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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2006 Blender Foundation. All rights reserved. */
/** \file
* \ingroup cmpnodes
*/
#include "BLI_math_vec_types.hh"
#include "BLI_math_vector.hh"
#include "COM_node_operation.hh"
#include "node_composite_util.hh"
/* **************** Pixelate ******************** */
namespace blender::nodes::node_composite_pixelate_cc {
static void cmp_node_pixelate_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color"));
b.add_output<decl::Color>(N_("Color"));
}
using namespace blender::realtime_compositor;
class PixelateOperation : public NodeOperation {
public:
using NodeOperation::NodeOperation;
void execute() override
{
/* It might seems strange that the input is passed through without any processing, but note
* that the actual processing happens inside the domain realization input processor of the
* input. Indeed, the pixelate node merely realizes its input on a smaller-sized domain that
* matches its apparent size, that is, its size after the domain transformation. The pixelate
* node has no effect if the input is scaled-up. See the compute_domain method for more
* information. */
Result &result = get_result("Color");
get_input("Color").pass_through(result);
result.get_realization_options().interpolation = Interpolation::Nearest;
}
/* Compute a smaller-sized domain that matches the apparent size of the input while having a unit
* scale transformation, see the execute method for more information. */
Domain compute_domain() override
{
Domain domain = get_input("Color").domain();
/* Get the scaling component of the domain transformation, but make sure it doesn't exceed 1,
* because pixelation should only happen if the input is scaled down. */
const float2 scale = math::min(float2(1.0f), domain.transformation.scale_2d());
/* Multiply the size of the domain by its scale to match its apparent size, but make sure it is
* at least 1 pixel in both axis. */
domain.size = math::max(int2(float2(domain.size) * scale), int2(1));
/* Reset the scale of the transformation by transforming it with the inverse of the scale. */
domain.transformation *= float3x3::from_scale(math::safe_divide(float2(1.0f), scale));
return domain;
}
};
static NodeOperation *get_compositor_operation(Context &context, DNode node)
{
return new PixelateOperation(context, node);
}
} // namespace blender::nodes::node_composite_pixelate_cc
void register_node_type_cmp_pixelate()
{
namespace file_ns = blender::nodes::node_composite_pixelate_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_PIXELATE, "Pixelate", NODE_CLASS_OP_FILTER);
ntype.declare = file_ns::cmp_node_pixelate_declare;
ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
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