tornavis/source/blender/imbuf/intern/scaling.c

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/*
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*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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* allocimbuf.c
*
* $Id$
*/
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/** \file blender/imbuf/intern/scaling.c
* \ingroup imbuf
*/
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#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
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#include "imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "IMB_allocimbuf.h"
#include "IMB_filter.h"
#include "BLO_sys_types.h" // for intptr_t support
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/************************************************************************/
/* SCALING */
/************************************************************************/
struct ImBuf *IMB_half_x(struct ImBuf *ibuf1)
{
struct ImBuf *ibuf2;
uchar *p1,*_p1,*dest;
short a,r,g,b;
int x,y;
float af,rf,gf,bf, *p1f, *_p1f, *destf;
int do_rect, do_float;
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if (ibuf1==NULL) return (NULL);
if (ibuf1->rect==NULL && ibuf1->rect_float==NULL) return (NULL);
do_rect= (ibuf1->rect != NULL);
do_float= (ibuf1->rect_float != NULL);
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if (ibuf1->x <= 1) return(IMB_dupImBuf(ibuf1));
ibuf2 = IMB_allocImBuf((ibuf1->x)/2, ibuf1->y, ibuf1->depth, ibuf1->flags);
if (ibuf2==NULL) return (NULL);
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_p1 = (uchar *) ibuf1->rect;
dest=(uchar *) ibuf2->rect;
_p1f = ibuf1->rect_float;
destf= ibuf2->rect_float;
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for(y=ibuf2->y;y>0;y--){
p1 = _p1;
p1f = _p1f;
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for(x = ibuf2->x ; x>0 ; x--){
if (do_rect) {
a = *(p1++) ;
b = *(p1++) ;
g = *(p1++) ;
r = *(p1++);
a += *(p1++) ;
b += *(p1++) ;
g += *(p1++) ;
r += *(p1++);
*(dest++) = a >> 1;
*(dest++) = b >> 1;
*(dest++) = g >> 1;
*(dest++) = r >> 1;
}
if (do_float) {
af = *(p1f++);
bf = *(p1f++);
gf = *(p1f++);
rf = *(p1f++);
af += *(p1f++);
bf += *(p1f++);
gf += *(p1f++);
rf += *(p1f++);
*(destf++) = 0.5f*af;
*(destf++) = 0.5f*bf;
*(destf++) = 0.5f*gf;
*(destf++) = 0.5f*rf;
}
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}
if (do_rect) _p1 += (ibuf1->x << 2);
if (do_float) _p1f += (ibuf1->x << 2);
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}
return (ibuf2);
}
struct ImBuf *IMB_double_fast_x(struct ImBuf *ibuf1)
{
struct ImBuf *ibuf2;
int *p1,*dest, i, col, do_rect, do_float;
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float *p1f, *destf;
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if (ibuf1==NULL) return (NULL);
if (ibuf1->rect==NULL && ibuf1->rect_float==NULL) return (NULL);
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do_rect= (ibuf1->rect != NULL);
do_float= (ibuf1->rect_float != NULL);
ibuf2 = IMB_allocImBuf(2 * ibuf1->x , ibuf1->y , ibuf1->depth, ibuf1->flags);
if (ibuf2==NULL) return (NULL);
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p1 = (int *) ibuf1->rect;
dest=(int *) ibuf2->rect;
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p1f = (float *)ibuf1->rect_float;
destf = (float *)ibuf2->rect_float;
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for(i = ibuf1->y * ibuf1->x ; i>0 ; i--) {
if (do_rect) {
col = *p1++;
*dest++ = col;
*dest++ = col;
}
if (do_float) {
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destf[0]= destf[4] =p1f[0];
destf[1]= destf[5] =p1f[1];
destf[2]= destf[6] =p1f[2];
destf[3]= destf[7] =p1f[3];
destf+= 8;
p1f+= 4;
}
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}
return (ibuf2);
}
struct ImBuf *IMB_double_x(struct ImBuf *ibuf1)
{
struct ImBuf *ibuf2;
if (ibuf1==NULL) return (NULL);
if (ibuf1->rect==NULL && ibuf1->rect_float==NULL) return (NULL);
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ibuf2 = IMB_double_fast_x(ibuf1);
imb_filterx(ibuf2);
return (ibuf2);
}
struct ImBuf *IMB_half_y(struct ImBuf *ibuf1)
{
struct ImBuf *ibuf2;
uchar *p1,*p2,*_p1,*dest;
short a,r,g,b;
int x,y;
int do_rect, do_float;
float af,rf,gf,bf,*p1f,*p2f,*_p1f,*destf;
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p1= p2= NULL;
p1f= p2f= NULL;
if (ibuf1==NULL) return (NULL);
if (ibuf1->rect==NULL && ibuf1->rect_float==NULL) return (NULL);
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if (ibuf1->y <= 1) return(IMB_dupImBuf(ibuf1));
do_rect= (ibuf1->rect != NULL);
do_float= (ibuf1->rect_float != NULL);
ibuf2 = IMB_allocImBuf(ibuf1->x , (ibuf1->y) / 2 , ibuf1->depth, ibuf1->flags);
if (ibuf2==NULL) return (NULL);
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_p1 = (uchar *) ibuf1->rect;
dest=(uchar *) ibuf2->rect;
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_p1f = (float *) ibuf1->rect_float;
destf= (float *) ibuf2->rect_float;
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for(y=ibuf2->y ; y>0 ; y--){
if (do_rect) {
p1 = _p1;
p2 = _p1 + (ibuf1->x << 2);
}
if (do_float) {
p1f = _p1f;
