This commit adds functionality for operations that require pixel translation or resizing on "Full Frame" mode, allowing to adjust their canvas. It fixes most cropping issues in translate, scale, rotate and transform nodes by adjusting their canvas to the result, instead of the input canvas. Operations output buffer is still always on (0,0) position for easier image algorithm implementation, even when the canvas is not. Current limitations (will be addressed on bcon2): - Displayed translation in Viewer node is limited to 6000px. - When scaling up the canvas size is limited to the scene resolution size x 1.5 . From that point it crops. If none of these limitations are hit, the Viewer node displays the full input with any translation. Differential Revision: https://developer.blender.org/D12466
221 lines
7.6 KiB
C++
221 lines
7.6 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2011, Blender Foundation.
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*/
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#include "COM_TextureOperation.h"
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#include "COM_WorkScheduler.h"
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#include "BKE_image.h"
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#include "BKE_node.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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namespace blender::compositor {
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TextureBaseOperation::TextureBaseOperation()
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{
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this->addInputSocket(DataType::Vector); // offset
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this->addInputSocket(DataType::Vector); // size
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this->m_texture = nullptr;
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this->m_inputSize = nullptr;
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this->m_inputOffset = nullptr;
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this->m_rd = nullptr;
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this->m_pool = nullptr;
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this->m_sceneColorManage = false;
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flags.complex = true;
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}
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TextureOperation::TextureOperation() : TextureBaseOperation()
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{
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this->addOutputSocket(DataType::Color);
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}
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TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
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{
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this->addOutputSocket(DataType::Value);
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}
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void TextureBaseOperation::initExecution()
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{
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this->m_inputOffset = getInputSocketReader(0);
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this->m_inputSize = getInputSocketReader(1);
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this->m_pool = BKE_image_pool_new();
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if (this->m_texture != nullptr && this->m_texture->nodetree != nullptr &&
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this->m_texture->use_nodes) {
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ntreeTexBeginExecTree(this->m_texture->nodetree);
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}
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NodeOperation::initExecution();
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}
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void TextureBaseOperation::deinitExecution()
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{
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this->m_inputSize = nullptr;
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this->m_inputOffset = nullptr;
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BKE_image_pool_free(this->m_pool);
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this->m_pool = nullptr;
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if (this->m_texture != nullptr && this->m_texture->use_nodes &&
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this->m_texture->nodetree != nullptr && this->m_texture->nodetree->execdata != nullptr) {
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ntreeTexEndExecTree(this->m_texture->nodetree->execdata);
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}
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NodeOperation::deinitExecution();
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}
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void TextureBaseOperation::determine_canvas(const rcti &preferred_area, rcti &r_area)
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{
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r_area = preferred_area;
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if (BLI_rcti_is_empty(&preferred_area)) {
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int width = this->m_rd->xsch * this->m_rd->size / 100;
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int height = this->m_rd->ysch * this->m_rd->size / 100;
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r_area.xmax = preferred_area.xmin + width;
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r_area.ymax = preferred_area.ymin + height;
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}
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if (execution_model_ == eExecutionModel::FullFrame) {
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/* Determine inputs. */
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rcti temp;
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NodeOperation::determine_canvas(r_area, temp);
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}
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}
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void TextureAlphaOperation::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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float color[4];
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TextureBaseOperation::executePixelSampled(color, x, y, sampler);
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output[0] = color[3];
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}
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void TextureBaseOperation::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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TexResult texres = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, nullptr};
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float textureSize[4];
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float textureOffset[4];
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float vec[3];
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int retval;
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const float cx = this->getWidth() / 2;
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const float cy = this->getHeight() / 2;
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float u = (x - cx) / this->getWidth() * 2;
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float v = (y - cy) / this->getHeight() * 2;
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/* When no interpolation/filtering happens in multitex() force nearest interpolation.
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* We do it here because (a) we can't easily say multitex() that we want nearest
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* interpolation and (b) in such configuration multitex() simply floor's the value
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* which often produces artifacts.
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*/
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if (m_texture != nullptr && (m_texture->imaflag & TEX_INTERPOL) == 0) {
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u += 0.5f / cx;
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v += 0.5f / cy;
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}
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this->m_inputSize->readSampled(textureSize, x, y, sampler);
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this->m_inputOffset->readSampled(textureOffset, x, y, sampler);
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vec[0] = textureSize[0] * (u + textureOffset[0]);
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vec[1] = textureSize[1] * (v + textureOffset[1]);
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vec[2] = textureSize[2] * textureOffset[2];
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const int thread_id = WorkScheduler::current_thread_id();
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retval = multitex_ext(this->m_texture,
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vec,
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nullptr,
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nullptr,
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0,
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&texres,
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thread_id,
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m_pool,
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m_sceneColorManage,
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false);
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output[3] = texres.talpha ? texres.ta : texres.tin;
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if (retval & TEX_RGB) {
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output[0] = texres.tr;
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output[1] = texres.tg;
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output[2] = texres.tb;
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}
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else {
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output[0] = output[1] = output[2] = output[3];
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}
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}
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void TextureBaseOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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const int op_width = this->getWidth();
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const int op_height = this->getHeight();
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const float center_x = op_width / 2;
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const float center_y = op_height / 2;
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TexResult tex_result = {0};
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float vec[3];
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const int thread_id = WorkScheduler::current_thread_id();
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for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
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const float *tex_offset = it.in(0);
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const float *tex_size = it.in(1);
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float u = (it.x - center_x) / op_width * 2;
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float v = (it.y - center_y) / op_height * 2;
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/* When no interpolation/filtering happens in multitex() force nearest interpolation.
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* We do it here because (a) we can't easily say multitex() that we want nearest
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* interpolation and (b) in such configuration multitex() simply floor's the value
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* which often produces artifacts.
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*/
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if (m_texture != nullptr && (m_texture->imaflag & TEX_INTERPOL) == 0) {
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u += 0.5f / center_x;
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v += 0.5f / center_y;
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}
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vec[0] = tex_size[0] * (u + tex_offset[0]);
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vec[1] = tex_size[1] * (v + tex_offset[1]);
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vec[2] = tex_size[2] * tex_offset[2];
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const int retval = multitex_ext(this->m_texture,
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vec,
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nullptr,
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nullptr,
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0,
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&tex_result,
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thread_id,
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m_pool,
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m_sceneColorManage,
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false);
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it.out[3] = tex_result.talpha ? tex_result.ta : tex_result.tin;
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if (retval & TEX_RGB) {
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it.out[0] = tex_result.tr;
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it.out[1] = tex_result.tg;
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it.out[2] = tex_result.tb;
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}
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else {
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it.out[0] = it.out[1] = it.out[2] = it.out[3];
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}
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}
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}
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void TextureAlphaOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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MemoryBuffer texture(DataType::Color, area);
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TextureBaseOperation::update_memory_buffer_partial(&texture, area, inputs);
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output->copy_from(&texture, area, 3, COM_DATA_TYPE_VALUE_CHANNELS, 0);
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}
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} // namespace blender::compositor
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