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 = this->m_xSplit ? this->m_splitPercentage * this->getWidth() / 100.0f : this->m_splitPercentage * this->getHeight() / 100.0f;
for (y = y1; y < y2; y++) {
for (x = x1; x < x2; x++) {
bool image1;
float srgb[4];
image1 = this->m_xSplit ? x > perc : y > perc;
if (image1) {
this->m_image1Input->read(&(buffer[offset]), x, y, COM_PS_NEAREST);
}
else {
this->m_image2Input->read(&(buffer[offset]), x, y, COM_PS_NEAREST);
}
/// @todo: linear conversion only when scene color management is selected, also check predivide.
if (this->m_doColorManagement) {
if (this->m_doColorPredivide) {
linearrgb_to_srgb_predivide_v4(srgb, buffer + offset);
}
else {
linearrgb_to_srgb_v4(srgb, buffer + offset);
}
}
else {
copy_v4_v4(srgb, buffer + offset);
}
rgba_float_to_uchar(bufferDisplay + offset, srgb);
offset += 4;
}
offset += (this->getWidth() - (x2 - x1)) * 4;
}
updateImage(rect);
}
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