p2f = _p1f + (ibuf1->x << 2);
}
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for(x = ibuf2->x ; x>0 ; x--){
if (do_rect) {
a = *(p1++) ;
b = *(p1++) ;
g = *(p1++) ;
r = *(p1++);
a += *(p2++) ;
b += *(p2++) ;
g += *(p2++) ;
r += *(p2++);
*(dest++) = a >> 1;
*(dest++) = b >> 1;
*(dest++) = g >> 1;
*(dest++) = r >> 1;
}
if (do_float) {
af = *(p1f++) ;
bf = *(p1f++) ;
gf = *(p1f++) ;
rf = *(p1f++);
af += *(p2f++) ;
bf += *(p2f++) ;
gf += *(p2f++) ;
rf += *(p2f++);
*(destf++) = 0.5f*af;
*(destf++) = 0.5f*bf;
*(destf++) = 0.5f*gf;
*(destf++) = 0.5f*rf;
}
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}
if (do_rect) _p1 += (ibuf1->x << 3);
if (do_float) _p1f += (ibuf1->x << 3);
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}
return (ibuf2);
}
struct ImBuf *IMB_double_fast_y(struct ImBuf *ibuf1)
{
struct ImBuf *ibuf2;
int *p1, *dest1, *dest2;
float *p1f, *dest1f, *dest2f;
int x,y;
int do_rect, do_float;
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if (ibuf1==NULL) return (NULL);
if (ibuf1->rect==NULL && ibuf1->rect_float==NULL) return (NULL);
do_rect= (ibuf1->rect != NULL);
do_float= (ibuf1->rect_float != NULL);
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ibuf2 = IMB_allocImBuf(ibuf1->x , 2 * ibuf1->y , ibuf1->depth, ibuf1->flags);
if (ibuf2==NULL) return (NULL);
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p1 = (int *) ibuf1->rect;
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dest1= (int *) ibuf2->rect;
p1f = (float *) ibuf1->rect_float;
dest1f= (float *) ibuf2->rect_float;
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for(y = ibuf1->y ; y>0 ; y--){
if (do_rect) {
dest2 = dest1 + ibuf2->x;
for(x = ibuf2->x ; x>0 ; x--) *dest1++ = *dest2++ = *p1++;
dest1 = dest2;
}
if (do_float) {
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dest2f = dest1f + (4*ibuf2->x);
for(x = ibuf2->x*4 ; x>0 ; x--) *dest1f++ = *dest2f++ = *p1f++;
dest1f = dest2f;
}
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}
return (ibuf2);
}
struct ImBuf *IMB_double_y(struct ImBuf *ibuf1)
{
struct ImBuf *ibuf2;
if (ibuf1==NULL) return (NULL);
if (ibuf1->rect==NULL) return (NULL);
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ibuf2 = IMB_double_fast_y(ibuf1);
IMB_filtery(ibuf2);
return (ibuf2);
}
/* result in ibuf2, scaling should be done correctly */
void imb_onehalf_no_alloc(struct ImBuf *ibuf2, struct ImBuf *ibuf1)
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{
uchar *p1, *p2 = NULL, *dest;
float *p1f, *destf, *p2f = NULL;
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int x,y;
int do_rect, do_float;
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do_rect= (ibuf1->rect != NULL);
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p1f = ibuf1->rect_float;
destf=ibuf2->rect_float;
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p1 = (uchar *) ibuf1->rect;
dest=(uchar *) ibuf2->rect;
do_float= (ibuf1->rect_float != NULL && ibuf2->rect_float != NULL);
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for(y=ibuf2->y;y>0;y--){
if (do_rect) p2 = p1 + (ibuf1->x << 2);
if (do_float) p2f = p1f + (ibuf1->x << 2);
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for(x=ibuf2->x;x>0;x--){
if (do_rect) {
dest[0] = (p1[0] + p2[0] + p1[4] + p2[4]) >> 2;
dest[1] = (p1[1] + p2[1] + p1[5] + p2[5]) >> 2;
dest[2] = (p1[2] + p2[2] + p1[6] + p2[6]) >> 2;
dest[3] = (p1[3] + p2[3] + p1[7] + p2[7]) >> 2;
p1 += 8;
p2 += 8;
dest += 4;
}
if (do_float){
destf[0] = 0.25f*(p1f[0] + p2f[0] + p1f[4] + p2f[4]);
destf[1] = 0.25f*(p1f[1] + p2f[1] + p1f[5] + p2f[5]);
destf[2] = 0.25f*(p1f[2] + p2f[2] + p1f[6] + p2f[6]);
destf[3] = 0.25f*(p1f[3] + p2f[3] + p1f[7] + p2f[7]);
p1f += 8;
p2f += 8;
destf += 4;
}
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}
if (do_rect) p1=p2;
if (do_float) p1f=p2f;
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if(ibuf1->x & 1) {
if (do_rect) p1+=4;
if (do_float) p1f+=4;
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}
}
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}
struct ImBuf *IMB_onehalf(struct ImBuf *ibuf1)
{
struct ImBuf *ibuf2;
if (ibuf1==NULL) return (NULL);
if (ibuf1->rect==NULL && ibuf1->rect_float==NULL) return (NULL);
if (ibuf1->x <= 1) return(IMB_half_y(ibuf1));
if (ibuf1->y <= 1) return(IMB_half_x(ibuf1));
ibuf2=IMB_allocImBuf((ibuf1->x)/2, (ibuf1->y)/2, ibuf1->depth, ibuf1->flags);
if (ibuf2==NULL) return (NULL);
imb_onehalf_no_alloc(ibuf2, ibuf1);
return (ibuf2);
}
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/* q_scale_linear_interpolation helper functions */
static void enlarge_picture_byte(
unsigned char* src, unsigned char* dst, int src_width,
int src_height, int dst_width, int dst_height)
{
double ratiox = (double) (dst_width - 1.0)
/ (double) (src_width - 1.001);
double ratioy = (double) (dst_height - 1.0)
/ (double) (src_height - 1.001);
uintptr_t x_src, dx_src, x_dst;
uintptr_t y_src, dy_src, y_dst;
dx_src = 65536.0 / ratiox;
dy_src = 65536.0 / ratioy;
y_src = 0;
for (y_dst = 0; y_dst < dst_height; y_dst++) {
unsigned char* line1 = src + (y_src >> 16) * 4 * src_width;
unsigned char* line2 = line1 + 4 * src_width;
