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COM_TextureOperation.cpp « operations « compositor « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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_TextureOperation.h"
#include "COM_WorkScheduler.h"

#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BKE_image.h"

extern "C" {
#include "BKE_node.h"
}

TextureBaseOperation::TextureBaseOperation() : NodeOperation()
{
	this->addInputSocket(COM_DT_VECTOR); //offset
	this->addInputSocket(COM_DT_VECTOR); //size
	this->m_texture = NULL;
	this->m_inputSize = NULL;
	this->m_inputOffset = NULL;
	this->m_rd = NULL;
	this->m_pool = NULL;
	this->m_sceneColorManage = false;
	setComplex(true);
}
TextureOperation::TextureOperation() : TextureBaseOperation()
{
	this->addOutputSocket(COM_DT_COLOR);
}
TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
{
	this->addOutputSocket(COM_DT_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 != NULL &&
	    this->m_texture->nodetree != NULL &&
	    this->m_texture->use_nodes)
	{
		ntreeTexBeginExecTree(this->m_texture->nodetree);
	}
	NodeOperation::initExecution();
}
void TextureBaseOperation::deinitExecution()
{
	this->m_inputSize = NULL;
	this->m_inputOffset = NULL;
	BKE_image_pool_free(this->m_pool);
	this->m_pool = NULL;
	if (this->m_texture != NULL &&
	    this->m_texture->use_nodes &&
	    this->m_texture->nodetree != NULL &&
	    this->m_texture->nodetree->execdata != NULL)
	{
		ntreeTexEndExecTree(this->m_texture->nodetree->execdata);
	}
	NodeOperation::deinitExecution();
}

void TextureBaseOperation::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
{
	if (preferredResolution[0] == 0 || preferredResolution[1] == 0) {
		int width = this->m_rd->xsch * this->m_rd->size / 100;
		int height = this->m_rd->ysch * this->m_rd->size / 100;
		resolution[0] = width;
		resolution[1] = height;
	}
	else {
		resolution[0] = preferredResolution[0];
		resolution[1] = preferredResolution[1];
	}
}

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, NULL};
	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() foce nearest interpolation.
	 * We do it here because (a) we can't easily say multitex() that we want nearest
	 * interpolaiton and (b) in such configuration multitex() sinply floor's the value
	 * which often produces artifacts.
	 */
	if (m_texture != NULL && (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,
	                      NULL, NULL,
	                      0,
	                      &texres,
	                      thread_id,
	                      m_pool,
	                      m_sceneColorManage,
	                      false);

	if (texres.talpha)
		output[3] = texres.ta;
	else
		output[3] = 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];
	}
}