Files
test2/source/blender/compositor/operations/COM_TextureOperation.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

195 lines
6.5 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "COM_TextureOperation.h"
#include "COM_WorkScheduler.h"
#include "BKE_image.h"
#include "BKE_node.hh"
#include "BKE_scene.h"
#include "NOD_texture.h"
namespace blender::compositor {
TextureBaseOperation::TextureBaseOperation()
{
this->add_input_socket(DataType::Vector); // offset
this->add_input_socket(DataType::Vector); // size
texture_ = nullptr;
input_size_ = nullptr;
input_offset_ = nullptr;
rd_ = nullptr;
pool_ = nullptr;
scene_color_manage_ = false;
flags_.complex = true;
}
TextureOperation::TextureOperation() : TextureBaseOperation()
{
this->add_output_socket(DataType::Color);
}
TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
{
this->add_output_socket(DataType::Value);
}
void TextureBaseOperation::init_execution()
{
input_offset_ = get_input_socket_reader(0);
input_size_ = get_input_socket_reader(1);
pool_ = BKE_image_pool_new();
if (texture_ != nullptr && texture_->nodetree != nullptr && texture_->use_nodes) {
ntreeTexBeginExecTree(texture_->nodetree);
}
NodeOperation::init_execution();
}
void TextureBaseOperation::deinit_execution()
{
input_size_ = nullptr;
input_offset_ = nullptr;
BKE_image_pool_free(pool_);
pool_ = nullptr;
if (texture_ != nullptr && texture_->use_nodes && texture_->nodetree != nullptr &&
texture_->nodetree->runtime->execdata != nullptr)
{
ntreeTexEndExecTree(texture_->nodetree->runtime->execdata);
}
NodeOperation::deinit_execution();
}
void TextureBaseOperation::determine_canvas(const rcti &preferred_area, rcti &r_area)
{
r_area = preferred_area;
if (BLI_rcti_is_empty(&preferred_area)) {
int width, height;
BKE_render_resolution(rd_, false, &width, &height);
r_area.xmax = preferred_area.xmin + width;
r_area.ymax = preferred_area.ymin + height;
}
if (execution_model_ == eExecutionModel::FullFrame) {
/* Determine inputs. */
rcti temp = COM_AREA_NONE;
NodeOperation::determine_canvas(r_area, temp);
}
}
void TextureAlphaOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float color[4];
TextureBaseOperation::execute_pixel_sampled(color, x, y, sampler);
output[0] = color[3];
}
void TextureBaseOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
TexResult texres = {0.0f};
float texture_size[4];
float texture_offset[4];
float vec[3];
int retval;
const float cx = this->get_width() / 2;
const float cy = this->get_height() / 2;
float u = (x - cx) / this->get_width() * 2;
float v = (y - cy) / this->get_height() * 2;
/* When no interpolation/filtering happens in multitex() force nearest interpolation.
* We do it here because (a) we can't easily say multitex() that we want nearest
* interpolation and (b) in such configuration multitex() simply floor's the value
* which often produces artifacts.
*/
if (texture_ != nullptr && (texture_->imaflag & TEX_INTERPOL) == 0) {
u += 0.5f / cx;
v += 0.5f / cy;
}
input_size_->read_sampled(texture_size, x, y, sampler);
input_offset_->read_sampled(texture_offset, x, y, sampler);
vec[0] = texture_size[0] * (u + texture_offset[0]);
vec[1] = texture_size[1] * (v + texture_offset[1]);
vec[2] = texture_size[2] * texture_offset[2];
const int thread_id = WorkScheduler::current_thread_id();
retval = multitex_ext(
texture_, vec, nullptr, nullptr, 0, &texres, thread_id, pool_, scene_color_manage_, false);
output[3] = texres.talpha ? texres.trgba[3] : texres.tin;
if (retval & TEX_RGB) {
copy_v3_v3(output, texres.trgba);
}
else {
output[0] = output[1] = output[2] = output[3];
}
}
void TextureBaseOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
const int op_width = this->get_width();
const int op_height = this->get_height();
const float center_x = op_width / 2;
const float center_y = op_height / 2;
TexResult tex_result = {0};
float vec[3];
const int thread_id = WorkScheduler::current_thread_id();
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *tex_offset = it.in(0);
const float *tex_size = it.in(1);
float u = (it.x - center_x) / op_width * 2;
float v = (it.y - center_y) / op_height * 2;
/* When no interpolation/filtering happens in multitex() force nearest interpolation.
* We do it here because (a) we can't easily say multitex() that we want nearest
* interpolation and (b) in such configuration multitex() simply floor's the value
* which often produces artifacts.
*/
if (texture_ != nullptr && (texture_->imaflag & TEX_INTERPOL) == 0) {
u += 0.5f / center_x;
v += 0.5f / center_y;
}
vec[0] = tex_size[0] * (u + tex_offset[0]);
vec[1] = tex_size[1] * (v + tex_offset[1]);
vec[2] = tex_size[2] * tex_offset[2];
const int retval = multitex_ext(texture_,
vec,
nullptr,
nullptr,
0,
&tex_result,
thread_id,
pool_,
scene_color_manage_,
false);
it.out[3] = tex_result.talpha ? tex_result.trgba[3] : tex_result.tin;
if (retval & TEX_RGB) {
copy_v3_v3(it.out, tex_result.trgba);
}
else {
it.out[0] = it.out[1] = it.out[2] = it.out[3];
}
}
}
void TextureAlphaOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
MemoryBuffer texture(DataType::Color, area);
TextureBaseOperation::update_memory_buffer_partial(&texture, area, inputs);
output->copy_from(&texture, area, 3, COM_DATA_TYPE_VALUE_CHANNELS, 0);
}
} // namespace blender::compositor