uintptr_t weight1y = 65536 - (y_src & 0xffff);
uintptr_t weight2y = 65536 - weight1y;
if ((y_src >> 16) == src_height - 1) {
line2 = line1;
}
x_src = 0;
for (x_dst = 0; x_dst < dst_width; x_dst++) {
uintptr_t weight1x = 65536 - (x_src & 0xffff);
uintptr_t weight2x = 65536 - weight1x;
unsigned long x = (x_src >> 16) * 4;
*dst++ = ((((line1[x] * weight1y) >> 16)
* weight1x) >> 16)
+ ((((line2[x] * weight2y) >> 16)
* weight1x) >> 16)
+ ((((line1[4 + x] * weight1y) >> 16)
* weight2x) >> 16)
+ ((((line2[4 + x] * weight2y) >> 16)
* weight2x) >> 16);
*dst++ = ((((line1[x + 1] * weight1y) >> 16)
* weight1x) >> 16)
+ ((((line2[x + 1] * weight2y) >> 16)
* weight1x) >> 16)
+ ((((line1[4 + x + 1] * weight1y) >> 16)
* weight2x) >> 16)
+ ((((line2[4 + x + 1] * weight2y) >> 16)
* weight2x) >> 16);
*dst++ = ((((line1[x + 2] * weight1y) >> 16)
* weight1x) >> 16)
+ ((((line2[x + 2] * weight2y) >> 16)
* weight1x) >> 16)
+ ((((line1[4 + x + 2] * weight1y) >> 16)
* weight2x) >> 16)
+ ((((line2[4 + x + 2] * weight2y) >> 16)
* weight2x) >> 16);
*dst++ = ((((line1[x + 3] * weight1y) >> 16)
* weight1x) >> 16)
+ ((((line2[x + 3] * weight2y) >> 16)
* weight1x) >> 16)
+ ((((line1[4 + x + 3] * weight1y) >> 16)
* weight2x) >> 16)
+ ((((line2[4 + x + 3] * weight2y) >> 16)
* weight2x) >> 16);
x_src += dx_src;
}
y_src += dy_src;
}
}
struct scale_outpix_byte {
uintptr_t r;
uintptr_t g;
uintptr_t b;
uintptr_t a;
uintptr_t weight;
};
static void shrink_picture_byte(
unsigned char* src, unsigned char* dst, int src_width,
int src_height, int dst_width, int dst_height)
{
double ratiox = (double) (dst_width) / (double) (src_width);
double ratioy = (double) (dst_height) / (double) (src_height);
uintptr_t x_src, dx_dst, x_dst;
uintptr_t y_src, dy_dst, y_dst;
intptr_t y_counter;
unsigned char * dst_begin = dst;
struct scale_outpix_byte * dst_line1 = NULL;
struct scale_outpix_byte * dst_line2 = NULL;
dst_line1 = (struct scale_outpix_byte*) MEM_callocN(
(dst_width + 1) * sizeof(struct scale_outpix_byte),
"shrink_picture_byte 1");
dst_line2 = (struct scale_outpix_byte*) MEM_callocN(
(dst_width + 1) * sizeof(struct scale_outpix_byte),
"shrink_picture_byte 2");
dx_dst = 65536.0 * ratiox;
dy_dst = 65536.0 * ratioy;
y_dst = 0;
y_counter = 65536;
for (y_src = 0; y_src < src_height; y_src++) {
unsigned char* line = src + y_src * 4 * src_width;
uintptr_t weight1y = 65535 - (y_dst & 0xffff);
uintptr_t weight2y = 65535 - weight1y;
x_dst = 0;
for (x_src = 0; x_src < src_width; x_src++) {
uintptr_t weight1x = 65535 - (x_dst & 0xffff);
uintptr_t weight2x = 65535 - weight1x;
uintptr_t x = x_dst >> 16;
uintptr_t w;
w = (weight1y * weight1x) >> 16;
/* ensure correct rounding, without this you get ugly banding, or too low color values (ton) */
dst_line1[x].r += (line[0] * w + 32767) >> 16;
dst_line1[x].g += (line[1] * w + 32767) >> 16;
dst_line1[x].b += (line[2] * w + 32767) >> 16;
dst_line1[x].a += (line[3] * w + 32767) >> 16;
dst_line1[x].weight += w;
w = (weight2y * weight1x) >> 16;
dst_line2[x].r += (line[0] * w + 32767) >> 16;
dst_line2[x].g += (line[1] * w + 32767) >> 16;
dst_line2[x].b += (line[2] * w + 32767) >> 16;
dst_line2[x].a += (line[3] * w + 32767) >> 16;
dst_line2[x].weight += w;
w = (weight1y * weight2x) >> 16;
dst_line1[x+1].r += (line[0] * w + 32767) >> 16;
dst_line1[x+1].g += (line[1] * w + 32767) >> 16;
dst_line1[x+1].b += (line[2] * w + 32767) >> 16;
dst_line1[x+1].a += (line[3] * w + 32767) >> 16;
dst_line1[x+1].weight += w;
w = (weight2y * weight2x) >> 16;
dst_line2[x+1].r += (line[0] * w + 32767) >> 16;
dst_line2[x+1].g += (line[1] * w + 32767) >> 16;
dst_line2[x+1].b += (line[2] * w + 32767) >> 16;
dst_line2[x+1].a += (line[3] * w + 32767) >> 16;
dst_line2[x+1].weight += w;
x_dst += dx_dst;
line += 4;
}
y_dst += dy_dst;
y_counter -= dy_dst;
if (y_counter < 0) {
int val;
uintptr_t x;
struct scale_outpix_byte * temp;
y_counter += 65536;
for (x=0; x < dst_width; x++) {
uintptr_t f = 0x80000000UL / dst_line1[x].weight;
*dst++ = (val= (dst_line1[x].r * f) >> 15) > 255 ? 255: val;
*dst++ = (val= (dst_line1[x].g * f) >> 15) > 255 ? 255: val;
*dst++ = (val= (dst_line1[x].b * f) >> 15) > 255 ? 255: val;
*dst++ = (val= (dst_line1[x].a * f) >> 15) > 255 ? 255: val;
}
memset(dst_line1, 0, dst_width *
sizeof(struct scale_outpix_byte));
temp = dst_line1;
dst_line1 = dst_line2;
dst_line2 = temp;
}
}
if (dst - dst_begin < dst_width * dst_height * 4) {
int val;
uintptr_t x;
for (x = 0; x < dst_width; x++) {
uintptr_t f = 0x80000000UL / dst_line1[x].weight;
*dst++ = (val= (dst_line1[x].r * f) >> 15) > 255 ? 255: val;
*dst++ = (val= (dst_line1[x].g * f) >> 15) > 255 ? 255: val;
*dst++ = (val= (dst_line1[x].b * f) >> 15) > 255 ? 255: val;
*dst++ = (val= (dst_line1[x].a * f) >> 15) > 255 ? 255: val;
}
}
MEM_freeN(dst_line1);
MEM_freeN(dst_line2);
}
static void q_scale_byte(unsigned char* in, unsigned char* out, int in_width,
int in_height, int dst_width, int dst_height)
{
if (dst_width > in_width && dst_height > in_height) {
enlarge_picture_byte(in, out, in_width, in_height,
dst_width, dst_height);
} else if (dst_width < in_width && dst_height < in_height) {
