Files
test2/source/blender/compositor/operations/COM_DisplaceSimpleOperation.cc
Brecht Van Lommel 7a395e2e7f Revert changes from main commits that were merged into blender-v4.1-release
The last good commit was f57e4c5b98.

After this one more fix was committed, this one is preserved as well:
67bd678887.
2024-03-18 15:04:12 +01:00

77 lines
2.3 KiB
C++

/* SPDX-FileCopyrightText: 2012 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "COM_DisplaceSimpleOperation.h"
namespace blender::compositor {
DisplaceSimpleOperation::DisplaceSimpleOperation()
{
this->add_input_socket(DataType::Color);
this->add_input_socket(DataType::Vector);
this->add_input_socket(DataType::Value);
this->add_input_socket(DataType::Value);
this->add_output_socket(DataType::Color);
flags_.can_be_constant = true;
}
void DisplaceSimpleOperation::init_execution()
{
width_x4_ = this->get_width() * 4;
height_x4_ = this->get_height() * 4;
}
void DisplaceSimpleOperation::get_area_of_interest(const int input_idx,
const rcti &output_area,
rcti &r_input_area)
{
switch (input_idx) {
case 0: {
r_input_area = get_input_operation(input_idx)->get_canvas();
break;
}
default: {
r_input_area = output_area;
break;
}
}
}
void DisplaceSimpleOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
const float width = this->get_width();
const float height = this->get_height();
const MemoryBuffer *input_color = inputs[0];
for (BuffersIterator<float> it = output->iterate_with(inputs.drop_front(1), area); !it.is_end();
++it)
{
float scale_x = *it.in(1);
float scale_y = *it.in(2);
/* Clamp x and y displacement to triple image resolution -
* to prevent hangs from huge values mistakenly plugged in eg. z buffers. */
CLAMP(scale_x, -width_x4_, width_x4_);
CLAMP(scale_y, -height_x4_, height_x4_);
/* Main displacement in pixel space. */
const float *vector = it.in(0);
const float p_dx = vector[0] * scale_x;
const float p_dy = vector[1] * scale_y;
/* Displaced pixel in uv coords, for image sampling. */
/* Clamp nodes to avoid glitches. */
float u = it.x - p_dx + 0.5f;
float v = it.y - p_dy + 0.5f;
CLAMP(u, 0.0f, width - 1.0f);
CLAMP(v, 0.0f, height - 1.0f);
input_color->read_elem_checked(u, v, it.out);
}
}
} // namespace blender::compositor