shrink_picture_byte(in, out, in_width, in_height,
dst_width, dst_height);
}
}
static void enlarge_picture_float(
float* src, float* dst, int src_width,
int src_height, int dst_width, int dst_height)
{
double ratiox = (double) (dst_width - 1.0)
/ (double) (src_width - 1.001);
double ratioy = (double) (dst_height - 1.0)
/ (double) (src_height - 1.001);
uintptr_t x_dst;
uintptr_t y_dst;
double x_src, dx_src;
double y_src, dy_src;
dx_src = 1.0 / ratiox;
dy_src = 1.0 / ratioy;
y_src = 0;
for (y_dst = 0; y_dst < dst_height; y_dst++) {
float* line1 = src + ((int) y_src) * 4 * src_width;
float* line2 = line1 + 4 * src_width;
const float weight1y = (float)(1.0 - (y_src - (int) y_src));
const float weight2y = 1.0f - weight1y;
if ((int) y_src == src_height - 1) {
line2 = line1;
}
x_src = 0;
for (x_dst = 0; x_dst < dst_width; x_dst++) {
const float weight1x = (float)(1.0 - (x_src - (int) x_src));
const float weight2x = (float)(1.0f - weight1x);
const float w11 = weight1y * weight1x;
const float w21 = weight2y * weight1x;
const float w12 = weight1y * weight2x;
const float w22 = weight2y * weight2x;
uintptr_t x = ((int) x_src) * 4;
*dst++ = line1[x] * w11
+ line2[x] * w21
+ line1[4 + x] * w12
+ line2[4 + x] * w22;
*dst++ = line1[x + 1] * w11
+ line2[x + 1] * w21
+ line1[4 + x + 1] * w12
+ line2[4 + x + 1] * w22;
*dst++ = line1[x + 2] * w11
+ line2[x + 2] * w21
+ line1[4 + x + 2] * w12
+ line2[4 + x + 2] * w22;
*dst++ = line1[x + 3] * w11
+ line2[x + 3] * w21
+ line1[4 + x + 3] * w12
+ line2[4 + x + 3] * w22;
x_src += dx_src;
}
y_src += dy_src;
}
}
struct scale_outpix_float {
float r;
float g;
float b;
float a;
float weight;
};
static void shrink_picture_float(
float* src, float* dst, int src_width,
int src_height, int dst_width, int dst_height)
{
double ratiox = (double) (dst_width) / (double) (src_width);
double ratioy = (double) (dst_height) / (double) (src_height);
uintptr_t x_src;
uintptr_t y_src;
float dx_dst, x_dst;
float dy_dst, y_dst;
float y_counter;
float * dst_begin = dst;
struct scale_outpix_float * dst_line1;
struct scale_outpix_float * dst_line2;
dst_line1 = (struct scale_outpix_float*) MEM_callocN(
(dst_width + 1) * sizeof(struct scale_outpix_float),
"shrink_picture_float 1");
dst_line2 = (struct scale_outpix_float*) MEM_callocN(
(dst_width + 1) * sizeof(struct scale_outpix_float),
"shrink_picture_float 2");
dx_dst = ratiox;
dy_dst = ratioy;
y_dst = 0;
y_counter = 1.0;
for (y_src = 0; y_src < src_height; y_src++) {
float* line = src + y_src * 4 * src_width;
uintptr_t weight1y = 1.0f - (y_dst - (int) y_dst);
uintptr_t weight2y = 1.0f - weight1y;
x_dst = 0;
for (x_src = 0; x_src < src_width; x_src++) {
uintptr_t weight1x = 1.0f - (x_dst - (int) x_dst);
uintptr_t weight2x = 1.0f - weight1x;
uintptr_t x = (int) x_dst;
float w;
w = weight1y * weight1x;
dst_line1[x].r += line[0] * w;
dst_line1[x].g += line[1] * w;
dst_line1[x].b += line[2] * w;
dst_line1[x].a += line[3] * w;
dst_line1[x].weight += w;
w = weight2y * weight1x;
dst_line2[x].r += line[0] * w;
dst_line2[x].g += line[1] * w;
dst_line2[x].b += line[2] * w;
dst_line2[x].a += line[3] * w;
dst_line2[x].weight += w;
w = weight1y * weight2x;
dst_line1[x+1].r += line[0] * w;
dst_line1[x+1].g += line[1] * w;
dst_line1[x+1].b += line[2] * w;
dst_line1[x+1].a += line[3] * w;
dst_line1[x+1].weight += w;
w = weight2y * weight2x;
dst_line2[x+1].r += line[0] * w;
dst_line2[x+1].g += line[1] * w;
dst_line2[x+1].b += line[2] * w;
dst_line2[x+1].a += line[3] * w;
dst_line2[x+1].weight += w;
x_dst += dx_dst;
line += 4;
}
y_dst += dy_dst;
y_counter -= dy_dst;
if (y_counter < 0) {
uintptr_t x;
struct scale_outpix_float * temp;
y_counter += 1.0f;
for (x=0; x < dst_width; x++) {
float f = 1.0f / dst_line1[x].weight;
*dst++ = dst_line1[x].r * f;
*dst++ = dst_line1[x].g * f;
*dst++ = dst_line1[x].b * f;
*dst++ = dst_line1[x].a * f;
}
memset(dst_line1, 0, dst_width *
sizeof(struct scale_outpix_float));
temp = dst_line1;
dst_line1 = dst_line2;
dst_line2 = temp;
}
}
if (dst - dst_begin < dst_width * dst_height * 4) {
uintptr_t x;
for (x = 0; x < dst_width; x++) {
float f = 1.0f / dst_line1[x].weight;
*dst++ = dst_line1[x].r * f;
*dst++ = dst_line1[x].g * f;
*dst++ = dst_line1[x].b * f;
*dst++ = dst_line1[x].a * f;
}
}
MEM_freeN(dst_line1);
MEM_freeN(dst_line2);
}
static void q_scale_float(float* in, float* out, int in_width,
int in_height, int dst_width, int dst_height)
{
if (dst_width > in_width && dst_height > in_height) {
enlarge_picture_float(in, out, in_width, in_height,
dst_width, dst_height);
} else if (dst_width < in_width && dst_height < in_height) {
shrink_picture_float(in, out, in_width, in_height,
dst_width, dst_height);
}
}
/* q_scale_linear_interpolation (derived from ppmqscale, http://libdv.sf.net)
q stands for quick _and_ quality :)
only handles common cases when we either
scale both, x and y or
shrink both, x and y
but that is pretty fast:
* does only blit once instead of two passes like the old code
(fewer cache misses)
* uses fixed point integer arithmetic for byte buffers
* doesn't branch in tight loops
Should be comparable in speed to the ImBuf ..._fast functions at least
for byte-buffers.
NOTE: disabled, due to inacceptable inaccuracy and quality loss, see bug #18609 (ton)
*/
static int q_scale_linear_interpolation(
struct ImBuf *ibuf, int newx, int newy)
{
if ((newx >= ibuf->x && newy <= ibuf->y) ||
(newx <= ibuf->x && newy >= ibuf->y)) {
return FALSE;
}
if (ibuf->rect) {
unsigned char * newrect =
MEM_mallocN(newx * newy * sizeof(int), "q_scale rect");
q_scale_byte((unsigned char *)ibuf->rect, newrect, ibuf->x, ibuf->y,
newx, newy);
imb_freerectImBuf(ibuf);
ibuf->mall |= IB_rect;
ibuf->rect = (unsigned int *) newrect;
}
if (ibuf->rect_float) {
float * newrect =
MEM_mallocN(newx * newy * 4 *sizeof(float),
"q_scale rectfloat");
q_scale_float(ibuf->rect_float, newrect, ibuf->x, ibuf->y,
newx, newy);
imb_freerectfloatImBuf(ibuf);
ibuf->mall |= IB_rectfloat;
ibuf->rect_float = newrect;
}
ibuf->x = newx;
ibuf->y = newy;
return TRUE;
}
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static struct ImBuf *scaledownx(struct ImBuf *ibuf, int newx)
{
uchar *rect, *_newrect, *newrect;
float *rectf, *_newrectf, *newrectf;
float sample, add, val[4], nval[4], valf[4], nvalf[4];
int x, y, do_rect = 0, do_float = 0;
uchar *rect_end;
float *rectf_end;
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rectf= _newrectf= newrectf= NULL;
rect=_newrect= newrect= NULL;
nval[0]= nval[1]= nval[2]= nval[3]= 0.0f;
nvalf[0]=nvalf[1]=nvalf[2]=nvalf[3]= 0.0f;
if (ibuf==NULL) return(NULL);
if (ibuf->rect==NULL && ibuf->rect_float==NULL) return (ibuf);
if (ibuf->rect) {
do_rect = 1;
_newrect = MEM_mallocN(newx * ibuf->y * sizeof(int), "scaledownx");
if (_newrect==NULL) return(ibuf);
rect_end= (unsigned char *)ibuf->rect + (ibuf->x * ibuf->y * sizeof(int));
}
if (ibuf->rect_float) {
do_float = 1;
_newrectf = MEM_mallocN(newx * ibuf->y * sizeof(float) * 4, "scaledownxf");
if (_newrectf==NULL) {
if (_newrect) MEM_freeN(_newrect);
return(ibuf);
}
rectf_end= ibuf->rect_float + (ibuf->x * ibuf->y * sizeof(float) * 4);
}
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add = (ibuf->x - 0.01) / newx;
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if (do_rect) {
rect = (uchar *) ibuf->rect;
newrect = _newrect;
}
if (do_float) {
rectf = ibuf->rect_float;
newrectf = _newrectf;
}
for (y = ibuf->y; y>0 ; y--) {
sample = 0.0f;
val[0]= val[1]= val[2]= val[3]= 0.0f;
valf[0]=valf[1]=valf[2]=valf[3]= 0.0f;
for (x = newx ; x>0 ; x--) {
if (do_rect) {
nval[0] = - val[0] * sample;
nval[1] = - val[1] * sample;
nval[2] = - val[2] * sample;
nval[3] = - val[3] * sample;
}
if (do_float) {
nvalf[0] = - valf[0] * sample;
nvalf[1] = - valf[1] * sample;
nvalf[2] = - valf[2] * sample;
nvalf[3] = - valf[3] * sample;
}
sample += add;
while (sample >= 1.0f){
sample -= 1.0f;
if (do_rect) {
nval[0] += rect[0];
nval[1] += rect[1];
nval[2] += rect[2];
nval[3] += rect[3];
rect += 4;
}
if (do_float) {
nvalf[0] += rectf[0];
nvalf[1] += rectf[1];
nvalf[2] += rectf[2];
nvalf[3] += rectf[3];
rectf += 4;
}
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}
if (do_rect) {
val[0]= rect[0];val[1]= rect[1];val[2]= rect[2];val[3]= rect[3];
rect += 4;
newrect[0] = ((nval[0] + sample * val[0])/add + 0.5f);
newrect[1] = ((nval[1] + sample * val[1])/add + 0.5f);
newrect[2] = ((nval[2] + sample * val[2])/add + 0.5f);
newrect[3] = ((nval[3] + sample * val[3])/add + 0.5f);
newrect += 4;
}
if (do_float) {
valf[0]= rectf[0];valf[1]= rectf[1];valf[2]= rectf[2];valf[3]= rectf[3];
rectf += 4;
newrectf[0] = ((nvalf[0] + sample * valf[0])/add);
newrectf[1] = ((nvalf[1] + sample * valf[1])/add);
newrectf[2] = ((nvalf[2] + sample * valf[2])/add);
newrectf[3] = ((nvalf[3] + sample * valf[3])/add);
newrectf += 4;
}
sample -= 1.0f;
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}
}
if (do_rect) {
BLI_assert(rect == rect_end); /* see bug [#26502] */
imb_freerectImBuf(ibuf);
ibuf->mall |= IB_rect;
ibuf->rect = (unsigned int *) _newrect;
}
if (do_float) {
BLI_assert(rectf == rectf_end); /* see bug [#26502] */
imb_freerectfloatImBuf(ibuf);
ibuf->mall |= IB_rectfloat;
ibuf->rect_float = _newrectf;
}
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ibuf->x = newx;
return(ibuf);
}
static struct ImBuf *scaledowny(struct ImBuf *ibuf, int newy)
{
uchar *rect, *_newrect, *newrect;
float *rectf, *_newrectf, *newrectf;
float sample, add, val[4], nval[4], valf[4], nvalf[4];
int x, y, skipx, do_rect = 0, do_float = 0;
uchar *rect_end;
float *rectf_end;
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rectf= _newrectf= newrectf= NULL;
rect= _newrect= newrect= NULL;
nval[0]= nval[1]= nval[2]= nval[3]= 0.0f;
nvalf[0]=nvalf[1]=nvalf[2]=nvalf[3]= 0.0f;
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if (ibuf==NULL) return(NULL);
if (ibuf->rect==NULL && ibuf->rect_float==NULL) return (ibuf);
if (ibuf->rect) {
do_rect = 1;
_newrect = MEM_mallocN(newy * ibuf->x * sizeof(int), "scaledowny");
if (_newrect==NULL) return(ibuf);
rect_end= (unsigned char *)ibuf->rect + (ibuf->x * ibuf->y * sizeof(int));
}
if (ibuf->rect_float) {
do_float = 1;
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_newrectf = MEM_mallocN(newy * ibuf->x * sizeof(float) * 4, "scaledownyf");
if (_newrectf==NULL) {
if (_newrect) MEM_freeN(_newrect);
return(ibuf);
}
rectf_end= ibuf->rect_float + (ibuf->x * ibuf->y * sizeof(float) * 4);
}
add = (ibuf->y - 0.01) / newy;
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skipx = 4 * ibuf->x;
for (x = skipx - 4; x>=0 ; x-= 4) {
if (do_rect) {
rect = ((uchar *) ibuf->rect) + x;
newrect = _newrect + x;
}
if (do_float) {
rectf = ibuf->rect_float + x;
newrectf = _newrectf + x;
}
sample = 0.0f;
val[0]= val[1]= val[2]= val[3]= 0.0f;
valf[0]=valf[1]=valf[2]=valf[3]= 0.0f;
for (y = newy ; y>0 ; y--) {
if (do_rect) {
nval[0] = - val[0] * sample;
nval[1] = - val[1] * sample;
nval[2] = - val[2] * sample;
nval[3] = - val[3] * sample;
}
if (do_float) {
nvalf[0] = - valf[0] * sample;
nvalf[1] = - valf[1] * sample;
nvalf[2] = - valf[2] * sample;
nvalf[3] = - valf[3] * sample;
}
sample += add;
while (sample >= 1.0f) {
sample -= 1.0f;
if (do_rect) {
nval[0] += rect[0];
nval[1] += rect[1];
nval[2] += rect[2];
nval[3] += rect[3];
rect += skipx;
}
if (do_float) {
nvalf[0] += rectf[0];
nvalf[1] += rectf[1];
nvalf[2] += rectf[2];
nvalf[3] += rectf[3];
rectf += skipx;
}
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}
if (do_rect) {
val[0]= rect[0];val[1]= rect[1];val[2]= rect[2];val[3]= rect[3];
rect += skipx;
newrect[0] = ((nval[0] + sample * val[0])/add + 0.5f);
newrect[1] = ((nval[1] + sample * val[1])/add + 0.5f);
newrect[2] = ((nval[2] + sample * val[2])/add + 0.5f);
newrect[3] = ((nval[3] + sample * val[3])/add + 0.5f);
newrect += skipx;
}
if (do_float) {
valf[0]= rectf[0];valf[1]= rectf[1];valf[2]= rectf[2];valf[3]= rectf[3];
rectf += skipx;
newrectf[0] = ((nvalf[0] + sample * valf[0])/add);
newrectf[1] = ((nvalf[1] + sample * valf[1])/add);
newrectf[2] = ((nvalf[2] + sample * valf[2])/add);
newrectf[3] = ((nvalf[3] + sample * valf[3])/add);
newrectf += skipx;
}
sample -= 1.0f;
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}
}
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if (do_rect) {
BLI_assert(rect == rect_end); /* see bug [#26502] */
imb_freerectImBuf(ibuf);
ibuf->mall |= IB_rect;
ibuf->rect = (unsigned int *) _newrect;
}
if (do_float) {
BLI_assert(rectf == rectf_end); /* see bug [#26502] */
imb_freerectfloatImBuf(ibuf);
ibuf->mall |= IB_rectfloat;
ibuf->rect_float = (float *) _newrectf;
}
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ibuf->y = newy;
return(ibuf);
}
static struct ImBuf *scaleupx(struct ImBuf *ibuf, int newx)
{
uchar *rect,*_newrect=NULL,*newrect;
float *rectf,*_newrectf=NULL,*newrectf;
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float sample,add;
float val_a,nval_a,diff_a;
float val_b,nval_b,diff_b;
float val_g,nval_g,diff_g;
float val_r,nval_r,diff_r;
float val_af,nval_af,diff_af;
float val_bf,nval_bf,diff_bf;
float val_gf,nval_gf,diff_gf;
float val_rf,nval_rf,diff_rf;
int x,y, do_rect = 0, do_float = 0;
val_a = nval_a = diff_a = val_b = nval_b = diff_b = 0;
val_g = nval_g = diff_g = val_r = nval_r = diff_r = 0;
val_af = nval_af = diff_af = val_bf = nval_bf = diff_bf = 0;
val_gf = nval_gf = diff_gf = val_rf = nval_rf = diff_rf = 0;
if (ibuf==NULL) return(NULL);
if (ibuf->rect==NULL && ibuf->rect_float==NULL) return (ibuf);
if (ibuf->rect) {
do_rect = 1;
_newrect = MEM_mallocN(newx * ibuf->y * sizeof(int), "scaleupx");
if (_newrect==NULL) return(ibuf);
}
if (ibuf->rect_float) {
do_float = 1;
_newrectf = MEM_mallocN(newx * ibuf->y * sizeof(float) * 4, "scaleupxf");
if (_newrectf==NULL) {
if (_newrect) MEM_freeN(_newrect);
return(ibuf);
}
}
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add = (ibuf->x - 1.001) / (newx - 1.0);
rect = (uchar *) ibuf->rect;
rectf = (float *) ibuf->rect_float;
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newrect = _newrect;
newrectf = _newrectf;
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for (y = ibuf->y; y>0 ; y--){
sample = 0;
if (do_rect) {
val_a = rect[0] ;
nval_a = rect[4];
diff_a = nval_a - val_a ;
val_a += 0.5f;
val_b = rect[1] ;
nval_b = rect[5];
diff_b = nval_b - val_b ;
val_b += 0.5f;
val_g = rect[2] ;
nval_g = rect[6];
diff_g = nval_g - val_g ;
val_g += 0.5f;
val_r = rect[3] ;
nval_r = rect[7];
diff_r = nval_r - val_r ;
val_r += 0.5f;
rect += 8;
}
if (do_float) {
val_af = rectf[0] ;
nval_af = rectf[4];
diff_af = nval_af - val_af;
val_bf = rectf[1] ;
nval_bf = rectf[5];
diff_bf = nval_bf - val_bf;
val_gf = rectf[2] ;
nval_gf = rectf[6];
diff_gf = nval_gf - val_gf;
val_rf = rectf[3] ;
nval_rf = rectf[7];
diff_rf = nval_rf - val_rf;
rectf += 8;
}
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for (x = newx ; x>0 ; x--){
if (sample >= 1.0f){
sample -= 1.0f;
if (do_rect) {
val_a = nval_a ;
nval_a = rect[0] ;
diff_a = nval_a - val_a ;
val_a += 0.5f;
val_b = nval_b ;
nval_b = rect[1] ;
diff_b = nval_b - val_b ;
val_b += 0.5f;
val_g = nval_g ;
nval_g = rect[2] ;
diff_g = nval_g - val_g ;
val_g += 0.5f;
val_r = nval_r ;
nval_r = rect[3] ;
diff_r = nval_r - val_r ;
val_r += 0.5f;
rect += 4;
}
if (do_float) {
val_af = nval_af ;
nval_af = rectf[0] ;
diff_af = nval_af - val_af ;
val_bf = nval_bf ;
nval_bf = rectf[1] ;
diff_bf = nval_bf - val_bf ;
val_gf = nval_gf ;
nval_gf = rectf[2] ;
diff_gf = nval_gf - val_gf ;
val_rf = nval_rf ;
nval_rf = rectf[3] ;
diff_rf = nval_rf - val_rf;
rectf += 4;
}
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}
if (do_rect) {
newrect[0] = val_a + sample * diff_a;
newrect[1] = val_b + sample * diff_b;
newrect[2] = val_g + sample * diff_g;
newrect[3] = val_r + sample * diff_r;
newrect += 4;
}
if (do_float) {
newrectf[0] = val_af + sample * diff_af;
newrectf[1] = val_bf + sample * diff_bf;
newrectf[2] = val_gf + sample * diff_gf;
newrectf[3] = val_rf + sample * diff_rf;
newrectf += 4;
}
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sample += add;
}
}
if (do_rect) {
imb_freerectImBuf(ibuf);
ibuf->mall |= IB_rect;
ibuf->rect = (unsigned int *) _newrect;
}
if (do_float) {
imb_freerectfloatImBuf(ibuf);
ibuf->mall |= IB_rectfloat;
ibuf->rect_float = (float *) _newrectf;
}
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ibuf->x = newx;
return(ibuf);
}
static struct ImBuf *scaleupy(struct ImBuf *ibuf, int newy)
{
uchar *rect,*_newrect=NULL,*newrect;
float *rectf,*_newrectf=NULL,*newrectf;
float sample,add;
float val_a,nval_a,diff_a;
float val_b,nval_b,diff_b;
float val_g,nval_g,diff_g;
float val_r,nval_r,diff_r;
float val_af,nval_af,diff_af;
float val_bf,nval_bf,diff_bf;
float val_gf,nval_gf,diff_gf;
float val_rf,nval_rf,diff_rf;
int x,y, do_rect = 0, do_float = 0, skipx;
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val_a = nval_a = diff_a = val_b = nval_b = diff_b = 0;
val_g = nval_g = diff_g = val_r = nval_r = diff_r = 0;
val_af = nval_af = diff_af = val_bf = nval_bf = diff_bf = 0;
val_gf = nval_gf = diff_gf = val_rf = nval_rf = diff_rf = 0;
if (ibuf==NULL) return(NULL);
if (ibuf->rect==NULL && ibuf->rect_float==NULL) return (ibuf);
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if (ibuf->rect) {
do_rect = 1;
_newrect = MEM_mallocN(ibuf->x * newy * sizeof(int), "scaleupy");
if (_newrect==NULL) return(ibuf);
}
if (ibuf->rect_float) {
do_float = 1;
_newrectf = MEM_mallocN(ibuf->x * newy * sizeof(float) * 4, "scaleupyf");
if (_newrectf==NULL) {
if (_newrect) MEM_freeN(_newrect);
return(ibuf);
}
}
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add = (ibuf->y - 1.001) / (newy - 1.0);
skipx = 4 * ibuf->x;
rect = (uchar *) ibuf->rect;
rectf = (float *) ibuf->rect_float;
newrect = _newrect;
newrectf = _newrectf;
for (x = ibuf->x; x>0 ; x--){
sample = 0;
if (do_rect) {
rect = ((uchar *)ibuf->rect) + 4*(x-1);
newrect = _newrect + 4*(x-1);
val_a = rect[0] ;
nval_a = rect[skipx];
diff_a = nval_a - val_a ;
val_a += 0.5f;
val_b = rect[1] ;
nval_b = rect[skipx+1];
diff_b = nval_b - val_b ;
val_b += 0.5f;
val_g = rect[2] ;
nval_g = rect[skipx+2];
diff_g = nval_g - val_g ;
val_g += 0.5f;
val_r = rect[3] ;
nval_r = rect[skipx+4];
diff_r = nval_r - val_r ;
val_r += 0.5f;
rect += 2*skipx;
}
if (do_float) {
rectf = ((float *)ibuf->rect_float) + 4*(x-1);
newrectf = _newrectf + 4*(x-1);
val_af = rectf[0] ;
nval_af = rectf[skipx];
diff_af = nval_af - val_af;
val_bf = rectf[1] ;
nval_bf = rectf[skipx+1];
diff_bf = nval_bf - val_bf;
val_gf = rectf[2] ;
nval_gf = rectf[skipx+2];
diff_gf = nval_gf - val_gf;
2002-10-12 13:37:38 +02:00
val_rf = rectf[3] ;
nval_rf = rectf[skipx+3];
diff_rf = nval_rf - val_rf;
rectf += 2*skipx;
}
for (y = newy ; y>0 ; y--){
if (sample >= 1.0f){
sample -= 1.0f;
if (do_rect) {
val_a = nval_a ;
nval_a = rect[0] ;
diff_a = nval_a - val_a ;
val_a += 0.5f;
val_b = nval_b ;
nval_b = rect[1] ;
diff_b = nval_b - val_b ;
val_b += 0.5f;
val_g = nval_g ;
nval_g = rect[2] ;
diff_g = nval_g - val_g ;
val_g += 0.5f;
val_r = nval_r ;
nval_r = rect[3] ;
diff_r = nval_r - val_r ;
val_r += 0.5f;
2002-10-12 13:37:38 +02:00
rect += skipx;
}
if (do_float) {
val_af = nval_af ;
nval_af = rectf[0] ;
diff_af = nval_af - val_af ;
val_bf = nval_bf ;
nval_bf = rectf[1] ;
diff_bf = nval_bf - val_bf ;
val_gf = nval_gf ;
nval_gf = rectf[2] ;
diff_gf = nval_gf - val_gf ;
val_rf = nval_rf ;
nval_rf = rectf[3] ;
diff_rf = nval_rf - val_rf;
rectf += skipx;
}
2002-10-12 13:37:38 +02:00
}
if (do_rect) {
newrect[0] = val_a + sample * diff_a;
newrect[1] = val_b + sample * diff_b;
newrect[2] = val_g + sample * diff_g;
newrect[3] = val_r + sample * diff_r;
newrect += skipx;
}
if (do_float) {
newrectf[0] = val_af + sample * diff_af;
newrectf[1] = val_bf + sample * diff_bf;
newrectf[2] = val_gf + sample * diff_gf;
newrectf[3] = val_rf + sample * diff_rf;
newrectf += skipx;
}
sample += add;
2002-10-12 13:37:38 +02:00
}
}
if (do_rect) {
imb_freerectImBuf(ibuf);
ibuf->mall |= IB_rect;
ibuf->rect = (unsigned int *) _newrect;
}
if (do_float) {
imb_freerectfloatImBuf(ibuf);
ibuf->mall |= IB_rectfloat;
ibuf->rect_float = (float *) _newrectf;
}
2002-10-12 13:37:38 +02:00
ibuf->y = newy;
return(ibuf);
}
/* no float buf needed here! */
static void scalefast_Z_ImBuf(ImBuf *ibuf, int newx, int newy)
2002-10-12 13:37:38 +02:00
{
unsigned int *rect, *_newrect, *newrect;
int x, y;
int ofsx, ofsy, stepx, stepy;
2002-10-12 13:37:38 +02:00
if (ibuf->zbuf) {
_newrect = MEM_mallocN(newx * newy * sizeof(int), "z rect");
if (_newrect==NULL) return;
2002-10-12 13:37:38 +02:00
stepx = (65536.0 * (ibuf->x - 1.0) / (newx - 1.0)) + 0.5;
stepy = (65536.0 * (ibuf->y - 1.0) / (newy - 1.0)) + 0.5;
ofsy = 32768;
newrect = _newrect;
for (y = newy; y > 0 ; y--){
rect = (unsigned int*) ibuf->zbuf;
rect += (ofsy >> 16) * ibuf->x;
ofsy += stepy;
ofsx = 32768;
for (x = newx ; x > 0 ; x--){
*newrect++ = rect[ofsx >> 16];
ofsx += stepx;
}
}
IMB_freezbufImBuf(ibuf);
ibuf->mall |= IB_zbuf;
ibuf->zbuf = (int*) _newrect;
}
}
struct ImBuf *IMB_scaleImBuf(struct ImBuf * ibuf, unsigned int newx, unsigned int newy)
2002-10-12 13:37:38 +02:00
{
if (ibuf==NULL) return (NULL);
if (ibuf->rect==NULL && ibuf->rect_float==NULL) return (ibuf);
if (newx == ibuf->x && newy == ibuf->y) { return ibuf; }
2002-10-12 13:37:38 +02:00
/* scaleup / scaledown functions below change ibuf->x and ibuf->y
so we first scale the Z-buffer (if any) */
2002-10-12 13:37:38 +02:00
scalefast_Z_ImBuf(ibuf, newx, newy);
/* try to scale common cases in a fast way */
/* disabled, quality loss is inacceptable, see report #18609 (ton) */
if (0 && q_scale_linear_interpolation(ibuf, newx, newy)) {
return ibuf;
}
2002-10-12 13:37:38 +02:00
if (newx < ibuf->x) if (newx) scaledownx(ibuf,newx);
if (newy < ibuf->y) if (newy) scaledowny(ibuf,newy);
if (newx > ibuf->x) if (newx) scaleupx(ibuf,newx);
if (newy > ibuf->y) if (newy) scaleupy(ibuf,newy);
return(ibuf);
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
struct imbufRGBA {
float r, g, b, a;
};
2002-10-12 13:37:38 +02:00
struct ImBuf *IMB_scalefastImBuf(struct ImBuf *ibuf, unsigned int newx, unsigned int newy)
2002-10-12 13:37:38 +02:00
{
unsigned int *rect,*_newrect,*newrect;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
struct imbufRGBA *rectf, *_newrectf, *newrectf;
int x,y, do_float=0, do_rect=0;
2002-10-12 13:37:38 +02:00
int ofsx,ofsy,stepx,stepy;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
rect = NULL; _newrect = NULL; newrect = NULL;
rectf = NULL; _newrectf = NULL; newrectf = NULL;
2002-10-12 13:37:38 +02:00
if (ibuf==NULL) return(NULL);
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
if (ibuf->rect) do_rect = 1;
if (ibuf->rect_float) do_float = 1;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
if (do_rect==0 && do_float==0) return(ibuf);
if (newx == ibuf->x && newy == ibuf->y) return(ibuf);
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
if(do_rect) {
_newrect = MEM_mallocN(newx * newy * sizeof(int), "scalefastimbuf");
if (_newrect==NULL) return(ibuf);
newrect = _newrect;
}
if (do_float) {
_newrectf = MEM_mallocN(newx * newy * sizeof(float) * 4, "scalefastimbuf f");
if (_newrectf==NULL) {
if (_newrect) MEM_freeN(_newrect);
return(ibuf);
}
newrectf = _newrectf;
}
2002-10-12 13:37:38 +02:00
stepx = (65536.0 * (ibuf->x - 1.0) / (newx - 1.0)) + 0.5;
stepy = (65536.0 * (ibuf->y - 1.0) / (newy - 1.0)) + 0.5;
ofsy = 32768;
for (y = newy; y > 0 ; y--){
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
if(do_rect) {
rect = ibuf->rect;
rect += (ofsy >> 16) * ibuf->x;
}
if (do_float) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
rectf = (struct imbufRGBA *)ibuf->rect_float;
rectf += (ofsy >> 16) * ibuf->x;
}
2002-10-12 13:37:38 +02:00
ofsy += stepy;
ofsx = 32768;
if (do_rect) {
for (x = newx ; x>0 ; x--){
*newrect++ = rect[ofsx >> 16];
ofsx += stepx;
}
}
if (do_float) {
ofsx = 32768;
for (x = newx ; x>0 ; x--){
*newrectf++ = rectf[ofsx >> 16];
ofsx += stepx;
}
2002-10-12 13:37:38 +02:00
}
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
if (do_rect) {
imb_freerectImBuf(ibuf);
ibuf->mall |= IB_rect;
ibuf->rect = _newrect;
}
2002-10-12 13:37:38 +02:00
if (do_float) {
imb_freerectfloatImBuf(ibuf);
ibuf->mall |= IB_rectfloat;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 23:05:47 +01:00
ibuf->rect_float = (float *)_newrectf;
}
2002-10-12 13:37:38 +02:00
scalefast_Z_ImBuf(ibuf, newx, newy);
ibuf->x = newx;
ibuf->y = newy;
return(ibuf);
}